tutorial:blocks

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tutorial:blocks [2024/04/15 01:52] – [Custom Shape] solidblocktutorial:blocks [2025/04/02 01:13] (current) – [Giving your Block Visuals] solidblock
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 +~~REDIRECT>https://docs.fabricmc.net/develop/blocks/first-block~~
 +
 ====== 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.wiki/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 (before 1.21.2) ===== 
 +:!: If you are using 1.21.2 or later versions, please directly see [[#Registering blocks in 1.21.2+]].
  
 Start by creating an instance of ''Block''. It can be stored at any location, but we will start at the top of your ''ModInitializer''. The ''Block'' constructor requires an ''AbstractBlock.Settings'' instance, which is a builder for configuring block properties. Fabric provides a ''FabricBlockSettings'' builder class with more available options. Start by creating an instance of ''Block''. It can be stored at any location, but we will start at the top of your ''ModInitializer''. The ''Block'' constructor requires an ''AbstractBlock.Settings'' instance, which is a builder for configuring block properties. Fabric provides a ''FabricBlockSettings'' builder class with more available options.
  
-<code java [enable_line_numbers="true"]>+<code java [enable_line_numbers="true"ExampleMod.java>
 public class ExampleMod implements ModInitializer { public class ExampleMod implements ModInitializer {
  
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     // For versions below 1.20.5:     // For versions below 1.20.5:
     // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f));     // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f));
-    // For versions since 1.20.5:+    // For versions since 1.20.5 below 1.21.2:
     public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f));     public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f));
          
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 </code> </code>
  
-==== Registering your Block ====+===== Registering your Block (before 1.21.2) =====
  
-Blocks should be registered under the ''Registries.BLOCK'' registry. Call ''Registry.//register//'' and pass in the appropriate arguments. You can either register the block in ''onInitialize'' method or directly when creating the block instance in the static context, as the ''register'' method returns the block instance as well.+Blocks should be registered under the ''Registries.BLOCK'' registry. Similar to registering [[items]], just call ''Registry.//register//'' and pass in the appropriate arguments. You can either register the block in ''onInitialize'' method or directly when creating the block instance in the static context, as the ''register'' method returns the block instance as well.
  
 If you're using version 1.19.2 or below, please replace ''Registries.BLOCK'' with ''Registry.BLOCK'' If you're using version 1.19.2 or below, please replace ''Registries.BLOCK'' with ''Registry.BLOCK''
  
-<code java [enable_line_numbers="true",highlight_lines_extra="11"]>+<code java [enable_line_numbers="true",highlight_lines_extra="11"ExampleMod.java>
 public class ExampleMod implements ModInitializer { public class ExampleMod implements ModInitializer {
  
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     // For versions below 1.20.5:     // For versions below 1.20.5:
     // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f));     // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f));
-    // For versions since 1.20.5:+    // For versions since 1.20.5 below 1.21.2:
     public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f));     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);+        // For versions below 1.21: 
 +        // Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK); 
 +        // For versions since 1.21: 
 +        Registry.register(Registries.BLOCK, Identifier.of("tutorial", "example_block"), EXAMPLE_BLOCK);
     }     }
 } }
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 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''. 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 (before 1.21.2) =====
  
 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 ''Registries.ITEM''. The registry name of the item should usually be the same as the registry name of the block. 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 ''Registries.ITEM''. The registry name of the item should usually be the same as the registry name of the block.
  
-<code java [enable_line_numbers="true",highlight_lines_extra="12"]>+<code java [enable_line_numbers="true",highlight_lines_extra="12"ExampleMod.java>
 public class ExampleMod implements ModInitializer { public class ExampleMod implements ModInitializer {
  
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     // For versions below 1.20.5:     // For versions below 1.20.5:
     // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f));     // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f));
-    // For versions since 1.20.5:+    // For versions since 1.20.5 below 1.21.2:
     public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f));     public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f));
          
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         // For versions below 1.20.5:         // For versions below 1.20.5:
         // Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new FabricItemSettings()));         // 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()));+        // For versions below 1.21
 +        // Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings())); 
 +         
 +        // For versions since 1.21: 
 +        Registry.register(Registries.ITEM, Identifier.of("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings()));
     }     }
 } }
 +</code>
 +
 +===== Best practice of registering blocks befor 1.21.2 =====
 +:!: This section does not apply to versions 1.21.2 and later.
 +
 +Sometimes you have many blocks in the mod. If you register them in such ways, you have to write complex codes for each of them, and the code will be messy. Therefore, similar to registering items, we create a separate class for blocks, and a utility methods to register the block and item.
 +<code java TutorialBlocks.java>
 +public final class TutorialBlocks {
 +    public static final Block EXAMPLE_BLOCK = register("example_block", new Block(Block.Settings.create().strength(4.0f)));
 +    
 +    private static <T extends Block> T register(String path, T block) {
 +        Registry.register(Registries.BLOCK, Identifier.of("tutorial", path), block);
 +        Registry.register(Registries.ITEM, Identifier.of("tutorial", path), new BlockItem(block, new Item.Settings()));
 +        return block;
 +    }
 +    
 +    public static void initialize() {
 +    }
 +}
 +</code>
 +
 +Remember to initialize the ''TutorialBlocks'' class in the ''ModInitializer'':
 +<code java ExampleMod.java>
 +public class ExampleMod implements ModInitializer {
 +    @Override
 +    public void onInitialize() {
 +        TutorialBlocks.initialize();
 +    }
 +}
 +</code>
 +
 +===== Registering blocks in 1.21.2+ =====
 +In 1.21.2+, ''RegistryKey'' should be added into the ''AbstractBlock.Settings'' for the block, as well as ''Item.Settings'' for the item. It looks troublesome, but luckily, Minecraft's ''Blocks.//register//'' and ''Items.//register//'' helps you do that.
 +
 +<code java TutorialBlocks.java>
 +public class TutorialBlocks {
 +  public static final Block EXAMPLE_BLOCK = register("example_block", Block::new, Block.Settings.create().strength(4.0f));
 +
 +  private static Block register(String path, Function<AbstractBlock.Settings, Block> factory, AbstractBlock.Settings settings) {
 +    final Identifier identifier = Identifier.of("tutorial", path);
 +    final RegistryKey<Block> registryKey = RegistryKey.of(RegistryKeys.BLOCK, identifier);
 +
 +    final Block block = Blocks.register(registryKey, factory, settings);
 +    Items.register(block);
 +    return block;
 +  }
 +}
 +</code>
 +
 +In the code above, ''Blocks.//register//'' helps you to write the registry key into the ''AbstractBlock.Settings'' at first, and then create the block instance and register. ''Items.register'' directly creates a simple ''BlockItem'' instance, use the id same to the block, and then register it. If you need more complex operations, such as creating subclasses of ''BlockItem'', you may call other methods with different signatures which are also named ''Items.//register//''.
 +
 +Do not forget to static-load the class in the mod initializer:
 +<code java>
 +    public class ExampleMod implements ModInitializer {
 +     
 +      @Override
 +      public void onInitialize() {
 +        // ...
 +     
 +        TutorialBlocks.init();
 +      }
 +    }
 </code> </code>
  
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 At this point, your new block will appear as a purple and black checkerboard pattern in-game. This is Minecraft's way of showing you that something went wrong while loading the block's assets (or visuals). A full list of issues will be printed to your log when you run your client. You will need these files to give your block visuals: At this point, your new block will appear as a purple and black checkerboard pattern in-game. This is Minecraft's way of showing you that something went wrong while loading the block's assets (or visuals). A full list of issues will be printed to your log when you run your client. You will need these files to give your block visuals:
-  * A blockstate file +  * A [[https://minecraft.wiki/w/Blockstates_definition|blockstates definition]] 
-  * A block model file +  * A [[https://minecraft.wiki/w/Model#Uses_of_models|baked block model]] 
-  * A texture +  * A texture for the block 
-  * An item model file (if the block has an item associated with it).+  * //For version 1.21.3 and below:// An item model file (if the block has an item associated with it). 
 +  * //For version 1.21.4 and above:// An item model definition for the item (if the block has an item associated with it).
  
 The files should be located here: The files should be located here:
  
-  * Blockstate: ''src/main/resources/assets/tutorial/blockstates/example_block.json'' +  * Blockstates definition: ''src/main/resources/assets/tutorial/blockstates/example_block.json'' 
-  * Block Model: ''src/main/resources/assets/tutorial/models/block/example_block.json'' +  * Baked Block Model: ''src/main/resources/assets/tutorial/models/block/example_block.json'' 
-  * Item Model: ''src/main/resources/assets/tutorial/models/item/example_block.json'' +  * Texture for the block: ''src/main/resources/assets/tutorial/textures/block/example_block.png'' 
-  * Block Texture: ''src/main/resources/assets/tutorial/textures/block/example_block.png''+  * //For version 1.21.3 and below:// Item Model: ''src/main/resources/assets/tutorial/models/item/example_block.json'' 
 +  * //For version 1.21.4 and above:// Item Model: ''src/main/resources/assets/tutorial/items/example_block.json''
  
-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 definition file determines which model a block should use depending on its blockstate. Our block doesn't have any properties so it has only one state, so we cover everything with ''%%""%%''
  
 <code JavaScript src/main/resources/assets/tutorial/blockstates/example_block.json> <code JavaScript src/main/resources/assets/tutorial/blockstates/example_block.json>
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 </code> </code>
  
-In most cases, you will want the block to look the same in item form. You can make an item model that has the block model file as a parent, which makes it appear exactly like the block:+In most cases, you will want the block to look the same in item form.  
 + 
 +In version 1.21.3 and below, you can make an item model that has the block model file as a parent, which makes it appear exactly like the block:
  
 <code JavaScript src/main/resources/assets/tutorial/models/item/example_block.json> <code JavaScript src/main/resources/assets/tutorial/models/item/example_block.json>
 { {
   "parent": "tutorial:block/example_block"   "parent": "tutorial:block/example_block"
 +}
 +</code>
 +
 +For version 1.21.4 and above, you can create an item model definition for the corresponding to let the item directly use the block model:
 +<code JavaScript src/main/resources/assets/tutorial/items/example_block.json>
 +{
 +  "model": {
 +    "type": "minecraft:model",
 +    "model": "tutorial:block/example_block"
 +  }
 } }
 </code> </code>
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 To make your block drop items when broken, you will need a //loot table//. The following file will cause your block to drop its respective item form when broken:  To make your block drop items when broken, you will need a //loot table//. The following file will cause your block to drop its respective item form when broken: 
  
-<code JavaScript src/main/resources/data/tutorial/loot_tables/blocks/example_block.json>+For versions since 1.21, the path is ''src/main/resources/data/tutorial/**loot_table**/blocks/example_block.json''. Before version 1.21, the path was ''src/main/resources/data/tutorial/**loot_tables**/blocks/example_block.json''
 + 
 +<code JavaScript src/main/resources/data/tutorial/loot_table/blocks/example_block.json>
 { {
   "type": "minecraft:block",   "type": "minecraft:block",
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 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/**block**/mineable/<tooltype>.json'', where ''<tooltype>'' can be any of: ''axe'', ''pickaxe'', ''shovel'' or ''hoe'' (replace "//**block**//" with "//**blocks**//" for versions below 1.21) 
- * 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'')+ * Harvest level: ''src/main/resources/data/minecraft/tags/**block**/needs_<tier>_tool.json'', where ''<tier>'' can be any of: ''stone'', ''iron'' or ''diamond'' (//not including// ''netherite'') (replace "//**block**//" with "//**blocks**//" for versions below 1.21)
  
-<code JavaScript src/main/resources/data/minecraft/tags/blocks/mineable/pickaxe.json>+<code JavaScript src/main/resources/data/minecraft/tags/block/mineable/pickaxe.json>
 { {
   "replace": false,   "replace": false,
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 </code> </code>
  
-<code JavaScript src/main/resources/data/minecraft/tags/blocks/needs_stone_tool.json>+<code JavaScript src/main/resources/data/minecraft/tags/block/needs_stone_tool.json>
 { {
   "replace": false,   "replace": false,
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 The above approach works well for simple blocks but falls short when you want a block with //unique// mechanics. We'll create a //separate// class that extends ''Block'' to do this. The class needs a constructor that takes in an ''AbstractBlock.Settings'' argument: The above approach works well for simple blocks but falls short when you want a block with //unique// mechanics. We'll create a //separate// class that extends ''Block'' to do this. The class needs a constructor that takes in an ''AbstractBlock.Settings'' argument:
  
-<code java [enable_line_numbers="true"]>+<code java [enable_line_numbers="true"ExampleBlock.java>
 public class ExampleBlock extends Block { public class ExampleBlock extends Block {
- 
     public ExampleBlock(Settings settings) {     public ExampleBlock(Settings settings) {
         super(settings);         super(settings);
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 You can override methods in the block class for custom functionality. Here's an implementation of the ''onUse'' method, which is called when you right-click the block. We check if the interaction is occurring on the server, and then send the player a message saying, //"Hello, world!"// You can override methods in the block class for custom functionality. Here's an implementation of the ''onUse'' method, which is called when you right-click the block. We check if the interaction is occurring on the server, and then send the player a message saying, //"Hello, world!"//
  
-<code java [enable_line_numbers="true",highlight_lines_extra="8,9,10,11,12,13,14,15"]>+<code java [enable_line_numbers="true",highlight_lines_extra="8,9,10,11,12,13,14,15"ExampleBlock.java>
 public class ExampleBlock extends Block { public class ExampleBlock extends Block {
  
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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"     // 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(World world, PlayerEntity player, BlockHitResult hit) {+    public ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, BlockHitResult hit) {
         if (!world.isClient) {         if (!world.isClient) {
             player.sendMessage(Text.literal("Hello, world!"), false);             player.sendMessage(Text.literal("Hello, world!"), false);
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 To use your custom block class, replace ''new Block'' with ''new ExampleBlock'': To use your custom block class, replace ''new Block'' with ''new ExampleBlock'':
  
-<code java [enable_line_numbers="true",highlight_lines_extra="3"]> +<code java [enable_line_numbers="true",highlight_lines_extra="3"TutorialBlocks.java
-public class ExampleMod implements ModInitializer {+public final class TutorialBlocks {
  
-    // 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 = register("example_block", new ExampleBlock(Block.Settings.create().strength(4.0f)));
-    public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f));+
          
-    @Override +    // ...
-    public void onInitialize() { +
-        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 Item.Settings())); +
-    }+
 } }
 </code> </code>
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 To fix this, we have to define the ''VoxelShape'' of the new block: To fix this, we have to define the ''VoxelShape'' of the new block:
  
-<code java>+<code java ExampleBlock.java>
 public class ExampleBlock extends Block { public class ExampleBlock extends Block {
     [...]     [...]
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   * **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.   * **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.   * **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.+  * **camera collision shape**: the shape used to calculate the position of camera in third-person view. Glass and powder snow have an empty camera collision shape.
  
 ===== Next Steps ===== ===== Next Steps =====
-[[tutorial:blockstate|Adding simple state to a block, like ints and booleans]].  +  * [[blockstate|Adding simple state to a block, like ints and booleans]].  
- +  [[blockentity|Giving blocks a block entity so they can have advanced state like inventories]]. Also needed for many things like GUI and custom block rendering
-[[tutorial:blockentity|Giving blocks a block entity so they can have advanced state like inventories]]. Also needed for many things like GUI and custom block rendering.+  * [[datagen_model|Use data generator to generate block model, block model definition and item model definition for the block and item]]. 
 +  * [[datagen_tags|Use data generator to generate tags for the block]]. 
 +  * Don't forget your block cannot have a [[lang|translatable name]].
  
 To make your block flammable (that is, can be burned in fire), you may use ''FlammableBlockRegistry''. To make your block flammable (that is, can be burned in fire), you may use ''FlammableBlockRegistry''.
tutorial/blocks.1713145952.txt.gz · Last modified: 2024/04/15 01:52 by solidblock