tutorial:blocks
Differences
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Both sides previous revisionPrevious revisionNext revision | Previous revisionNext revisionBoth sides next revision | ||
tutorial:blocks [2024/04/15 01:37] – [Creating a Block] update solidblock | tutorial:blocks [2024/06/17 13:02] – solidblock | ||
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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.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, | ||
} | } | ||
} | } | ||
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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 | + | |
+ | | ||
+ | | ||
+ | // 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, | ||
} | } | ||
} | } | ||
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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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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 tool: '' | + | * Harvest tool: '' |
- | * Harvest level: '' | + | * Harvest level: '' |
- | <code JavaScript src/ | + | <code JavaScript src/ |
{ | { | ||
" | " | ||
Line 161: | Line 179: | ||
</ | </ | ||
- | <code JavaScript src/ | + | <code JavaScript src/ |
{ | { | ||
" | " | ||
Line 170: | Line 188: | ||
</ | </ | ||
- | For the harvest level tags ('' | + | For the harvest level tags ('' |
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
- | | + | public static final Block EXAMPLE_BLOCK = new ExampleBlock(Block.Settings.create().strength(4.0f).requiresTool()); |
- | public static final Block EXAMPLE_BLOCK = new ExampleBlock(FabricBlockSettings.create().strength(4.0f).requiresTool()); | + | |
</ | </ | ||
Line 199: | Line 216: | ||
} | } | ||
+ | // 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.literal(" | player.sendMessage(Text.literal(" | ||
Line 220: | Line 238: | ||
@Override | @Override | ||
public void onInitialize() { | public void onInitialize() { | ||
- | Registry.register(Registries.BLOCK, | + | |
- | Registry.register(Registries.ITEM, | + | // Registry.register(Registries.BLOCK, |
+ | | ||
+ | |||
+ | // For versions since 1.21: | ||
+ | Registry.register(Registries.BLOCK, | ||
+ | Registry.register(Registries.ITEM, | ||
} | } | ||
} | } | ||
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You can also define other types of shapes for the block. The type of shapes of blocks include: | 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. | * **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 '' | + | * **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. | * **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-party view. Glass and powder snow have an empty camera collision shape. | * **camera collision shape**: the shape used to calculate the position of camera in third-party view. Glass and powder snow have an empty camera collision shape. |
tutorial/blocks.txt · Last modified: 2024/07/04 16:29 by mineblock11