tutorial:blocks
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tutorial:blocks [2019/05/26 16:17] – [Giving your block a model] Remove unintended JSON indentation jamieswhiteshirt | tutorial:blocks [2020/04/16 01:09] – Added required .INSTANCE to BlockRenderLayerMap example and added the example block name. darthjake | ||
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==== Introduction ==== | ==== Introduction ==== | ||
- | 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 a custom block class. We'll also look at adding a block model. | + | 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 a custom block class. We'll also look at adding a block model. |
- | + | ||
- | | + | |
==== Creating a Block ==== | ==== Creating a Block ==== | ||
- | To start, create an instance of Block in your main mod class. Block' | + | To start, create an instance of Block in your main mod class. Block' |
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
public class ExampleMod implements ModInitializer | public class ExampleMod implements ModInitializer | ||
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==== Registering a Block ==== | ==== Registering a Block ==== | ||
- | We're going to register our block, just like you would an item or any other addition. You can call // | + | Registering blocks is the same as registering items. Call // |
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
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{ | { | ||
// block creation | // block creation | ||
- | […] | + | [...] |
| | ||
@Override | @Override | ||
public void onInitialize() | public void onInitialize() | ||
{ | { | ||
- | Registry.register(Registry.BLOCK, | + | Registry.register(Registry.BLOCK, |
} | } | ||
} | } | ||
</ | </ | ||
- | Your block will not be accessible as an item, but it can be seen in-game by using / | + | Your block will //not// be accessible as an item, but it can be seen in-game by using '' |
==== Registering a BlockItem ==== | ==== Registering a BlockItem ==== | ||
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[...] | [...] | ||
| | ||
- | Registry.register(Registry.ITEM, | + | Registry.register(Registry.ITEM, |
} | } | ||
} | } | ||
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As you probably have noticed, the block is simply a purple and black checkerboard pattern in-game. This is Minecraft' | As you probably have noticed, the block is simply a purple and black checkerboard pattern in-game. This is Minecraft' | ||
- | Blockstate: src/ | + | Blockstate: src/ |
- | Block Model: src/ | + | Block Model: src/ |
- | Item Model: src/ | + | Item Model: src/ |
- | Block Texture: 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> | + | <code JavaScript |
{ | { | ||
" | " | ||
- | "": | + | "": |
} | } | ||
} | } | ||
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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> | + | <code JavaScript |
{ | { | ||
" | " | ||
" | " | ||
- | " | + | " |
} | } | ||
} | } | ||
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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: | 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> | + | <code JavaScript |
{ | { | ||
- | " | + | " |
} | } | ||
</ | </ | ||
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 ==== | ||
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</ | </ | ||
- | Just like we did in the item tutorial, you can override methods in the block class for custom functionality. | + | Just like we did in the item tutorial, you can override methods in the block class for custom functionality. |
- | <code java [enable_line_numbers=" | + | If you want your block to be transparent, |
+ | <code java> | ||
+ | BlockRenderLayerMap.INSTANCE.putBlock(EXAMPLE_BLOCK, | ||
+ | </ | ||
+ | |||
+ | In versions before 1.15/ | ||
+ | |||
+ | <code java> | ||
@Environment(EnvType.CLIENT) | @Environment(EnvType.CLIENT) | ||
+ | @Override | ||
public BlockRenderLayer getRenderLayer() { | public BlockRenderLayer getRenderLayer() { | ||
return BlockRenderLayer.TRANSLUCENT; | return BlockRenderLayer.TRANSLUCENT; | ||
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Your custom block should now be transparent! | Your custom block should now be transparent! | ||
+ | |||
+ | |||
+ | ==== Custom VoxelShape ==== | ||
+ | |||
+ | When making custom blocks which do not entirely fill the block, the adjacent blocks might hide their faces. In this case of a custom vertical slab it would look like this: | ||
+ | |||
+ | {{: | ||
+ | |||
+ | |||
+ | We have to define the VoxelShape of the new block into one which is not an entire block: | ||
+ | |||
+ | < | ||
+ | @Override | ||
+ | | ||
+ | | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | By doing so we also define getCollisionShape, | ||
+ | |||
+ | {{: | ||
+ | |||
+ | ==== Next Steps ==== | ||
+ | [[tutorial: | ||
+ | |||
+ | [[tutorial: |
tutorial/blocks.txt · Last modified: 2024/07/04 16:29 by mineblock11