====== Adding a BlockEntity ====== ===== Introduction ===== A BlockEntity is primarily used to store data within blocks. Before creating one, you will need a [[tutorial:blocks|Block]]. This tutorial will cover the creation of your BlockEntity class, and its registration. ===== Creating a BlockEntity ===== The simplest Block Entity simply extends ''BlockEntity'', and uses the default constructor. This is perfectly valid, but will not grant any special functionality to your block. public class DemoBlockEntity extends BlockEntity { public DemoBlockEntity(BlockPos pos, BlockState state) { super(ExampleMod.DEMO_BLOCK_ENTITY, pos, state); } } Please ensure that the constructor only takes the two parameters, otherwise the method reference ''DemoBlockEntity::new'' that we write later will be invalid. The ''ExampleMod.DEMO_BLOCK_ENTITY'' field will be created later. Block entities support a variety of methods to enable functionality such as serialization to and deserialization from NBT, ticking, providing inventories, and more. This tutorial covers the most common implementations of block entity functionality. ===== Registering your BlockEntity ===== Once you have created the ''BlockEntity'' class, you will need to register it for it to function. The first step of this process is to create a ''BlockEntityType'', which links your ''Block'' and ''BlockEntity'' together. Assuming your ''Block'' has been created and saved to the static final field ''DEMO_BLOCK'', you would create the matching ''BlockEntityType'' with the line below. In this tutorial, the ID of the block entity is ''tutorial:demo_block_entity''. The ''BlockEntityType'' can be registered in the initialization of class or in your ''onInitialize'' method. This is to ensure it gets registered at the correct time. public static final BlockEntityType DEMO_BLOCK_ENTITY = Registry.register( Registries.BLOCK_ENTITY_TYPE, new Identifier("tutorial", "demo_block_entity"), FabricBlockEntityTypeBuilder.create(DemoBlockEntity::new, DEMO_BLOCK).build() ); The block entity type defines that only the ''DEMO_BLOCK'' can have this block entity type. If you want the block entity type to support more blocks, just add them in the parameters of ''FabricBlockEntityTypeBuilder.create''. If the method reference ''DemoBlockEntity::new'' does not parse, check if the constructor of ''DemoBlockEntity'' has the correct parameters. ==== Connecting a Block Entity to a Block ==== Once your ''BlockEntityType'' has been created and registered, you'll need a block that is associated with it. You can do this by implementing ''BlockEntityProvider'' and overriding ''createBlockEntity''. Each time your block is placed, your Block Entity will spawn alongside it. public class DemoBlock extends Block implements BlockEntityProvider { [...] @Override public BlockEntity createBlockEntity(BlockPos pos, BlockState state) { return new DemoBlockEntity(pos, state); } } ===== Serializing Data ===== If you want to store any data in your ''BlockEntity'', you will need to save and load it, or it will only be held while the ''BlockEntity'' is loaded, and the data will reset whenever you come back to it. Luckily, saving and loading is quite simple - you only need to override ''writeNbt()'' and ''readNbt()''. ''writeNbt()'' modifies the parameter ''nbt'', which should contain all of the data in your block entity. It usually does not modify the block entity object itself. The NBT is saved to the disk, and if you need to sync your block entity data with clients, also sent through packets. It is very important to call ''super.writeNbt'', which saves the position and id of the block entity to the nbt. Without this, any further data you try and save will be lost as it is not associated with a position and ''BlockEntityType''. Knowing this, the example below demonstrates saving an integer from your ''BlockEntity'' to the nbt. In the example, the integer is saved under the key ''"number"'' - you can replace this with any string, but you can only have one entry for each key in your nbt, and you will need to remember the key in order to read the data later. public class DemoBlockEntity extends BlockEntity { // Store the current value of the number private int number = 7; public DemoBlockEntity(BlockPos pos, BlockState state) { super(ExampleMod.DEMO_BLOCK_ENTITY, pos, state); } // Serialize the BlockEntity @Override public void writeNbt(NbtCompound nbt) { // Save the current value of the number to the nbt nbt.putInt("number", number); super.writeNbt(nbt); } } In order to read the data, you will also need to override ''readNbt''. This method is the opposite of ''writeNbt'' - instead of saving your data to a ''NBTCompound'', you are given the nbt data which you saved earlier, enabling you to retrieve any data that you need. It modifies the block entity object itself, instead of the ''nbt''. As with ''writeNbt'', it is essential that you call ''super.readNbt'', and you will need to use the same keys to retrieve data that you saved. To read, the number we saved earlier in the nbt, see the example below. // Deserialize the BlockEntity @Override public void readNbt(NbtCompound nbt) { super.readNbt(nbt); number = nbt.getInt("number"); } Once you have implemented the ''writeNbt'' and ''readNbt'' methods, you simply need to ensure that they are called when needed. Whenever your block entity is modified and needs to be saved, call ''markDirty()''. This will force the ''writeNbt'' method to be called when the world is next saved by marking the chunk in which your block is as dirty. As a general rule of thumb, simply call ''markDirty()'' whenever you modify any custom variable in your ''BlockEntity'' class, otherwise after you exit and re-enter the world, the block entity appears as if the modification had not been done. ===== Sync data from server to client ===== The data is read in the server world usually. Most data are not needed by the client, for example, your client does not need to know what's in the chest or furnace, until you open the GUI. But for some block entities, such as signs and banners, you have to inform the client of the data of the block entity, for example, for rendering. For version 1.17.1 and below, implement ''BlockEntityClientSerializable'' from the Fabric API. This class provides the ''fromClientTag'' and ''toClientTag'' methods, which work much the same as the previously discussed ''readNbt'' and ''writeNbt'' methods, except that they are used specifically for sending to and receiving data on the client. You may simply call ''readNbt'' and ''writeNbt'' in the ''fromClientTag'' and ''toClientTag'' methods. For version 1.18 and above, override ''toUpdatePacket'' and ''toInitialChunkDataNbt'': @Nullable @Override public Packet toUpdatePacket() { return BlockEntityUpdateS2CPacket.create(this); } @Override public NbtCompound toInitialChunkDataNbt() { return createNbt(); } **Warning**: Need to call ''world.updateListeners(pos, state, state, Block.NOTIFY_LISTENERS);'' to trigger the update, otherwise the client does not know that the block entity has been changed. ===== Block Entity Ticking ===== 1.17 has added static ticking, where before you'd implement the ''Tickable'' interface. For your block to tick, you would normally use ''getTicker'' in ''Block'', linking back to a ''BlockEntity''. See below for the common implementation of ticking. In your ''Block'' class: public class DemoBlock extends BlockWithEntity { [...] @Override public BlockRenderType getRenderType(BlockState state) { // With inheriting from BlockWithEntity this defaults to INVISIBLE, so we need to change that! return BlockRenderType.MODEL; } @Override public BlockEntityTicker getTicker(World world, BlockState state, BlockEntityType type) { return checkType(type, ExampleMod.DEMO_BLOCK_ENTITY, (world1, pos, state1, be) -> DemoBlockEntity.tick(world1, pos, state1, be)); } } And in your ''BlockEntity'' class: public class DemoBlockEntity extends BlockEntity { public DemoBlockEntity(BlockPos pos, BlockState state) { super(ExampleMod.DEMO_BLOCK_ENTITY, pos, state); } public static void tick(World world, BlockPos pos, BlockState state, DemoBlockEntity be) { [...] } } ===== Overview ===== You should now have your very own ''BlockEntity'', which you can expand in various ways to suit your needs. You registered a ''BlockEntityType'', and used it to connect your ''Block'' and ''BlockEntity'' classes together. Then, you implemented ''BlockEntityProvider'' in your ''Block'' class, and used the interface to provide an instance of your new ''BlockEntity''. You also learned how to save data to your ''BlockEntity'', how to retrieve for use later, and finally, you learned how to add ticking to it.