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tutorial:blocks [2022/12/21 01:40] – item groups in 1.19.3 haykamtutorial:blocks [2024/04/15 01:52] (current) – [Custom Shape] solidblock
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 ====== Adding a Block ====== ====== Adding a Block ======
  
-Adding blocks to your mod follows a similar process to [[tutorial:items|adding an item]]. You can create an instance of ''Block'' or a custom class, and then register it under ''Registries.BLOCK'' (for 1.19.3 and above) or ''Registry.BLOCK'' (for 1.19.2 and below). You also need to provide a texture and blockstate/model file to give your block visuals. For more information on the block model format, view the [[https://minecraft.gamepedia.com/Model|Minecraft Wiki Model page]].+Adding blocks to your mod follows a similar process to [[tutorial:items|adding an item]]. You can create an instance of ''Block'' or a custom class, and then register it under ''Registries.BLOCK'' (for 1.19.3 and above) or ''Registry.BLOCK'' (for 1.19.2 and below). You also need to provide a texture and blockstate/model file to give your block visuals. For more information on the block model format, view the [[https://minecraft.wiki/Model|Minecraft Wiki Model page]].
  
 ===== Creating a Block ===== ===== Creating a Block =====
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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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 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));+    // 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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 </code> </code>
  
-Your custom block will //not// be accessible as an item yet, but it can be seen in-game by using the command ''/setblock tutorial:example_block''.+Your custom block will //not// be accessible as an item yet, but it can be seen in-game by using the command ''/setblock <position> tutorial:example_block''.
  
 ==== Registering an Item for your Block ==== ==== Registering an Item for your 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));+    // 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
     public void onInitialize() {     public void onInitialize() {
         Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);         Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);
-        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new FabricItemSettings()));+        // For versions below 1.20.5: 
 +        // Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new FabricItemSettings())); 
 +        // For versions since 1.20.5: 
 +        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings()));
     }     }
 } }
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 The files should be located here: The files should be located here:
  
-  Blockstate: src/main/resources/assets/tutorial/blockstates/example_block.json +  Blockstate: ''src/main/resources/assets/tutorial/blockstates/example_block.json'' 
-  Block Model: src/main/resources/assets/tutorial/models/block/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 +  Item Model: ''src/main/resources/assets/tutorial/models/item/example_block.json'' 
-  Block Texture: src/main/resources/assets/tutorial/textures/block/example_block.png+  Block Texture: ''src/main/resources/assets/tutorial/textures/block/example_block.png''
  
 The blockstate file determines which model a block should use depending on its blockstate. Our block doesn't have any potential states, so we cover everything with ''""'' The blockstate file determines which model a block should use depending on its blockstate. Our block doesn't have any potential states, so we cover everything with ''""''
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 } }
 </code> </code>
 +
 +The condition ''minecraft:survives_explosion'' means that, if the block is destroyed in an explosion with decay (such as creeper explosion, not TNT explosion), it //may not// drop. If there is no this condition, the block always drops in explosions with decay.
  
 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:tags|Tags Tutorial]]. The tags that we need to add the block to are: 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:tags|Tags Tutorial]]. The tags that we need to add the block to are:
  
-  Harvest tool: src/main/resources/data/minecraft/tags/blocks/mineable/<tooltype>.json, Where 'tooltype' can be any of: 'axe', 'pickaxe', 'shovel' or 'hoe' + Harvest tool: ''src/main/resources/data/minecraft/tags/blocks/mineable/<tooltype>.json''where ''<tooltype>'' can be any of: ''axe'', ''pickaxe'', ''shovel'' or ''hoe'
-  Harvest level: src/main/resources/data/minecraft/tags/blocks/needs_<tier>_tool.json, Where 'tier' can be any of: 'stone', 'iron' or 'diamond'+ Harvest level: ''src/main/resources/data/minecraft/tags/blocks/needs_<tier>_tool.json''where ''<tier>'' can be any of: ''stone'', ''iron'' or ''diamond'' (//not including// ''netherite'')
  
 <code JavaScript src/main/resources/data/minecraft/tags/blocks/mineable/pickaxe.json> <code JavaScript src/main/resources/data/minecraft/tags/blocks/mineable/pickaxe.json>
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 </code> </code>
  
-For the harvest level tags (needs_stone_tool, needs_iron_tool and needs_diamond_tool) to take effect, add requiresTool() to the FabricToolSettings in the block declaration: +For the harvest level tags (''needs_stone_tool''''needs_iron_tool'' and ''needs_diamond_tool'') to take effect, add ''requiresTool()'' to the ''Block.Settings'' in the block declaration (example of versions above 1.20.5):
  
 <code java [enable_line_numbers="true"]> <code java [enable_line_numbers="true"]>
-    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());
 </code> </code>
  
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     }     }
  
 +    // For versions below 1.20.5, the parameters should be "BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit"
     @Override     @Override
-    public ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit) {+    public ActionResult onUse(World world, PlayerEntity player, BlockHitResult hit) {
         if (!world.isClient) {         if (!world.isClient) {
-            player.sendMessage(Text.of("Hello, world!"), false);+            player.sendMessage(Text.literal("Hello, world!"), false);
         }         }
  
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 public class ExampleMod implements ModInitializer { public class ExampleMod implements ModInitializer {
  
-    public static final ExampleBlock EXAMPLE_BLOCK = new ExampleBlock(FabricBlockSettings.of(Material.STONE).hardness(4.0f));+    // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); // fabric api version <= 0.77.0 
 +    public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f));
          
     @Override     @Override
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 <code java> <code java>
-public class ExambleBlock extends Block {+public class ExampleBlock extends Block {
     [...]     [...]
     @Override     @Override
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 } }
 </code> </code>
- 
-Note that the //collision shape// of the block defaults to the outline shape if it is not specified. 
  
 {{:tutorial:voxelshape_fixed.png?200|}} {{:tutorial:voxelshape_fixed.png?200|}}
 +
 +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 ''getCollisionShape'' method, you can also call ''noCollision'' in the ''Block.Settings'' when creating the block.
 +  * **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.
  
 ===== Next Steps ===== ===== Next Steps =====
tutorial/blocks.1671586849.txt.gz · Last modified: 2022/12/21 01:40 by haykam