shadowfacts.net/site/tutorials/forge-modding-112/basic-blocks.md

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2019-01-04 18:14:53 +00:00
```
metadata.title = "Basic Blocks"
metadata.date = "2016-05-07 21:45:00 -0400"
metadata.series = "forge-modding-112"
metadata.seriesName = "Forge Mods for 1.12"
```
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](/tutorials/forge-modding-111/basic-items/), create a base class for all of our blocks to extend to make our life a bit easier.
```java
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(Item itemBlock) {
TutorialMod.proxy.registerItemRenderer(itemBlock, 0, name);
}
public Item createItemBlock() {
return new ItemBlock(this).setRegistryName(getRegistryName());
}
@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`.
The one additional method that `BlockBase` has (`createItemBlock`) is added to make dealing with `ItemBlock`s a bit easier. 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 the Cobblestone block in your inventory, you have the Cobblestone _`ItemBlock`_ in your inventory. We'll be using this method when we register our `ItemBlock`s, just to make dealing with them a bit easier.
We'll also create a `BlockOre` class which extends `BlockBase` to make adding ore's a little easier.
```java
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.
```java
package net.shadowfacts.tutorial.block;
import net.minecraft.block.Block;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraftforge.registries.IForgeRegistry;
public class ModBlocks {
public static void register(IForgeRegistry<Block> registry) {
}
public static void registerItemBlocks(IForgeRegistry<Item> registry) {
}
public static void registerModels() {
}
}
```
We'll need to add a new event handler method to our `RegistrationHandler` to call `ModBlocks.register`.
```java
@Mod.EventBusSubscriber
public static class RegistrationHandler {
@SubscribeEvent
public static void registerBlocks(RegistryEvent.Register<Block> event) {
ModBlocks.register(event.getRegistry());
}
// ...
}
```
We'll also need to update the two previously-created `RegistrationHandler` methods to handle registering our `ItemBlock`s and our block models.
```java
@Mod.EventBusSubscriber
public static class RegistrationHandler {
// ...
@SubscribeEvent
public static void registerItems(RegistryEvent.Register<Item> event) {
ModItems.register(event.getRegistry());
ModBlocks.registerItemBlocks(event.getRegistry());
}
@SubscribeEvent
public static void registerModels(ModelRegistryEvent event) {
ModItems.registerModels();
ModBlocks.registerModels();
}
}
```
### Copper Ore
Now, because we have our `BlockBase` and `ModBlocks` classes in place, we can quickly add a new block:
```java
// ...
public class ModBlocks {
public static BlockOre oreCopper = new BlockOre("ore_copper").setCreativeTab(CreativeTabs.MATERIALS);
public static void register(IForgeRegistry<Block> registry) {
registery.registerAll(
oreCopper
);
}
public static void registerItemBlocks(IForgeRegistry<Item> registry) {
registry.registerAll(
oreCopper.createItemBlock()
);
}
public static void registerModels() {
oreCopper.registerItemModel(Item.getItemFromBlock(oreCopper));
}
}
```
This will:
1. Create a new `BlockOre` with the name `oreCopper` and set the creative tab to the Materials tab.
2. Registers the block itself with the block registry.
3. Registers the `ItemBlock` with the item registry.
4. Registers the item model.
Now, in the game, we can see our (untextured) copper ore block!
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![Copper Ore Screenshot](https://i.imgur.com/uWdmyA5.png)
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Next, we'll look at how to make a simple model for our copper ore block.