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tutorial:blockentity [2024/06/13 08:47] – update deprecated BlockEntity method s1lverpostingtutorial:blockentity [2025/04/01 12:20] (current) – [Block entity ticking] solidblock
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 ====== Adding a BlockEntity ====== ====== Adding a BlockEntity ======
  
-===== Introduction =====+A **block entity** is primarily used to store data within blocks. Before creating one, you will need a [[blocks|Block]]. This tutorial will cover the creation of your BlockEntity class, and its registration.
  
-A BlockEntity is primarily used to store data within blocks. Before creating one, you will need [[tutorial:blocks|Block]]. This tutorial will cover the creation of your BlockEntity class, and its registration.+===== Creating block entity type =====
  
-===== Creating a BlockEntity =====+The simplest block entity simply extends ''BlockEntity'', and uses the default constructor. This is perfectly valid, but will not grant any special functionality to your block.
  
-The simplest Block Entity simply extends ''BlockEntity'', and uses the default constructor. This is perfectly valid, but will not grant any special functionality to your block. +<code java DemoBlockEntity.java>
- +
-<code java>+
 public class DemoBlockEntity extends BlockEntity { public class DemoBlockEntity extends BlockEntity {
     public DemoBlockEntity(BlockPos pos, BlockState state) {     public DemoBlockEntity(BlockPos pos, BlockState state) {
-        super(ExampleMod.DEMO_BLOCK_ENTITY, pos, state);+        super(TutorialBlockEntityTypes.DEMO_BLOCK, pos, state);
     }     }
 } }
 </code> </code>
  
-Please ensure that the constructor only takes the two parameters, otherwise the method reference ''DemoBlockEntity::new'' that we write later will be invalid. The ''ExampleMod.DEMO_BLOCK_ENTITY'' field will be created later.+Please ensure that the constructor only takes the two parameters, otherwise the method reference ''DemoBlockEntity::new'' that we write later will be invalid. The ''TutorialBlockEntityTypes.DEMO_BLOCK'' field will be created later.
  
-Block entities support a variety of methods to enable functionality such as serialization to and deserialization from NBT, ticking, providing inventories, and more. This tutorial covers the most common implementations of block entity functionality. +Block entities support a variety of methods to enable functionality such as serialization to and deserialization from NBT, providing inventories, and more. This tutorial covers the most common implementations of block entity functionality.
-===== Registering your BlockEntity =====+
  
-Once you have created the ''BlockEntity'' class, you will need to register it for it to function. The first step of this process is to create a ''BlockEntityType'', which links your ''Block'' and ''BlockEntity'' together. Assuming your ''Block'' has been created and saved to the static final field ''DEMO_BLOCK'', you would create the matching ''BlockEntityType'' with the line below. In this tutorial, the ID of the block entity is ''tutorial:demo_block_entity''.+===== Registering block and block entities =====
  
-The ''BlockEntityType'' can be registered in the initialization of class or in your ''onInitialize'' methodThis is to ensure it gets registered at the correct time.+Once you have created the ''BlockEntity'' class, you will need to register it for it to function. The first step of this process is to create a ''BlockEntityType'' object in our ''TutorialBlockEntityTypes'' class, which links your ''Block'' and ''BlockEntity'' togetherCreate a ''Block'' object as the static final field ''DEMO_BLOCK'' in the ''TutorialBlocks'' class we created earlier. In this tutorial, the ID of the block entity is ''tutorial:demo_block''.
  
-<code java> +The ''BlockEntityType'' can be registered in the initialization of class or in your ''onInitialize'' method. This is to ensure it gets registered at the correct time. In this example, we register them in separate classes (see [[blocks]]). 
-    public static final BlockEntityType<DemoBlockEntity> DEMO_BLOCK_ENTITY Registry.register+ 
-        Registries.BLOCK_ENTITY_TYPE, +<code java TutorialBlocks.java> 
-        new Identifier("tutorial", "demo_block_entity"), +public final class TutorialBlocks { 
-        BlockEntityType.Builder.create(DemoBlockEntity::new, DEMO_BLOCK).build() +    [...] 
-    );+     
 +    // For versions before 1.21.2 
 +    // public static final DemoBlock DEMO_BLOCK = register("demo_block", new DemoBlock(AbstractBlock.Settings.create())); 
 +     
 +    // For version 1.21.2 and later 
 +    public static final DemoBlock DEMO_BLOCK = register("demo_block", DemoBlock::new, AbstractBlock.Settings.create()); 
 +     
 +    [...] 
 +}
 </code> </code>
  
-The block entity type defines that only the ''DEMO_BLOCK'' can have this block entity typeIf you want the block entity type to support more blocksjust add them in the parameters of ''FabricBlockEntityTypeBuilder.create''If the method reference ''DemoBlockEntity::new'' does not parsecheck if the constructor of ''DemoBlockEntity'' has the correct parameters.+<code java TutorialBlockEntityTypes.java> 
 +public class TutorialBlockEntityTypes { 
 +  public static <T extends BlockEntityType<?>> T register(String pathT blockEntityType) { 
 +    return Registry.register(Registries.BLOCK_ENTITY_TYPEIdentifier.of("tutorial", path), blockEntityType); 
 +  }
  
-==== Connecting a Block Entity to a Block ====+  public static final BlockEntityType<DemoBlockEntity> DEMO_BLOCK register( 
 +      "demo_block", 
 +      // For versions before 1.21.2, please use BlockEntityType.Builder. 
 +      FabricBlockEntityTypeBuilder.create(DemoBlockEntity::new, TutorialBlocks.DEMO_BLOCK).build() 
 +  ); 
 +   
 +  public static void initialize() { 
 +  } 
 +}
  
-Once your ''BlockEntityType'' has been created and registered, you'll need a block that is associated with it. You can do this by implementing ''BlockEntityProvider'' and overriding ''createBlockEntity''. Each time your block is placed, your Block Entity will spawn alongside it. +</code>
- +
-<code java> +
-public class DemoBlock extends Block implements BlockEntityProvider {+
  
 +Remember to refer to the ''initialize'' method in the ''ModInitializer'':
 +<code java ExampleMod.java>
 +public class ExampleMod implements ModInitializer {
     [...]     [...]
 +    
     @Override     @Override
-    public BlockEntity createBlockEntity(BlockPos pos, BlockState state) { +    public void onInitialize() { 
-        return new DemoBlockEntity(pos, state);+        [...] 
 +         
 +        TutorialBlockEntityTypes.initialize();
     }     }
 } }
 </code> </code>
  
-===== Serializing Data =====+For old versions, if you cannot access ''BlockEntityType.Builder.create'', try ''FabricBlockEntityTypeBuilder.create''.
  
-If you want to store any data in your ''BlockEntity''you will need to save and load itor it will only be held while the ''BlockEntity'' is loaded, and the data will reset whenever you come back to it. Luckily, saving and loading is quite simple - you only need to override ''writeNbt()'' and ''readNbt()''+The block entity type defines that only the ''TutorialBlocks.DEMO_BLOCK'' can have this block entity type. If you want the block entity type to support more blocksjust add them in the parameters of ''FabricBlockEntityTypeBuilder.create''. If the method reference ''DemoBlockEntity::new'' does not parse, check if the constructor of ''DemoBlockEntity'' has the correct parameters.
  
-''writeNbt()'' modifies the parameter ''nbt''which should contain all of the data in your block entity. It usually does not modify the block entity object itself. The NBT is saved to the disk, and if you need to sync your block entity data with clientsalso sent through packets. It is very important to call ''super.writeNbt''which saves the position and id of the block entity to the nbt. Without this, any further data you try and save will be lost as it is not associated with a position and ''BlockEntityType''.+> **Note:** Like other blocks, the block also needs a block model and an item model, and may also need a loot tablesee [[blocks]] for how to create themAs for loot tables[[blockentity_sync_itemstack|subsequent tutorials]] will cover how to improve the loot tables to include block entity data.
  
-Knowing this, the example below demonstrates saving an integer from your ''BlockEntity'' to the nbt. In the example, the integer is saved under the key ''"number"'' - you can replace this with any string, but you can only have one entry for each key in your nbt, and you will need to remember the key in order to read the data later.+===== Connecting the block entity and the block =====
  
-<code java> +Once your ''BlockEntityType'' has been created and registered, you'll need a block that is associated with it. You can do this by extending ''BlockWithEntity'' (or implementing ''BlockEntityProvider'') and overriding ''createBlockEntity''. Each time your block is placed, your block entity will be created.
-public class DemoBlockEntity extends BlockEntity {+
  
-    // Store the current value of the number +<code java DemoBlock.java> 
-    private int number = 7; +public class DemoBlock extends BlockWithEntity { 
-    +    public DemoBlock(Settings settings) { 
-    public DemoBlockEntity(BlockPos pos, BlockState state) { +        super(settings);
-        super(ExampleMod.DEMO_BLOCK_ENTITY, pos, state);+
     }     }
-    +
-    // Serialize the BlockEntity+
     @Override     @Override
-    public void writeNbt(NbtCompound nbt) { +    protected MapCodec<? extends DemoBlock> getCodec() { 
-        // Save the current value of the number to the nbt +        return createCodec(DemoBlock::new); 
-        nbt.putInt("number", number);+    }
  
-        super.writeNbt(nbt);+    @Override 
 +    public BlockEntity createBlockEntity(BlockPos pos, BlockState state) { 
 +        return new DemoBlockEntity(pos, state);
     }     }
-} 
-</code> 
  
-In order to read the data, you will also need to override ''readNbt''. This method is the opposite of ''writeNbt'' - instead of saving your data to a ''NBTCompound'', you are given the nbt data which you saved earlier, enabling you to retrieve any data that you need. It modifies the block entity object itself, instead of the ''nbt''. As with ''writeNbt'', it is essential that you call ''super.readNbt'', and you will need to use the same keys to retrieve data that you saved. To read, the number we saved earlier in the nbt, see the example below. +    @Override 
- +    protected BlockRenderType getRenderType(BlockState state) { 
-<code java> +        return BlockRenderType.MODEL
-// Deserialize the BlockEntity +    }
-@Override +
-public void readNbt(NbtCompound nbt) { +
-    super.readNbt(nbt)+
-     +
-    number = nbt.getInt("number");+
 } }
 </code> </code>
  
-Once you have implemented the ''writeNbt'' and ''readNbt'' methods, you simply need to ensure that they are called when needed. Whenever your block entity is modified and needs to be saved, call ''markDirty()''. This will force the ''writeNbt'' method to be called when the world is next saved by marking the chunk in which your block is as dirty. As a general rule of thumb, simply call ''markDirty()'' whenever you modify any custom variable in your ''BlockEntity'' class, otherwise after you exit and re-enter the world, the block entity appears as if the modification had not been done. +Overriding ''getRenderType'' is because ''BlockWithEntity'' makes it invisible by default.
- +
-===== Sync data from server to client ===== +
-The data is read in the server world usually. Most data are not needed by the client, for example, your client does not need to know what's in the chest or furnace, until you open the GUI. But for some block entities, such as signs and banners, you have to inform the client of the data of the block entity, for example, for rendering. +
- +
-For version 1.17.1 and below, implement ''BlockEntityClientSerializable'' from the Fabric API. This class provides the ''fromClientTag'' and ''toClientTag'' methods, which work much the same as the previously discussed ''readNbt'' and ''writeNbt'' methods, except that they are used specifically for sending to and receiving data on the client. You may simply call ''readNbt'' and ''writeNbt'' in the ''fromClientTag'' and ''toClientTag'' methods. +
- +
-For version 1.18 and above, override ''toUpdatePacket'' and ''toInitialChunkDataNbt'': +
-<code java> +
-  @Nullable +
-  @Override +
-  public Packet<ClientPlayPacketListener> toUpdatePacket() { +
-    return BlockEntityUpdateS2CPacket.create(this); +
-  } +
- +
-  @Override +
-  public NbtCompound toInitialChunkDataNbt() { +
-    return createNbt(); +
-  } +
-</code> +
-**Warning**: Need to call ''world.updateListeners(pos, state, state, Block.NOTIFY_LISTENERS);'' to trigger the update, otherwise the client does not know that the block entity has been changed. +
- +
-===== Block Entity Ticking ===== +
-1.17 has added static ticking, where before you'd implement the ''Tickable'' interface. For your block to tick, you would normally use ''getTicker'' in ''Block'', linking back to a ''BlockEntity''. See below for the common implementation of ticking+
  
 +===== Block entity ticking =====
 +Ticking means the block should run something on every tick (which is 1/20 second). For your block to tick, you would normally use ''getTicker'' in ''Block'', linking back to a static ''tick'' method in the ''BlockEntity''. See below for the common implementation of ticking. 
  
 In your ''Block'' class: In your ''Block'' class:
-<code java>+<code java DemoBlock.java>
 public class DemoBlock extends BlockWithEntity { public class DemoBlock extends BlockWithEntity {
     [...]     [...]
-    @Override +    
-    public BlockRenderType getRenderType(BlockState state) { +
-        // With inheriting from BlockWithEntity this defaults to INVISIBLE, so we need to change that! +
-        return BlockRenderType.MODEL; +
-    }+
     @Override     @Override
     public <T extends BlockEntity> BlockEntityTicker<T> getTicker(World world, BlockState state, BlockEntityType<T> type) {     public <T extends BlockEntity> BlockEntityTicker<T> getTicker(World world, BlockState state, BlockEntityType<T> type) {
-        return checkType(type, ExampleMod.DEMO_BLOCK_ENTITY, (world1, pos, state1, be) -> DemoBlockEntity.tick(world1, pos, state1, be));+        // Make sure to check world.isClient if you only want to tick only on serverside. 
 +        return validateTicker(type, ExampleMod.DEMO_BLOCK_ENTITY, DemoBlockEntity::tick);
     }     }
 } }
 </code> </code>
 And in your ''BlockEntity'' class: And in your ''BlockEntity'' class:
-<code java> +<code java DemoBlockEntity.java> 
-public class DemoBlockEntity extends BlockEntity { +public class DemoBlockEntity extends BlockEntity implements BlockEntityTicker<DemoBlockEntity> 
-    public DemoBlockEntity(BlockPos pos, BlockState state) { +    [...] 
-        super(ExampleMod.DEMO_BLOCK_ENTITY, pos, state); +     
-    } +    @Override 
-    public static void tick(World world, BlockPos pos, BlockState state, DemoBlockEntity be) {+    public static void tick(World world, BlockPos pos, BlockState state, DemoBlockEntity blockEntity) {
         [...]         [...]
     }     }
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 </code> </code>
  
-===== Overview =====+===== Next steps ===== 
 + 
 +You should now have your very own ''BlockEntity'', which you can expand in various ways to suit your needs. You registered a ''BlockEntityType'', and used it to connect your ''Block'' and ''BlockEntity'' classes together. Then, you extended ''BlockWithEntity'', and used its interface ''BlockEntityProvider'' to provide an instance of your new ''BlockEntity''.
  
-You should now have your very own ''BlockEntity'', which you can expand in various ways to suit your needs. You registered a ''BlockEntityType'', and used it to connect your ''Block'' and ''BlockEntity'' classes togetherThen, you implemented ''BlockEntityProvider'' in your ''Block'' class, and used the interface to provide an instance of your new ''BlockEntity''. You also learned how to save data to your ''BlockEntity'', how to retrieve for use later, and finally, you learned how to add ticking to it.+You also learned how to add ticking for it. Next step, you can try some other complex operations for the block entities, such as: 
 +  * [[blockentity_modify_data|Modifying block entity data]] 
 +  * [[inventory|Storing items in the block entity as an inventory]] 
 +  * [[blockentityrenderers|Using block entity renderers to dynamically render]] 
 +  * [[screenhandler|Creating a container block]]
tutorial/blockentity.1718268479.txt.gz · Last modified: 2024/06/13 08:47 by s1lverposting