tutorial:blocks
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tutorial:blocks [2020/06/14 00:13] – block formatting changes + 1.16 draylar | tutorial:blocks [2022/04/29 09:35] – [Next Steps] solidblock | ||
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====== Adding a Block ====== | ====== Adding a Block ====== | ||
- | ==== Introduction ==== | + | Adding blocks to your mod follows a similar process to [[tutorial: |
- | 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 |
- | ==== Creating a Block ==== | + | Start by creating an instance of '' |
- | 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 { | ||
- | // an instance | + | /* Declare and initialize our custom block instance. |
- | public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL)); | + | We set our block material to `METAL`, which requires a pickaxe to efficiently break. |
+ | |||
+ | | ||
+ | | ||
+ | Stone has a hardness of 1.5f and a resistance of 6.0f, while Obsidian has a hardness of 50.0f and a resistance of 1200.0f. | ||
+ | |||
+ | You can find the stats of all vanilla blocks in the class `Blocks`, where you can also reference other blocks. | ||
+ | */ | ||
+ | public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); | ||
| | ||
@Override | @Override | ||
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</ | </ | ||
- | ==== Registering | + | ==== Registering |
- | Registering blocks is the same as registering items. Call //Registry.register// | + | Blocks should be registered under the '' |
- | <code java [enable_line_numbers=" | + | <code java [enable_line_numbers=" |
public class ExampleMod implements ModInitializer { | public class ExampleMod implements ModInitializer { | ||
- | | + | public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); |
- | | + | |
| | ||
@Override | @Override | ||
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</ | </ | ||
- | Your block will //not// be accessible as an item, but it can be seen in-game by using ''/ | + | Your custom |
- | ==== Registering | + | ==== Registering |
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. | 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. | ||
- | <code java [enable_line_numbers=" | + | <code java [enable_line_numbers=" |
- | public class ExampleMod implements ModInitializer | + | public class ExampleMod implements ModInitializer { |
- | { | + | |
- | // block creation | + | |
- | | + | |
| | ||
@Override | @Override | ||
- | public void onInitialize() | + | public void onInitialize() { |
- | | + | |
- | | + | Registry.register(Registry.ITEM, |
- | [...] | + | |
- | | + | |
- | Registry.register(Registry.ITEM, | + | |
} | } | ||
} | } | ||
</ | </ | ||
- | ==== Giving your block a model ==== | + | ===== Giving your Block Visuals |
+ | |||
+ | At this point, your new block will appear as a purple and black checkerboard pattern in-game. This is Minecraft' | ||
+ | * A blockstate file | ||
+ | * A block model file | ||
+ | * A texture | ||
+ | * An item model file (if the block has an item associated with it). | ||
- | As you probably have noticed, the block is simply a purple and black checkerboard pattern in-game. This is Minecraft' | + | The files should be located here: |
Blockstate: src/ | Blockstate: src/ | ||
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Block Texture: src/ | Block Texture: src/ | ||
- | The blockstate file determines which model that the block should use depending on it' | + | The blockstate file determines which model a block should use depending on its blockstate. |
<code JavaScript src/ | <code JavaScript src/ | ||
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</ | </ | ||
- | The block model file defines the shape and texture of your block. | + | The block model file defines the shape and texture of your block. |
<code JavaScript src/ | <code JavaScript src/ | ||
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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 will want the block to look the same in item form. You can make an item model that has the block model file as a parent, which makes it appear exactly like the block: |
<code JavaScript src/ | <code JavaScript src/ | ||
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</ | </ | ||
- | Load up Minecraft and your block should | + | Load up Minecraft and your block should have visuals! |
- | ==== Adding a block loot table ==== | + | ===== Configuring Block Drops ===== |
- | The block must have a loot table for any items to drop when the block is broken. Assuming | + | To make your block drop items when broken, you will need a //loot table//. The following file will cause your block to drop its respective item form when broken: |
<code JavaScript src/ | <code JavaScript src/ | ||
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</ | </ | ||
- | When broken in survival mode, the block will now drop an item. | + | In minecraft 1.17, there has been a change for breaking blocks. Now, to define harvest tools and harvest levels, we need to use tags. Read about tags at: [[tutorial: |
- | ==== Creating a Block class ==== | + | Harvest tool: src/main/resources/data/minecraft/ |
- | When creating a simple block the above approach works well, but sometimes you want a //special// block with unique mechanics. We'll create a separate class that extends Block to do this. The class needs a constructor that takes in a BlockSettings argument. | + | Harvest level: src/ |
- | < | + | < |
- | public class ExampleBlock extends Block | + | |
{ | { | ||
- | public ExampleBlock(Settings settings) | + | " |
- | | + | " |
- | | + | |
- | } | + | ] |
} | } | ||
</ | </ | ||
- | Just like we did in the item tutorial, you can override methods in the block class for custom functionality. | + | <code JavaScript src/ |
+ | { | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | ] | ||
+ | } | ||
+ | </ | ||
- | If you want your block to be transparent, in your client mod initializer code, do: | + | For the harvest level tags (needs_stone_tool, |
- | <code java> | + | |
- | | + | |
+ | <code java [enable_line_numbers=" | ||
+ | | ||
</ | </ | ||
- | In versions before 1.15/ | + | ===== Creating |
- | <code java> | + | The above approach works well for simple blocks but falls short when you want a block with //unique// mechanics. We'll create a // |
- | | + | |
- | | + | <code java [enable_line_numbers=" |
- | public | + | public class ExampleBlock extends Block { |
- | | + | |
+ | public | ||
+ | | ||
} | } | ||
+ | } | ||
</ | </ | ||
- | To add this block into the game, replace | + | You can override methods in the block class for custom functionality. Here's an implementation of the '' |
- | <code java [enable_line_numbers=" | + | <code java [enable_line_numbers=" |
- | public class ExampleMod implements ModInitializer | + | public class ExampleBlock extends Block { |
- | { | + | |
- | | + | public ExampleBlock(Settings settings) |
- | public | + | super(settings); |
- | [...] | + | |
+ | |||
+ | @Override | ||
+ | public | ||
+ | if (!world.isClient) { | ||
+ | player.sendMessage(new LiteralText(" | ||
+ | } | ||
+ | |||
+ | return ActionResult.SUCCESS; | ||
+ | } | ||
} | } | ||
</ | </ | ||
- | Your custom block should now be transparent! | + | To use your custom block class, replace //new Block// with //new ExampleBlock//: |
+ | <code java [enable_line_numbers=" | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | |||
+ | public static final ExampleBlock EXAMPLE_BLOCK = new ExampleBlock(FabricBlockSettings.of(Material.STONE).hardness(4.0f)); | ||
+ | | ||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | Registry.register(Registry.BLOCK, | ||
+ | Registry.register(Registry.ITEM, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
==== Custom VoxelShape ==== | ==== Custom VoxelShape ==== | ||
- | When making custom blocks which do not entirely fill the block, | + | When using block models that do not //entirely// fill the block (eg. Anvil, Slab, Stairs), adjacent blocks hide their faces: |
{{: | {{: | ||
- | + | To fix this, we have to define the '' | |
- | We have to define the VoxelShape of the new block into one which is not an entire | + | |
< | < | ||
- | @Override | + | @Override |
- | | + | |
| | ||
} | } | ||
</ | </ | ||
- | By doing so we also define getCollisionShape, | + | Note that the //collision shape// |
{{: | {{: | ||
- | ==== Next Steps ==== | + | ===== Next Steps ===== |
[[tutorial: | [[tutorial: | ||
[[tutorial: | [[tutorial: | ||
+ | |||
+ | To make your block flammable (that is, can be burned in fire), you may use '' |
tutorial/blocks.txt · Last modified: 2024/04/15 01:52 by solidblock