tutorial:blocks
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tutorial:blocks [2019/03/18 23:52] – fixed BlockItem arguments draylar | tutorial:blocks [2019/11/14 22:00] – fudge | ||
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==== Introduction ==== | ==== Introduction ==== | ||
- | Like items, new blocks are added by most mods. You' | + | To add a block to your mod, you will need to register a new instance of the Block class. For more control over your block, you can create |
- | | + | |
==== Creating a Block ==== | ==== Creating a Block ==== | ||
- | The first step is to create a Block. This can be done by using the Block.Settings' | ||
- | | + | To start, create an instance of Block in your main mod class. Block' |
- | { | + | <code java [enable_line_numbers=" |
- | // an instance of our new block | + | public class ExampleMod implements ModInitializer |
- | public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.of(Material.STONE)); | + | { |
- | [...] | + | // an instance of our new block |
- | } | + | public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).build()); |
- | + | [...] | |
+ | } | ||
+ | </ | ||
==== Registering a Block ==== | ==== Registering a Block ==== | ||
- | As blocks exist in vanilla, they are registered with the vanilla registry that can be gotten by using // | ||
- | public class ExampleMod implements ModInitializer | + | Registering blocks is the same as registering items. Call // |
- | { | + | |
- | | + | |
- | […] | + | |
- | + | ||
- | @Override | + | |
- | public void onInitialize() | + | |
- | { | + | |
- | | + | |
- | } | + | |
- | } | + | |
- | Your block will currently | + | <code java [enable_line_numbers=" |
+ | public class ExampleMod implements ModInitializer | ||
+ | { | ||
+ | // block creation | ||
+ | […] | ||
+ | |||
+ | @Override | ||
+ | public void onInitialize() | ||
+ | { | ||
+ | Registry.register(Registry.BLOCK, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Your block will //not// be accessible as an item, but it can be seen in-game | ||
==== Registering a BlockItem ==== | ==== Registering a BlockItem ==== | ||
- | In most cases you want the block to accessible in a creative tab and as an item. To make the block available as an item, you need to register a corresponding BlockItem in the item registry. The registry name of the item should usually be the same as the registry name of the block. A BlockItem can be created with //new BlockItem(block)// | ||
- | | + | In most cases, you want to be able to place your block using an item. To do this, you need to register a corresponding BlockItem in the item registry. You can do this by registering an instance of BlockItem under Registry.ITEM. The registry name of the item should usually be the same as the registry name of the block. |
- | { | + | |
- | // block creation | + | <code java [enable_line_numbers=" |
- | […] | + | public class ExampleMod implements ModInitializer |
- | + | { | |
- | @Override | + | // block creation |
- | public void onInitialize() | + | […] |
- | { | + | |
- | // block registration | + | @Override |
- | [...] | + | public void onInitialize() |
- | + | { | |
- | Registry.register(Registry.ITEM, | + | // block registration |
- | } | + | [...] |
- | } | + | |
+ | Registry.register(Registry.ITEM, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
==== Giving your block a model ==== | ==== Giving your block a model ==== | ||
- | As you probably have noticed, the block both in world and in item form is a purple and black checkerboard pattern. This is Minecraft' | ||
- | | + | As you probably have noticed, the block is simply a purple and black checkerboard pattern in-game. This is Minecraft' |
- | Block model: src/ | + | |
- | Item model: src/ | + | |
- | Block texture: src/ | + | Block Model: src/ |
+ | Item Model: src/ | ||
+ | Block Texture: src/ | ||
The blockstate file determines which model that the block should use depending on it's blockstate. As our block has only one state, the file is a simple as this: | The blockstate file determines which model that the block should use depending on it's blockstate. As our block has only one state, the file is a simple as this: | ||
- | | + | <code JavaScript src/ |
- | " | + | { |
- | "": | + | " |
- | } | + | "": |
- | } | + | } |
+ | } | ||
+ | </ | ||
The block model file defines the shape and texture of your block. We will use block/ | The block model file defines the shape and texture of your block. We will use block/ | ||
- | | + | <code JavaScript src/ |
- | " | + | { |
- | " | + | " |
- | " | + | " |
- | } | + | " |
} | } | ||
+ | } | ||
+ | </ | ||
- | In most cases you want the block to look the same in hand as in the world and we can therefore create a item model file that simply | + | In most cases you want the block to look the same in hand. To do this, you can make an item file that inherits from the block model file: |
- | | + | <code JavaScript src/ |
- | " | + | { |
- | } | + | " |
+ | } | ||
+ | </ | ||
Load up Minecraft and your block should finally have a texture! | Load up Minecraft and your block should finally have a texture! | ||
+ | |||
+ | ==== Adding a block loot table ==== | ||
+ | |||
+ | The block must have a loot table for any items to drop when the block is broken. Assuming you have created an item for your block and registered it using the same name as the block, the following file will produce regular block drops '' | ||
+ | |||
+ | <code JavaScript src/ | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | } | ||
+ | ], | ||
+ | " | ||
+ | { | ||
+ | " | ||
+ | } | ||
+ | ] | ||
+ | } | ||
+ | ] | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | When broken in survival mode, the block will now drop an item. | ||
==== Creating a Block class ==== | ==== Creating a Block class ==== | ||
- | When creating a simple | + | When creating a simple block the above approach |
- | | + | <code java [enable_line_numbers=" |
- | { | + | public class ExampleBlock extends Block |
- | public ExampleBlock(Settings settings) | + | { |
- | { | + | public ExampleBlock(Settings settings) |
- | super(settings); | + | { |
- | } | + | super(settings); |
- | } | + | } |
+ | } | ||
+ | </ | ||
- | Here in the your custom block class you can customize your blocks | + | Just like we did in the item tutorial, |
- | | + | <code java> |
- | | + | |
- | | + | public BlockRenderLayer getRenderLayer() { |
- | | + | return BlockRenderLayer.TRANSLUCENT; |
+ | } | ||
+ | </ | ||
- | To add this block into the game you have to replace //new Block// with //new ExampleBlock// | + | To add this block into the game, replace //new Block// with //new ExampleBlock// |
- | | + | <code java [enable_line_numbers=" |
- | { | + | public class ExampleMod implements ModInitializer |
- | // an instance of our new item | + | { |
- | public static final ExampleBlock EXAMPLE_BLOCK = new ExampleBlock(Block.Settings.of(Material.STONE)); | + | // an instance of our new item |
- | [...] | + | public static final ExampleBlock EXAMPLE_BLOCK = new ExampleBlock(Block.Settings.of(Material.STONE)); |
- | } | + | [...] |
- | + | } | |
- | Your custom block should now be transparent | + | </ |
+ | |||
+ | Your custom block should now be transparent! | ||
+ | ==== Next Steps ==== | ||
+ | [[tutorial: | ||
+ | |||
+ | [[tutorial: |
tutorial/blocks.txt · Last modified: 2024/07/04 16:29 by mineblock11