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) {
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.