7.0 KiB
metadata.title = "Crops"
metadata.date = "2016-05-29 10:29:00 -0400"
metadata.series = "forge-modding-112"
metadata.seriesName = "Forge Mods for 1.12"
We're going to be creating a corn crop, and code-wise, it will be divided into three main parts:
- The crop block (corn crop)
- The seed item (corn seed)
- The food item (corn)
We're going to create these one at a time. At the intermediate stages, our code will contain errors because we are referencing things we haven't created yet, but everything should be fine at the end.
Corn Crop
Let's create a class called BlockCropCorn
that extends Minecraft's BlockCrops
. The crop block won't have an ItemBlock
and therefore won't have an item model, so this class won't provide createItemBlock
or registerItemModel
methods.
In this class, we'll need to override 2 methods to return our own items instead of the vanilla ones. getSeed
should return ModItems.cornSeed
and getCrop
should return ModItems.corn
.
package net.shadowfacts.tutorial.block;
import net.minecraft.block.BlockCrops;
import net.minecraft.item.Item;
import net.shadowfacts.tutorial.item.ModItems;
public class BlockCropCorn extends BlockCrops {
public BlockCropCorn() {
setUnlocalizedName("crop_corn");
setRegistryName("crop_corn");
}
@Override
protected Item getSeed() {
return ModItems.cornSeed;
}
@Override
protected Item getCrop() {
return ModItems.corn;
}
}
Minecraft will use the seed and crop we specified to determine what to drop when our crop block is broken. Let's register our block in the ModBlocks
class:
// ...
public static BlockCropCorn cropCorn = new BlockCropCorn();
public static register(IForgeRegistry<Block> registry) {
registry.registerAll(
// ...
cropCorn
);
}
// ...
The last thing we'll need to do is create a model. Download the textures from here and save them into src/main/resources/assets/tutorial/textures/blocks/corn/
and have there filenames the 0.png
through 7.png
.
Let's create a blockstate for our crop. Create src/main/resources/assets/tutorial/blockstates/crop_corn.json
. We're once again going to be using the Forge blockstates format because this is a fairly complicated blockstate.
{
"forge_marker": 1,
"defaults": {
"model": "cross"
},
"variants": {
"age": {
"0": {
"textures": {
"cross": "tutorial:blocks/corn/0"
}
},
"1": {
"textures": {
"cross": "tutorial:blocks/corn/1"
}
},
"2": {
"textures": {
"cross": "tutorial:blocks/corn/2"
}
},
"3": {
"textures": {
"cross": "tutorial:blocks/corn/3"
}
},
"4": {
"textures": {
"cross": "tutorial:blocks/corn/4"
}
},
"5": {
"textures": {
"cross": "tutorial:blocks/corn/5"
}
},
"6": {
"textures": {
"cross": "tutorial:blocks/corn/6"
}
},
"7": {
"textures": {
"cross": "tutorial:blocks/corn/7"
}
}
}
}
}
The model
specified in the defaults
section is Minecraft's cross
model which is just the same texture rendered twice. You can see what this model looks like by looking at the various flowers in vanilla.
The age
property is the age of the crop. All the objects inside the age
object are for one value of the property. In our case, age
can have a value 0 through 7 so we'll need separate JSON objects for each of those. For each value of age, we'll have a different texture that is specified in the textures
object with the name cross
.
Corn Seed
Now let's make our corn seed item. Create a new class called ItemCornSeed
that extends ItemSeeds
.
In our constructor, we'll need to pass a couple of things to the ItemSeeds
constructor, ModBlocks.cropCorn
and Blocks.FARMLAND
. The first parameter of the ItemSeeds
constructor is the crop block and the second is the soil block. Since this item will have an item model, we'll also create a registerItemModel
method which will just use our registerItemRenderer
proxy method.
package net.shadowfacts.tutorial.item;
import net.minecraft.init.Blocks;
import net.minecraft.item.Item;
import net.minecraft.item.ItemSeeds;
import net.shadowfacts.tutorial.TutorialMod;
import net.shadowfacts.tutorial.block.ModBlocks;
public class ItemCornSeed extends ItemSeeds implements ItemModelProvider {
public ItemCornSeed() {
super(ModBlocks.cropCorn, Blocks.FARMLAND);
setUnlocalizedName("corn_seed");
setRegistryName("corn_seed");
}
public void registerItemModel(Item item) {
TutorialMod.proxy.registerItemRenderer(item, 0, "corn_seed");
}
}
Let's also update our ModItems
class to register our corn seed and its item model.
// ...
public static ItemCornSeed cornSeed = new ItemCornSeed();
public static void register(IForgeRegistry<Item> registry) {
registry.registerAll(
// ...
corn
);
}
public static void registerModels() {
// ...
corn.registerItemModel();
}
// ...
Lastly, we'll create a simple JSON model for the corn seed. First you'll want to download the texture from here and save it to src/main/resources/assets/tutorial/textures/items/corn_seed.png
. Now create a JSON file in the models/item
folder called corn_seed.json
. This model with be fairly similar to our copper ingot model, it will just have a parent of item/generated
and a layer 0 texture of tutorial:items/corn_seed
.
{
"parent": "item/generated",
"textures": {
"layer0": "tutorial:items/corn_seed"
}
}
Corn Item
For now, our corn item is going to be a simple instance of our ItemBase
class which means you won't be able to eat it (yet!). Let's add our corn item to our ModItems
class.
// ...
public static ItemBase corn = new ItemBase("corn").setCreativeTab(CreativeTabs.FOOD);
public static void register(IForgeRegistry<Item> registry) {
registry.registerAll(
// ...
corn
);
}
public static void registerModels() {
// ...
corn.registerItemModel();
}
// ...
Now let's also make a simple model for our corn item. Download the texture from here and save it as corn.png
in the textures/items
folder. Now let's create a corn.json
file for our model. This model will also be very simple, with a parent of item/generated
and a layer 0 texture of tutorial:items/corn
.
{
"parent": "item/generated",
"textures": {
"layer0": "tutorial:items/corn"
}
}
Localization
Now let's quickly add localization for new items:
# ...
item.corn.name=Corn
item.corn_seed.name=Corn Seed
# ...
Finished
Now, you should be able to launch game from inside the IDE and see our corn seed in the materials creative tab, plant it, grow it with bone meal, and break it to get corn and more seeds.