Views
Actions
Difference between revisions of "Making Blocks"
(Categorize with Category:Blocks by SizableShrimp#0755) |
(Update to 1.17) |
||
Line 5: | Line 5: | ||
=== Basic Blocks === | === Basic Blocks === | ||
− | For simple blocks, which need no special functionality (think cobblestone, wooden planks, etc.), a custom class is not necessary. You can create a block by instantiating the <code><nowiki>Block</nowiki></code> class with a <code><nowiki> | + | For simple blocks, which need no special functionality (think cobblestone, wooden planks, etc.), a custom class is not necessary. You can create a block by instantiating the <code><nowiki>Block</nowiki></code> class with a <code><nowiki>BlockBehaviour$Properties</nowiki></code> object. This <code><nowiki>BlockBehaviour$Properties</nowiki></code> object can be made using <code><nowiki>BlockBehaviour$Properties::of</nowiki></code> and it can be customised by calling its methods. For instance: |
− | * <code><nowiki> | + | * <code><nowiki>strength</nowiki></code> - The hardness controls the time it takes to break the block. It is an arbitrary value. For reference, stone has a hardness of 1.5, and dirt 0.5. If the block should be unbreakable a hardness of -1.0 should be used, see the definition of <code><nowiki>Blocks#BEDROCK</nowiki></code> as an example. The resistance controls the explosion resistance of the block. For reference, stone has a resistance of 6.0, and dirt 0.5. |
* <code><nowiki>sound</nowiki></code> - Controls the sound the block makes when it is punched, broken, or placed. Requires a <code><nowiki>SoundType</nowiki></code> argument, see the [[latest:advanced:effects:sounds|sounds]] page for more details. | * <code><nowiki>sound</nowiki></code> - Controls the sound the block makes when it is punched, broken, or placed. Requires a <code><nowiki>SoundType</nowiki></code> argument, see the [[latest:advanced:effects:sounds|sounds]] page for more details. | ||
− | * <code><nowiki> | + | * <code><nowiki>lightLevel</nowiki></code> - Controls the light emission of the block. Takes a function with a ''BlockState'' parameter that returns an integer value from zero to fifteen. |
− | * <code><nowiki> | + | * <code><nowiki>friction</nowiki></code> - Controls how slippery the block is. For reference, ice has a slipperiness of 0.98. |
All these methods are ''chainable'' which means you can call them in series. See the <code><nowiki>Blocks</nowiki></code> class for examples of this. | All these methods are ''chainable'' which means you can call them in series. See the <code><nowiki>Blocks</nowiki></code> class for examples of this. | ||
− | {{Colored box|title=Tip|content=Blocks have no setter for their <code><nowiki> | + | {{Colored box|title=Tip|content=Blocks have no setter for their <code><nowiki>CreativeModeTab</nowiki></code>. This has been moved to the <code><nowiki>BlockItem</nowiki></code> and is now its responsibility.}} |
=== Advanced Blocks === | === Advanced Blocks === | ||
Line 24: | Line 24: | ||
Blocks must be [[Registration|registered]] to function. | Blocks must be [[Registration|registered]] to function. | ||
− | {{Tip/Important|A block in the | + | {{Tip/Important|A block in the level and a "block" in an inventory are very different things. A block in the level is represented by a <code><nowiki>BlockState</nowiki></code>, and its behavior defined by an instance of <code><nowiki>Block</nowiki></code>. Meanwhile, an item in an inventory is an <code><nowiki>ItemStack</nowiki></code>, controlled by an <code><nowiki>Item</nowiki></code>. As a bridge between the different worlds of <code><nowiki>Block</nowiki></code> and <code><nowiki>Item</nowiki></code>, there exists the class <code><nowiki>BlockItem</nowiki></code>. <code><nowiki>BlockItem</nowiki></code> is a subclass of <code><nowiki>Item</nowiki></code> that has a field <code><nowiki>block</nowiki></code> that holds a reference to the <code><nowiki>Block</nowiki></code> it represents. <code><nowiki>BlockItem</nowiki></code> defines some of the behavior of a "block" as an item, like how a right click places the block. It's possible to have a <code><nowiki>Block</nowiki></code> without an <code><nowiki>BlockItem</nowiki></code>. (E.g. <code><nowiki>minecraft:water</nowiki></code> exists as a block, but not an item. It is therefore impossible to hold it in an inventory as one.) |
<br><br> | <br><br> | ||
− | When a block is registered, ''only'' a block is registered. The block does not automatically have an <code><nowiki>BlockItem</nowiki></code>. To create a basic <code><nowiki>BlockItem</nowiki></code> for a block, one should use <code><nowiki>new BlockItem(block)</nowiki></code> and match the registry name between the two objects. Custom subclasses of <code><nowiki>BlockItem</nowiki></code> may be used as well. Once a <code><nowiki>BlockItem</nowiki></code> has been registered for a block, <code><nowiki>Block#asItem</nowiki></code> can be used to retrieve it. <code><nowiki>Block#asItem</nowiki></code> will | + | When a block is registered, ''only'' a block is registered. The block does not automatically have an <code><nowiki>BlockItem</nowiki></code>. To create a basic <code><nowiki>BlockItem</nowiki></code> for a block, one should use <code><nowiki>new BlockItem(block)</nowiki></code> and match the registry name between the two objects. Custom subclasses of <code><nowiki>BlockItem</nowiki></code> may be used as well. Once a <code><nowiki>BlockItem</nowiki></code> has been registered for a block, <code><nowiki>Block#asItem</nowiki></code> can be used to retrieve it. <code><nowiki>Block#asItem</nowiki></code> will default to <code><nowiki>Items#AIR</nowiki></code> if there is no <code><nowiki>BlockItem</nowiki></code> for the <code><nowiki>Block</nowiki></code>, so if you are not certain that there is a <code><nowiki>BlockItem</nowiki></code> for the <code><nowiki>Block</nowiki></code> you are using, check for <code><nowiki>Items#AIR</nowiki></code>.}} |
==== Optionally Registering Blocks ==== | ==== Optionally Registering Blocks ==== | ||
− | Since there is no limit on the amount of blocks that can be register, register all blocks in your mod! If you want a block to be disabled through a configuration file, you should disable the crafting recipe and/or remove the block from the creative menu (<code><nowiki> | + | Since there is no limit on the amount of blocks that can be register, register all blocks in your mod! If you want a block to be disabled through a configuration file, you should disable the crafting recipe and/or remove the block from the creative menu (<code><nowiki>CreativeModeTab</nowiki></code>). |
== Further Reading == | == Further Reading == |
Revision as of 22:01, 30 July 2021
Blocks are, obviously, essential to the Minecraft world. They make up all of the terrain, structures, and machines. Chances are if you are interested in making a mod, then you will want to add some blocks. This page will guide you through the creation of blocks, and some of the things you can do with them.
Creating a Block
Basic Blocks
For simple blocks, which need no special functionality (think cobblestone, wooden planks, etc.), a custom class is not necessary. You can create a block by instantiating the Block
class with a BlockBehaviour$Properties
object. This BlockBehaviour$Properties
object can be made using BlockBehaviour$Properties::of
and it can be customised by calling its methods. For instance:
strength
- The hardness controls the time it takes to break the block. It is an arbitrary value. For reference, stone has a hardness of 1.5, and dirt 0.5. If the block should be unbreakable a hardness of -1.0 should be used, see the definition ofBlocks#BEDROCK
as an example. The resistance controls the explosion resistance of the block. For reference, stone has a resistance of 6.0, and dirt 0.5.sound
- Controls the sound the block makes when it is punched, broken, or placed. Requires aSoundType
argument, see the sounds page for more details.lightLevel
- Controls the light emission of the block. Takes a function with a BlockState parameter that returns an integer value from zero to fifteen.friction
- Controls how slippery the block is. For reference, ice has a slipperiness of 0.98.
All these methods are chainable which means you can call them in series. See the Blocks
class for examples of this.
Tip
CreativeModeTab
. This has been moved to the BlockItem
and is now its responsibility.Advanced Blocks
Of course, the above only allows for extremely basic blocks. If you want to add functionality, like player interaction, a custom class is required. However, the Block
class has many methods and unfortunately not every single one can be documented here. See the rest of the pages in this section for things you can do with blocks.
Registering a Block
Blocks must be registered to function.
Important
A block in the level and a "block" in an inventory are very different things. A block in the level is represented by a BlockState
, and its behavior defined by an instance of Block
. Meanwhile, an item in an inventory is an ItemStack
, controlled by an Item
. As a bridge between the different worlds of Block
and Item
, there exists the class BlockItem
. BlockItem
is a subclass of Item
that has a field block
that holds a reference to the Block
it represents. BlockItem
defines some of the behavior of a "block" as an item, like how a right click places the block. It's possible to have a Block
without an BlockItem
. (E.g. minecraft:water
exists as a block, but not an item. It is therefore impossible to hold it in an inventory as one.)
BlockItem
. To create a basic BlockItem
for a block, one should use new BlockItem(block)
and match the registry name between the two objects. Custom subclasses of BlockItem
may be used as well. Once a BlockItem
has been registered for a block, Block#asItem
can be used to retrieve it. Block#asItem
will default to Items#AIR
if there is no BlockItem
for the Block
, so if you are not certain that there is a BlockItem
for the Block
you are using, check for Items#AIR
.
Optionally Registering Blocks
Since there is no limit on the amount of blocks that can be register, register all blocks in your mod! If you want a block to be disabled through a configuration file, you should disable the crafting recipe and/or remove the block from the creative menu (CreativeModeTab
).
Further Reading
For information about block properties, such as those used for vanilla blocks like fences, walls, and many more, see the section on blockstates.