For our first block, we are going to make a Copper Ore to go along with our Copper Ingot.
Base Block
We’re going to do something similar to what we did for Basic Items, create a base class for all of our blocks to extend to make our life a bit easier.
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package net.shadowfacts.tutorial.block;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.ItemBlock;
import net.shadowfacts.tutorial.TutorialMod;
public class BlockBase extends Block {
protected String name;
public BlockBase(Material material, String name) {
super(material);
this.name = name;
setUnlocalizedName(name);
setRegistryName(name);
}
public void registerItemModel(ItemBlock itemBlock) {
TutorialMod.proxy.registerItemRenderer(itemBlock, 0, name);
}
@Override
public BlockBase setCreativeTab(CreativeTabs tab) {
super.setCreativeTab(tab);
return this;
}
}
This is almost exactly the same as our ItemBase
class except it extends Block
instead of Item
. It sets the unlocalized and registry names, has a method to register the item model, and has an overriden version of Block#setCreativeTab
that returns a BlockBase
.
We’ll also create a BlockOre
class which extends BlockBase
to make adding ore’s a little easier.
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package net.shadowfacts.tutorial.block;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
public class BlockOre extends BlockBase {
public BlockOre(String name) {
super(Material.ROCK, name);
setHardness(3f);
setResistance(5f);
}
@Override
public BlockOre setCreativeTab(CreativeTabs tab) {
super.setCreativeTab(tab);
return this;
}
}
ModBlocks
Now let’s create a ModBlocks
class similar to ModItems
to assist us when registering blocks.
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package net.shadowfacts.tutorial.block;
import net.minecraft.block.Block;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.ItemBlock;
import net.minecraftforge.fml.common.registry.GameRegistry;
public class ModBlocks {
public static void init() {
}
private static <T extends Block> T register(T block, ItemBlock itemBlock) {
GameRegistry.register(block);
GameRegistry.register(itemBlock);
if (block instanceof BlockBase) {
((BlockBase)block).registerItemModel(itemBlock);
}
return block;
}
private static <T extends Block> T register(T block) {
ItemBlock itemBlock = new ItemBlock(block);
itemBlock.setRegistryName(block.getRegistryName());
return register(block, itemBlock);
}
}
This class is slightly different than our ModItems
class due to the way blocks work in 1.9. In 1.9, we register the block and the ItemBlock
separately whereas previously Forge would register the default ItemBlock
automatically.
Brief aside about how ItemBlock
s work: The ItemBlock
for a given block is what is used as the inventory form of a given block. In the game, when you have a piece of Cobblestone in your inventory, you don’t actually have on of the Cobblestone blocks in your inventory, you have one of the Cobblestone ItemBlock
s in your inventory.
Once again, we’ll need to update our preInit
method to call the init
method of our ModBlocks
class:
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@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event) {
ModItems.init();
ModBlocks.init();
}
Copper Ore
Now, because we have our BlockBase
and ModBlocks
classes in place, we can quickly add a new block:
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public static BlockOre oreCopper;
public static void init() {
oreCopper = register(new BlockOre("ore_copper").setCreativeTab(CreativeTabs.MATERIALS));
}
This will:
- Create a new
BlockOre
with the nameoreCopper
. - Sets the creative tab of the block to the Materials tab.
- Registers the block with the
GameRegistry
. - Registers the default
ItemBlock
with theGameRegistry
.
Now, in the game, we can see our (untextured) copper ore block!
Next, we’ll look at how to make a simple model for our copper ore block.