I am making an Itemduct block which will connect to every Itemduct on its sides.
Though for some reason only the default model is visible (is the center part of the Itemduct)
blockstates/Itemduct.json:
{
"forge_marker": 1,
"defaults": {
"model": "se:block/iron_itemduct"
},
"variants": {
"up": {
"true": {
"submodel": "se:block/iron_itemduct_side",
"x": 90
},
"false": { }
},
"down": {
"true": {
"submodel": "se:block/iron_itemduct_side",
"x": 180
},
"false": { }
},
"east": {
"true": {
"submodel": "se:block/iron_itemduct_side",
"y": 90
},
"false": { }
},
"south": {
"true": {
"submodel": "se:block/iron_itemduct_side",
"y": 180
},
"false": { }
},
"west": {
"true": {
"submodel": "se:block/iron_itemduct_side",
"y": 270
},
"false": { }
},
"north": {
"true": {
"submodel": "se:block/iron_itemduct_side"
},
"false": { }
}
}
}
models/block/itemduct.json: <- This is the parent model of models/block/iron_itemduct
{
"__comment": "Designed by Marca with Cubik Studio - https://cubik.studio",
"textures": {
"particle": "#center"
},
"display": {
"gui": {
"rotation": [ 30, 45, 0 ],
"translation": [ 0, -1.5, 0 ],
"scale": [ 0.625, 0.625, 0.625 ]
},
"ground": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3, 0 ],
"scale": [ 0.25, 0.25, 0.25 ]
},
"fixed": {
"rotation": [ 0, 180, 0 ],
"translation": [ 0, 0, 0 ],
"scale": [ 1, 1, 1 ]
},
"firstperson_righthand": {
"rotation": [ 0, 315, 0 ],
"translation": [ 0, 2.5, 0 ],
"scale": [ 0.4, 0.4, 0.4 ]
},
"thirdperson_righthand": {
"rotation": [ 0, 315, 0 ],
"translation": [ 0, 0.5, 1 ],
"scale": [ 0.375, 0.375, 0.375 ]
}
},
"elements": [
{
"from": [ 6, 6, 6 ],
"to": [ 10, 10, 10 ],
"faces": {
"down": { "uv": [ 6, 6, 10, 10 ], "texture": "#center" },
"up": { "uv": [ 6, 6, 10, 10 ], "texture": "#center" },
"north": { "uv": [ 6, 6, 10, 10 ], "texture": "#center" },
"south": { "uv": [ 6, 6, 10, 10 ], "texture": "#center" },
"west": { "uv": [ 6, 6, 10, 10 ], "texture": "#center" },
"east": { "uv": [ 6, 6, 10, 10 ], "texture": "#center" }
}
}
]
}
models/block/itemduct_side: <- This is the parent model of models/block/iron_itemduct_side
{
"__comment": "Designed by Marca with Cubik Studio - https://cubik.studio",
"elements": [
{
"from": [ 6, 6, 10 ],
"to": [10, 10, 16 ],
"faces": {
"down": { "uv": [ 10, 6, 16, 10 ], "texture": "#side" },
"up": { "uv": [ 10, 6, 16, 10 ], "texture": "#side" },
"north": { "uv": [ 0, 6, 6, 10 ], "texture": "#side", "cullface": "north" },
"south": { "uv": [ 10, 6, 16, 10 ], "texture": "#side" },
"west": { "uv": [ 6, 6, 10, 10 ], "texture": "#side" },
"east": { "uv": [ 6, 6, 10, 10 ], "texture": "#side" }
}
}
]
}
ItemductBlock:
public class ItemductBlock extends SurvivalEvolvedWaterloggedBlock
{
public static final BooleanProperty UP = BooleanProperty.create("up");
public static final BooleanProperty DOWN = BooleanProperty.create("down");
public static final BooleanProperty EAST = BooleanProperty.create("east");
public static final BooleanProperty SOUTH = BooleanProperty.create("south");
public static final BooleanProperty WEST = BooleanProperty.create("west");
public static final BooleanProperty NORTH = BooleanProperty.create("north");
public final ImmutableMap<BlockState, VoxelShape> SHAPES;
public ItemductBlock (Properties properties)
{
super(properties);
setDefaultState(getStateContainer().getBaseState().with(UP, false).with(DOWN, false).with(NORTH, false).with(EAST, false).with(SOUTH, false)
.with(WEST, false));
SHAPES = generateShapes(getStateContainer().getValidStates());
}
private ImmutableMap<BlockState, VoxelShape> generateShapes (ImmutableList<BlockState> states)
{
final VoxelShape ITEMDUCT_CENTER = Block.makeCuboidShape(6.0, 6.0, 6.0, 10.0, 10.0, 10.0);
final VoxelShape ITEMDUCT_SIDE = Block.makeCuboidShape(10.0, 6.0, 6.0, 16.0, 10.0, 10.0);
ImmutableMap.Builder<BlockState, VoxelShape> builder = new ImmutableMap.Builder<>();
for (BlockState state : states)
{
boolean up = state.get(UP);
boolean down = state.get(DOWN);
boolean east = state.get(EAST);
boolean south = state.get(SOUTH);
boolean west = state.get(WEST);
boolean north = state.get(NORTH);
List<VoxelShape> shapes = new ArrayList<>();
shapes.add(ITEMDUCT_CENTER);
if (up) shapes.add(VoxelShapeHelper.rotate(ITEMDUCT_SIDE, Direction.UP));
if (down) shapes.add(VoxelShapeHelper.rotate(ITEMDUCT_SIDE, Direction.DOWN));
if (east) shapes.add(VoxelShapeHelper.rotate(ITEMDUCT_SIDE, Direction.EAST));
if (south) shapes.add(VoxelShapeHelper.rotate(ITEMDUCT_SIDE, Direction.SOUTH));
if (west) shapes.add(VoxelShapeHelper.rotate(ITEMDUCT_SIDE, Direction.WEST));
if (north) shapes.add(VoxelShapeHelper.rotate(ITEMDUCT_SIDE, Direction.NORTH));
builder.put(state, VoxelShapeHelper.combineAll(shapes));
}
return builder.build();
}
@Override
public VoxelShape getShape (BlockState state, IBlockReader reader, BlockPos pos, ISelectionContext context)
{
return SHAPES.get(state);
}
@Override
public VoxelShape getCollisionShape (BlockState state, IBlockReader reader, BlockPos pos, ISelectionContext context)
{
return SHAPES.get(state);
}
@Override
public BlockState updatePostPlacement (BlockState state, Direction direction, BlockState newState, IWorld world,
BlockPos pos, BlockPos newPos)
{
boolean up = world.getBlockState(pos.up()).getBlock() == this;
boolean down = world.getBlockState(pos.down()).getBlock() == this;
boolean east = world.getBlockState(pos.east()).getBlock() == this;
boolean south = world.getBlockState(pos.south()).getBlock() == this;
boolean west = world.getBlockState(pos.west()).getBlock() == this;
boolean north = world.getBlockState(pos.north()).getBlock() == this;
return state.with(UP, up).with(DOWN, down).with(EAST, east).with(SOUTH, south).with(WEST, west).with(NORTH, north);
}
@Override
protected void fillStateContainer (Builder<Block, BlockState> builder)
{
super.fillStateContainer(builder);
builder.add(UP);
builder.add(DOWN);
builder.add(EAST);
builder.add(SOUTH);
builder.add(WEST);
builder.add(NORTH);
}
}