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tutorial:blocks

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Adding a Block

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.

Creating a Block

To start, create an instance of Block in your main mod class. Block's constructor uses the FabricBlockSettings builder to set up basic properties of the block, such as hardness and resistance:

  1. public class ExampleMod implements ModInitializer
  2. {
  3. // an instance of our new block
  4. public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).build());
  5. [...]
  6. }

Registering a Block

Registering blocks is the same as registering items. Call Registry.register and pass in the appropriate arguments.

  1. public class ExampleMod implements ModInitializer
  2. {
  3. // block creation
  4. [...]
  5.  
  6. @Override
  7. public void onInitialize()
  8. {
  9. Registry.register(Registry.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);
  10. }
  11. }

Your block will not be accessible as an item, but it can be seen in-game by using /setblock tutorial:example_block.

Registering a BlockItem

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.

  1. public class ExampleMod implements ModInitializer
  2. {
  3. // block creation
  4. []
  5.  
  6. @Override
  7. public void onInitialize()
  8. {
  9. // block registration
  10. [...]
  11.  
  12. Registry.register(Registry.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings().group(ItemGroup.MISC)));
  13. }
  14. }

Giving your block a model

As you probably have noticed, the block is simply a purple and black checkerboard pattern in-game. This is Minecraft's way of showing you that the block has no model. Modeling a block is a little bit more difficult than modeling an item. You will need three files: A blockstate file, a block model file, and an item model file if the block has a BlockItem. Textures are also required if you don't use vanilla ones. The files should be located here:

Blockstate: src/main/resources/assets/tutorial/blockstates/example_block.json
Block Model: src/main/resources/assets/tutorial/models/block/example_block.json
Item Model: src/main/resources/assets/tutorial/models/item/example_block.json
Block Texture: src/main/resources/assets/tutorial/textures/block/example_block.png

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:

src/main/resources/assets/tutorial/blockstates/example_block.json
{
  "variants": {
    "": { "model": "tutorial:block/example_block" }
  }
}

The block model file defines the shape and texture of your block. We will use block/cube_all, which will allow us to easily set the same texture on all sides of the block.

src/main/resources/assets/tutorial/models/block/example_block.json
{
  "parent": "block/cube_all",
  "textures": {
    "all": "tutorial:block/example_block"
  }
}

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:

src/main/resources/assets/tutorial/models/item/example_block.json
{
  "parent": "tutorial:block/example_block"
}

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 src/main/resources/data/wikitut/loot_tables/blocks/example_block.json.

src/main/resources/data/tutorial/loot_tables/blocks/example_block.json
{
  "type": "minecraft:block",
  "pools": [
    {
      "rolls": 1,
      "entries": [
        {
          "type": "minecraft:item",
          "name": "tutorial:example_block"
        }
      ],
      "conditions": [
        {
          "condition": "minecraft:survives_explosion"
        }
      ]
    }
  ]
}

When broken in survival mode, the block will now drop an item.

Creating a Block class

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.

  1. public class ExampleBlock extends Block
  2. {
  3. public ExampleBlock(Settings settings)
  4. {
  5. super(settings);
  6. }
  7. }

Just like we did in the item tutorial, you can override methods in the block class for custom functionality. Say you want your block to be transparent:

    @Environment(EnvType.CLIENT)
    public BlockRenderLayer getRenderLayer() {
        return BlockRenderLayer.TRANSLUCENT;
    }

To add this block into the game, replace new Block with new ExampleBlock when you register it.

  1. public class ExampleMod implements ModInitializer
  2. {
  3. // an instance of our new item
  4. public static final ExampleBlock EXAMPLE_BLOCK = new ExampleBlock(Block.Settings.of(Material.STONE));
  5. [...]
  6. }

Your custom block should now be transparent!

Next Steps

tutorial/blocks.1573768929.txt.gz · Last modified: 2019/11/14 22:02 by fudge