tutorial:blocks
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tutorial:blocks [2022/12/21 01:40] – item groups in 1.19.3 haykam | tutorial:blocks [2024/07/04 16:29] (current) – mineblock11 | ||
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+ | ~~REDIRECT> | ||
+ | |||
====== Adding a Block ====== | ====== Adding a Block ====== | ||
- | Adding blocks to your mod follows a similar process to [[tutorial: | + | Adding blocks to your mod follows a similar process to [[tutorial: |
===== Creating a Block ===== | ===== Creating a Block ===== | ||
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Start by creating an instance of '' | Start by creating an instance of '' | ||
- | <code java [enable_line_numbers=" | + | <code java [enable_line_numbers=" |
public class ExampleMod implements ModInitializer { | public class ExampleMod implements ModInitializer { | ||
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You can find the stats of all vanilla blocks in the class `Blocks`, where you can also reference other blocks. | 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)); | + | |
+ | // For versions below 1.20: | ||
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); | ||
+ | // For versions below 1.20.5: | ||
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f)); | ||
+ | // For versions since 1.20.5: | ||
+ | public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f)); | ||
| | ||
@Override | @Override | ||
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</ | </ | ||
- | ==== Registering your Block ==== | + | ===== Registering your Block ===== |
- | Blocks should be registered under the '' | + | Blocks should be registered under the '' |
If you're using version 1.19.2 or below, please replace '' | If you're using version 1.19.2 or below, please replace '' | ||
- | <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)); | + | |
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); | ||
+ | // For versions below 1.20.5: | ||
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f)); | ||
+ | // For versions since 1.20.5: | ||
+ | public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f)); | ||
| | ||
@Override | @Override | ||
public void onInitialize() { | public void onInitialize() { | ||
- | Registry.register(Registries.BLOCK, | + | |
+ | // Registry.register(Registries.BLOCK, | ||
+ | // For versions since 1.21: | ||
+ | Registry.register(Registries.BLOCK, | ||
} | } | ||
} | } | ||
</ | </ | ||
- | Your custom block will //not// be accessible as an item yet, but it can be seen in-game by using the command ''/ | + | Your custom block will //not// be accessible as an item yet, but it can be seen in-game by using the command ''/ |
- | ==== Registering an Item for your Block ==== | + | ===== Registering an Item for your 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 '' | 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 '' | ||
- | <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)); | + | |
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); | ||
+ | // For versions below 1.20.5: | ||
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f)); | ||
+ | // For versions since 1.20.5: | ||
+ | public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f)); | ||
| | ||
@Override | @Override | ||
public void onInitialize() { | public void onInitialize() { | ||
Registry.register(Registries.BLOCK, | Registry.register(Registries.BLOCK, | ||
- | Registry.register(Registries.ITEM, | + | |
+ | // Registry.register(Registries.ITEM, | ||
+ | // For versions below 1.21: | ||
+ | // Registry.register(Registries.ITEM, | ||
+ | // For versions since 1.21: | ||
+ | Registry.register(Registries.ITEM, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ===== Best practice of registering blocks ===== | ||
+ | Sometimes you have many blocks in the mod. If you register them in such ways, you have to write complex codes for each of them, and the code will be messy. Therefore, similar to registering items, we create a separate class for blocks, and a utility methods to register the block and item. | ||
+ | <code java TutorialBlocks> | ||
+ | public final class TutorialBlocks { | ||
+ | public static final Block EXAMPLE_BLOCK = register(new Block(Block.Settings.create().strength(4.0f)), | ||
+ | |||
+ | private static Block register(Block block, String path) { | ||
+ | Registry.register(Registries.BLOCK, | ||
+ | Registry.register(Registries.ITEM, | ||
+ | } | ||
+ | |||
+ | public static void initialize() { | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Remember to initialize the '' | ||
+ | <code java ExampleMod> | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | TutorialBlocks.initialize(); | ||
} | } | ||
} | } | ||
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The files should be located here: | The files should be located here: | ||
- | Blockstate: src/ | + | |
- | Block Model: src/ | + | |
- | Item Model: src/ | + | |
- | Block Texture: src/ | + | |
The blockstate file determines which model a block should use depending on its blockstate. Our block doesn' | The blockstate file determines which model a block should use depending on its blockstate. Our block doesn' | ||
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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: | 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/ | + | For versions since 1.21, the path is '' |
+ | |||
+ | <code JavaScript src/ | ||
{ | { | ||
" | " | ||
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} | } | ||
</ | </ | ||
+ | |||
+ | The condition '' | ||
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: | 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: | ||
- | | + | |
- | Harvest level: src/ | + | * Harvest level: |
- | <code JavaScript src/ | + | <code JavaScript src/ |
{ | { | ||
" | " | ||
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</ | </ | ||
- | <code JavaScript src/ | + | <code JavaScript src/ |
{ | { | ||
" | " | ||
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</ | </ | ||
- | For the harvest level tags (needs_stone_tool, | + | For the harvest level tags ('' |
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
- | public static final Block EXAMPLE_BLOCK = new ExampleBlock(FabricBlockSettings.of(Material.METAL).strength(4.0f).requiresTool()); | + | public static final Block EXAMPLE_BLOCK = new ExampleBlock(Block.Settings.create().strength(4.0f).requiresTool()); |
</ | </ | ||
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<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
public class ExampleBlock extends Block { | public class ExampleBlock extends Block { | ||
- | |||
public ExampleBlock(Settings settings) { | public ExampleBlock(Settings settings) { | ||
super(settings); | super(settings); | ||
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} | } | ||
+ | // For versions below 1.20.5, the parameters should be " | ||
@Override | @Override | ||
- | public ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit) { | + | public ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, BlockHitResult hit) { |
if (!world.isClient) { | if (!world.isClient) { | ||
- | player.sendMessage(Text.of(" | + | player.sendMessage(Text.literal(" |
} | } | ||
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<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
- | public class ExampleMod implements ModInitializer | + | public |
- | public static final ExampleBlock | + | public static final Block EXAMPLE_BLOCK = register(new ExampleBLock(Block.Settings.create().strength(4.0f)), " |
| | ||
- | | + | |
- | public void onInitialize() { | + | |
- | Registry.register(Registries.BLOCK, new Identifier(" | + | |
- | Registry.register(Registries.ITEM, | + | |
- | } | + | |
} | } | ||
</ | </ | ||
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<code java> | <code java> | ||
- | public class ExambleBlock | + | public class ExampleBlock |
[...] | [...] | ||
@Override | @Override | ||
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} | } | ||
</ | </ | ||
- | |||
- | Note that the //collision shape// of the block defaults to the outline shape if it is not specified. | ||
{{: | {{: | ||
+ | |||
+ | You can also define other types of shapes for the block. The type of shapes of blocks include: | ||
+ | * **outline shape**: the shape used as default value for most type of shapes. In the worlds, when you points to the shape, the translucent black outline is displayed according to this shape. Most times it should not be empty. | ||
+ | * **collision shape**: the shape used to calculate collisions. When entities (including players) are moving, their collision box usually cannot intersect the collision shape of blocks. Some blocks, such as fences and walls, may have a collision shape higher than one block. Some blocks, such as flowers, have an empty collision shape. Apart from modifying '' | ||
+ | * **raycasting shape**: the shape used to calculate raycasting (the process judging which block you are pointing to). You usually do not need to specify it. | ||
+ | * **camera collision shape**: the shape used to calculate the position of camera in third-person view. Glass and powder snow have an empty camera collision shape. | ||
===== Next Steps ===== | ===== Next Steps ===== |
tutorial/blocks.txt · Last modified: 2024/07/04 16:29 by mineblock11