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Register blocks and items using Data Generators.


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is there a way to register multiple variants of one block so that instead of 16 lines like this:

	public static final RegistryObject<Block> WHITE_STUDIO_LIGHT = BLOCKS.register("white_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> ORANGE_STUDIO_LIGHT = BLOCKS.register("orange_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> MAGENTA_STUDIO_LIGHT = BLOCKS.register("magenta_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> LIGHT_BLUE_STUDIO_LIGHT = BLOCKS.register("light_blue_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> YELLOW_STUDIO_LIGHT = BLOCKS.register("yellow_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> LIME_STUDIO_LIGHT = BLOCKS.register("lime_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> PINK_STUDIO_LIGHT = BLOCKS.register("pink_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> GRAY_STUDIO_LIGHT = BLOCKS.register("gray_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> LIGHT_GRAY_STUDIO_LIGHT = BLOCKS.register("light_gray_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> CYAN_STUDIO_LIGHT = BLOCKS.register("cyan_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> PURPLE_STUDIO_LIGHT = BLOCKS.register("purple_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> BLUE_STUDIO_LIGHT = BLOCKS.register("blue_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> BROWN_STUDIO_LIGHT = BLOCKS.register("brown_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> GREEN_STUDIO_LIGHT = BLOCKS.register("green_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> RED_STUDIO_LIGHT = BLOCKS.register("red_studio_light", ()-> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> BLACK_STUDIO_LIGHT = BLOCKS.register("black_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	

it is just one line.

 

because the way I do it now with the 16 lines makes loading the game too slow

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Just now, JoppeGames3 said:

because the way I do it now with the 16 lines makes loading the game too slow

That is absolute BS.

However a better way to do this would be a for loop. Basic programming...

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this is the BlockClass:

package com.joppegames1.tvstudio.common.blocks;

import net.minecraft.block.AbstractBlock;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.item.BlockItemUseContext;
import net.minecraft.state.DirectionProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.util.Direction;
import net.minecraft.util.Mirror;
import net.minecraft.util.Rotation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.shapes.IBooleanFunction;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.util.math.shapes.VoxelShapes;
import net.minecraft.world.IBlockReader;
import net.minecraft.world.IWorld;

import java.util.HashMap;
import java.util.Map;
import java.util.stream.Stream;


public class TvCameraOnAStand extends Block {

    public static final DirectionProperty HORIZONTAL_FACING = BlockStateProperties.HORIZONTAL_FACING;
    protected static final Map<Direction, VoxelShape> SHAPES = new HashMap<Direction, VoxelShape>();

    // The voxelshape is this line:
    public static final VoxelShape SHAPE = Stream.of(
    		Block.makeCuboidShape(6.5, 7, 6.5, 9.75, 14.5, 9.75),
    		Block.makeCuboidShape(6.5, 20.75, 7, 10, 21.75, 11.25),
    		Block.makeCuboidShape(6.5, 21.75, 7.75, 10, 22.25, 11.25),
    		Block.makeCuboidShape(6.5, 22.25, 7.75, 10, 23, 14),
    		Block.makeCuboidShape(6, 20.25, 10.75, 10.75, 21.25, 11.75),
    		Block.makeCuboidShape(6.5, 20.25, 5.5, 10, 21.25, 7),
    		Block.makeCuboidShape(6.5, 17.5, 7, 10, 20.75, 9.25),
    		Block.makeCuboidShape(6.5, 17, 6.75, 10, 17.75, 9.75),
    		Block.makeCuboidShape(6.5, 15.75, 3.25, 9.75, 17, 13.25),
    		Block.makeCuboidShape(3.25, 15.75, 6.5, 13.25, 17, 9.75),
    		Block.makeCuboidShape(4, 5.25, 6.75, 12.25, 7, 9.5),
    		Block.makeCuboidShape(7, 5.25, 4, 9.25, 7, 12.25),
    		Block.makeCuboidShape(7.5, 14.5, 7.5, 8.75, 15.75, 8.75),
    		Block.makeCuboidShape(-2, 0, 8, 18.5, 5.25, 17.75),
    		Block.makeCuboidShape(3, 0, 3, 13.25, 5.25, 8),
    		Block.makeCuboidShape(5, 0, -3, 11, 5.25, 13.5),
    		Block.makeCuboidShape(9.75, 23.5, -0.25, 10.25, 27, 0),
    		Block.makeCuboidShape(6.25, 23.5, -0.25, 6.75, 27, 0),
    		Block.makeCuboidShape(9.75, 24, -0.5, 10.25, 27, -0.25),
    		Block.makeCuboidShape(6.25, 24, -0.5, 6.75, 27, -0.25),
    		Block.makeCuboidShape(9.75, 24.75, -0.75, 10.25, 27, -0.5),
    		Block.makeCuboidShape(6.25, 24.75, -0.75, 6.75, 27, -0.5),
    		Block.makeCuboidShape(9.75, 25.25, -1, 10.25, 27, -0.75),
    		Block.makeCuboidShape(6.25, 25.25, -1, 6.75, 27, -0.75),
    		Block.makeCuboidShape(6.75, 26.25, -1, 9.75, 27, 0),
    		Block.makeCuboidShape(9.75, 25.75, -1.25, 10.25, 27, -1),
    		Block.makeCuboidShape(6.25, 25.75, -1.25, 6.75, 27, -1),
    		Block.makeCuboidShape(6.75, 26.25, -1.25, 9.75, 27, -1),
    		Block.makeCuboidShape(6.25, 26.5, -1.5, 10.25, 26.75, -1.25),
    		Block.makeCuboidShape(9.75, 23, 0, 10.25, 27, 7.75),
    		Block.makeCuboidShape(6.25, 23, 0, 6.75, 27, 7.75),
    		Block.makeCuboidShape(6.75, 23, 0, 9.75, 27, 7.75),
    		Block.makeCuboidShape(6, 23, 7.75, 10.5, 27, 9.5),
    		Block.makeCuboidShape(6.25, 25.75, 11, 10.25, 28, 15.25),
    		Block.makeCuboidShape(6.25, 27.25, 15.25, 6.75, 28, 16.75),
    		Block.makeCuboidShape(9.75, 27.25, 15.25, 10.25, 28, 16.75),
    		Block.makeCuboidShape(6.75, 27.5, 15.25, 9.75, 28, 16.75),
    		Block.makeCuboidShape(6.75, 26, 14.5, 9.75, 27.5, 15.5),
    		Block.makeCuboidShape(6.25, 26.75, 15.25, 6.75, 27, 16.25),
    		Block.makeCuboidShape(9.75, 26.75, 15.25, 10.25, 27, 16.25),
    		Block.makeCuboidShape(6.25, 27, 15.25, 6.75, 27.25, 16.5),
    		Block.makeCuboidShape(9.75, 27, 15.25, 10.25, 27.25, 16.5),
    		Block.makeCuboidShape(6.25, 26.5, 15.25, 6.75, 26.75, 16),
    		Block.makeCuboidShape(9.75, 26.25, 15.25, 10.25, 26.5, 15.75),
    		Block.makeCuboidShape(6.25, 26.25, 15.25, 6.75, 26.5, 15.75),
    		Block.makeCuboidShape(9.75, 26, 15.25, 10.25, 26.25, 15.5),
    		Block.makeCuboidShape(6.25, 26, 15.25, 6.75, 26.25, 15.5),
    		Block.makeCuboidShape(6.25, 25.5, 10.75, 10.25, 28, 11),
    		Block.makeCuboidShape(6, 23, 7.75, 10.5, 25.5, 14.5),
    		Block.makeCuboidShape(6, 25.5, 7.75, 10.5, 27, 9.5),
    		Block.makeCuboidShape(6, 25.5, 9.5, 10.5, 27, 10),
    		Block.makeCuboidShape(6, 25.5, 10, 10.5, 26.5, 10.25),
    		Block.makeCuboidShape(6, 25.5, 10.25, 10.5, 26.25, 10.5),
    		Block.makeCuboidShape(6, 25.5, 10.5, 10.5, 26, 10.75),
    		Block.makeCuboidShape(6, 25.5, 10.75, 10.5, 25.75, 11),
    		Block.makeCuboidShape(6.25, 25.5, 10.5, 10.25, 27.75, 10.75),
    		Block.makeCuboidShape(7.75, 27, 9.75, 8.75, 28, 10.75),
    		Block.makeCuboidShape(7.75, 28, 9.75, 8.75, 28.25, 10.5),
    		Block.makeCuboidShape(7.75, 27.75, 7.75, 8.75, 28, 8.75),
    		Block.makeCuboidShape(5.5, 24.75, 7.25, 11, 25.25, 14.5),
    		Block.makeCuboidShape(6.25, 24.75, 14.5, 10.75, 25.25, 15),
    		Block.makeCuboidShape(10.75, 24.75, 14.5, 11, 25.25, 14.75),
    		Block.makeCuboidShape(5.75, 24.75, 14.5, 6.25, 25.25, 14.75),
    		Block.makeCuboidShape(6, 24.75, 14.75, 6.25, 25.25, 15),
    		Block.makeCuboidShape(7.75, 27.5, 7.75, 8.75, 27.75, 9),
    		Block.makeCuboidShape(7.75, 27.25, 7.75, 8.75, 27.5, 9.25),
    		Block.makeCuboidShape(7.75, 27, 7.75, 8.75, 27.25, 9.5),
    		Block.makeCuboidShape(6.25, 25.5, 10.25, 10.25, 27.5, 10.5),
    		Block.makeCuboidShape(6.25, 25.75, 10, 10.25, 27.25, 10.25),
    		Block.makeCuboidShape(6, 25.5, 10.5, 10.5, 26, 10.75),
    		Block.makeCuboidShape(6, 24, 1.75, 6.25, 24.75, 2),
    		Block.makeCuboidShape(6, 24.25, 1.5, 6.25, 24.5, 1.75),
    		Block.makeCuboidShape(6, 24, 1.25, 6.25, 24.75, 1.5),
    		Block.makeCuboidShape(6, 24, 1, 6.25, 24.25, 1.25),
    		Block.makeCuboidShape(6, 24, 0.75, 6.25, 24.75, 1),
    		Block.makeCuboidShape(6, 24.5, 1, 6.25, 24.75, 1.5),
    		Block.makeCuboidShape(10.25, 24, 2.75, 10.5, 24.75, 3),
    		Block.makeCuboidShape(10.25, 24.25, 2.5, 10.5, 24.5, 2.75),
    		Block.makeCuboidShape(10.25, 24, 2.25, 10.5, 24.75, 2.5),
    		Block.makeCuboidShape(10.25, 24, 1.75, 10.5, 24.75, 2),
    		Block.makeCuboidShape(10.25, 24, 2, 10.5, 24.25, 2.25),
    		Block.makeCuboidShape(10.25, 24.5, 2, 10.5, 24.75, 2.5),
    		Block.makeCuboidShape(5.75, 27, 12.75, 6, 27.25, 13.5),
    		Block.makeCuboidShape(5.75, 26.5, 12.75, 6, 26.75, 13.5),
    		Block.makeCuboidShape(5.75, 26.75, 12.75, 6, 27, 13),
    		Block.makeCuboidShape(5.75, 26.75, 13.25, 6, 27, 13.5),
    		Block.makeCuboidShape(5.75, 26.75, 13, 6.25, 27, 13.25),
    		Block.makeCuboidShape(10.5, 26.5, 13.25, 10.75, 27.25, 13.5),
    		Block.makeCuboidShape(10.5, 26.5, 12.75, 10.75, 27.25, 13),
    		Block.makeCuboidShape(10.5, 26.5, 13, 10.75, 26.75, 13.25),
    		Block.makeCuboidShape(10.5, 27, 13, 10.75, 27.25, 13.25),
    		Block.makeCuboidShape(10.25, 26.75, 13, 10.75, 27, 13.25)
    		).reduce((v1, v2) -> {return VoxelShapes.combineAndSimplify(v1, v2, IBooleanFunction.OR);}).get();
    		
    public TvCameraOnAStand(AbstractBlock.Properties properties) {
        super(properties);
        runCalculation(SHAPE);
        this.setDefaultState(this.stateContainer.getBaseState().with(HORIZONTAL_FACING, Direction.NORTH));
    }

    @Override
    public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        return SHAPES.get(state.get(HORIZONTAL_FACING));
    }

    @SuppressWarnings("deprecation")
	@Override
    public BlockState mirror(BlockState state, Mirror mirrorIn) {
        return state.rotate(mirrorIn.toRotation(state.get(HORIZONTAL_FACING)));
    }

    @Override
    public BlockState rotate(BlockState state, IWorld world, BlockPos pos, Rotation direction) {
        return state.with(HORIZONTAL_FACING, direction.rotate(state.get(HORIZONTAL_FACING)));
    }

    //.getOpposite() for mirroring the block
    @Override
    public BlockState getStateForPlacement(BlockItemUseContext context) {
        return this.getDefaultState().with(HORIZONTAL_FACING, context.getPlacementHorizontalFacing().getOpposite());
    }

    @Override
    protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
        super.fillStateContainer(builder);
        builder.add(HORIZONTAL_FACING);
    }

    protected static void calculateShapes(Direction to, VoxelShape shape) {
        VoxelShape[] buffer = new VoxelShape[] { shape, VoxelShapes.empty() };

        int times = (to.getHorizontalIndex() - Direction.NORTH.getHorizontalIndex() + 4) % 4;
        for (int i = 0; i < times; i++) {
            buffer[0].forEachBox((minX, minY, minZ, maxX, maxY, maxZ) -> buffer[1] = VoxelShapes.or(buffer[1],
                    VoxelShapes.create(1 - maxZ, minY, minX, 1 - minZ, maxY, maxX)));
            buffer[0] = buffer[1];
            buffer[1] = VoxelShapes.empty();
        }

        SHAPES.put(to, buffer[0]);
    }

    protected void runCalculation(VoxelShape shape) {
        for (Direction direction : Direction.values()) {
            calculateShapes(direction, shape);
        }
    }
}

 

 

and here is the BlockInit:

package com.joppegames1.tvstudio.core.init;

import com.joppegames1.tvstudio.TvStudio;
import com.joppegames1.tvstudio.common.blocks.DirectorChair;
import com.joppegames1.tvstudio.common.blocks.Pole;
import com.joppegames1.tvstudio.common.blocks.SetWall;
import com.joppegames1.tvstudio.common.blocks.SetWallSupport;
import com.joppegames1.tvstudio.common.blocks.StudioBar;
import com.joppegames1.tvstudio.common.blocks.StudioLight;
import com.joppegames1.tvstudio.common.blocks.TvCamera;
import com.joppegames1.tvstudio.common.blocks.TvCameraOnAStand;
import com.joppegames1.tvstudio.common.blocks.TvStand;
import com.joppegames1.tvstudio.common.blocks.TvStandHead;

import net.minecraft.block.AbstractBlock;
import net.minecraft.block.Block;
import net.minecraft.block.SoundType;
import net.minecraft.block.WallBlock;
import net.minecraft.block.material.Material;
import net.minecraftforge.common.ToolType;
import net.minecraftforge.fml.RegistryObject;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;

public class BlockInit {

	public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, TvStudio.MOD_ID);
	
	//screen blocks
	public static final RegistryObject<Block> BLUE_SCREEN_BLOCK = BLOCKS.register("blue_screen_block", () -> new Block(AbstractBlock.Properties.create(Material.ROCK).hardnessAndResistance(1.5F, 6.0F).harvestTool(ToolType.PICKAXE).harvestLevel(2).sound(SoundType.STONE)));
	public static final RegistryObject<Block> GREEN_SCREEN_BLOCK = BLOCKS.register("green_screen_block", () -> new Block(AbstractBlock.Properties.create(Material.ROCK).hardnessAndResistance(1.5F, 6.0F).harvestTool(ToolType.PICKAXE).harvestLevel(2).sound(SoundType.STONE)));
	public static final RegistryObject<Block> GREEN_SCREEN_WALL = BLOCKS.register("green_screen_wall",  () -> new WallBlock(AbstractBlock.Properties.create(Material.WOOL).hardnessAndResistance(1.5F, 6.0F).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLUE_SCREEN_WALL = BLOCKS.register("blue_screen_wall",  () -> new WallBlock(AbstractBlock.Properties.create(Material.WOOL).hardnessAndResistance(1.5F, 6.0F).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	
	//non coloured 
	public static final RegistryObject<Block> TV_CAMERA = BLOCKS.register("tv_camera", () -> new TvCamera(AbstractBlock.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> TV_STAND_HEAD = BLOCKS.register("tv_stand_head", () -> new TvStandHead(AbstractBlock.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> POLE = BLOCKS.register("pole", () -> new Pole(AbstractBlock.Properties.create(Material.IRON).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> CHIPBOARD_BLOCK = BLOCKS.register("chipboard_block", () -> new Block(AbstractBlock.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).harvestLevel(2).sound(SoundType.WOOD)));
	public static final RegistryObject<Block> SET_WALL_SUPPORT = BLOCKS.register("set_wall_support", () -> new SetWallSupport(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).harvestLevel(2).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	
	//Tv Camera On A Stand
	public static final RegistryObject<Block> WHITE_TV_CAMERA_ON_STAND = BLOCKS.register("white_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> ORANGE_TV_CAMERA_ON_STAND = BLOCKS.register("orange_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> MAGENTA_TV_CAMERA_ON_STAND = BLOCKS.register("magenta_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIGHT_BLUE_TV_CAMERA_ON_STAND = BLOCKS.register("light_blue_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> YELLOW_TV_CAMERA_ON_STAND = BLOCKS.register("yellow_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIME_TV_CAMERA_ON_STAND = BLOCKS.register("lime_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> PINK_TV_CAMERA_ON_STAND = BLOCKS.register("pink_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> GRAY_TV_CAMERA_ON_STAND = BLOCKS.register("gray_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIGHT_GRAY_TV_CAMERA_ON_STAND = BLOCKS.register("light_gray_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> CYAN_TV_CAMERA_ON_STAND = BLOCKS.register("cyan_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> PURPLE_TV_CAMERA_ON_STAND = BLOCKS.register("purple_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLUE_TV_CAMERA_ON_STAND = BLOCKS.register("blue_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BROWN_TV_CAMERA_ON_STAND = BLOCKS.register("brown_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> GREEN_TV_CAMERA_ON_STAND = BLOCKS.register("green_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> RED_TV_CAMERA_ON_STAND = BLOCKS.register("red_tv_camera_on_stand", ()-> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLACK_TV_CAMERA_ON_STAND = BLOCKS.register("black_tv_camera_on_stand", () -> new TvCameraOnAStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	
	//Tv Stand
	public static final RegistryObject<Block> WHITE_TV_STAND = BLOCKS.register("white_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> ORANGE_TV_STAND = BLOCKS.register("orange_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> MAGENTA_TV_STAND = BLOCKS.register("magenta_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIGHT_BLUE_TV_STAND = BLOCKS.register("light_blue_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> YELLOW_TV_STAND = BLOCKS.register("yellow_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIME_TV_STAND = BLOCKS.register("lime_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> PINK_TV_STAND = BLOCKS.register("pink_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> GRAY_TV_STAND = BLOCKS.register("gray_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIGHT_GRAY_TV_STAND = BLOCKS.register("light_gray_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> CYAN_TV_STAND = BLOCKS.register("cyan_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> PURPLE_TV_STAND = BLOCKS.register("purple_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLUE_TV_STAND = BLOCKS.register("blue_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BROWN_TV_STAND = BLOCKS.register("brown_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> GREEN_TV_STAND = BLOCKS.register("green_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> RED_TV_STAND = BLOCKS.register("red_tv_stand", ()-> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLACK_TV_STAND = BLOCKS.register("black_tv_stand", () -> new TvStand(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	
	//Studio Light
	public static final RegistryObject<Block> WHITE_STUDIO_LIGHT = BLOCKS.register("white_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> ORANGE_STUDIO_LIGHT = BLOCKS.register("orange_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> MAGENTA_STUDIO_LIGHT = BLOCKS.register("magenta_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> LIGHT_BLUE_STUDIO_LIGHT = BLOCKS.register("light_blue_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> YELLOW_STUDIO_LIGHT = BLOCKS.register("yellow_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> LIME_STUDIO_LIGHT = BLOCKS.register("lime_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> PINK_STUDIO_LIGHT = BLOCKS.register("pink_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> GRAY_STUDIO_LIGHT = BLOCKS.register("gray_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> LIGHT_GRAY_STUDIO_LIGHT = BLOCKS.register("light_gray_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> CYAN_STUDIO_LIGHT = BLOCKS.register("cyan_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> PURPLE_STUDIO_LIGHT = BLOCKS.register("purple_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> BLUE_STUDIO_LIGHT = BLOCKS.register("blue_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> BROWN_STUDIO_LIGHT = BLOCKS.register("brown_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> GREEN_STUDIO_LIGHT = BLOCKS.register("green_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> RED_STUDIO_LIGHT = BLOCKS.register("red_studio_light", ()-> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	public static final RegistryObject<Block> BLACK_STUDIO_LIGHT = BLOCKS.register("black_studio_light", () -> new StudioLight(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 15;})));
	
	//Studio Bar
	public static final RegistryObject<Block> WHITE_STUDIO_BAR = BLOCKS.register("white_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> ORANGE_STUDIO_BAR = BLOCKS.register("orange_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> MAGENTA_STUDIO_BAR = BLOCKS.register("magenta_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIGHT_BLUE_STUDIO_BAR = BLOCKS.register("light_blue_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> YELLOW_STUDIO_BAR = BLOCKS.register("yellow_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIME_STUDIO_BAR = BLOCKS.register("lime_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> PINK_STUDIO_BAR = BLOCKS.register("pink_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> GRAY_STUDIO_BAR = BLOCKS.register("gray_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIGHT_GRAY_STUDIO_BAR = BLOCKS.register("light_gray_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> CYAN_STUDIO_BAR = BLOCKS.register("cyan_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> PURPLE_STUDIO_BAR = BLOCKS.register("purple_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLUE_STUDIO_BAR = BLOCKS.register("blue_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BROWN_STUDIO_BAR = BLOCKS.register("brown_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> GREEN_STUDIO_BAR = BLOCKS.register("green_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> RED_STUDIO_BAR = BLOCKS.register("red_studio_bar", ()-> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLACK_STUDIO_BAR = BLOCKS.register("black_studio_bar", () -> new StudioBar(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	
	//Director Chair
	public static final RegistryObject<Block> WHITE_DIRECTOR_CHAIR = BLOCKS.register("white_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> ORANGE_DIRECTOR_CHAIR = BLOCKS.register("orange_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> MAGENTA_DIRECTOR_CHAIR = BLOCKS.register("magenta_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIGHT_BLUE_DIRECTOR_CHAIR = BLOCKS.register("light_blue_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> YELLOW_DIRECTOR_CHAIR = BLOCKS.register("yellow_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIME_DIRECTOR_CHAIR = BLOCKS.register("lime_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> PINK_DIRECTOR_CHAIR = BLOCKS.register("pink_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> GRAY_DIRECTOR_CHAIR = BLOCKS.register("gray_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> LIGHT_GRAY_DIRECTOR_CHAIR = BLOCKS.register("light_gray_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> CYAN_DIRECTOR_CHAIR = BLOCKS.register("cyan_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> PURPLE_DIRECTOR_CHAIR = BLOCKS.register("purple_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLUE_DIRECTOR_CHAIR = BLOCKS.register("blue_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BROWN_DIRECTOR_CHAIR = BLOCKS.register("brown_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> GREEN_DIRECTOR_CHAIR = BLOCKS.register("green_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> RED_DIRECTOR_CHAIR = BLOCKS.register("red_director_chair", ()-> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> BLACK_DIRECTOR_CHAIR = BLOCKS.register("black_director_chair", () -> new DirectorChair(Block.Properties.create(Material.ROCK).hardnessAndResistance(0f, 0f).sound(SoundType.METAL).setLightLevel((state) -> {return 2;})));
	
	//Set
	public static final RegistryObject<Block> SET_WALL = BLOCKS.register("set_wall", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STONE = BLOCKS.register("set_wall_stone", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_GRANITE = BLOCKS.register("set_wall_granite", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_POLISHED_GRANITE = BLOCKS.register("set_wall_polished_granite", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_DIORITE = BLOCKS.register("set_wall_diorite", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_POLISHED_DIORITE = BLOCKS.register("set_wall_polished_diorite", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_ANDESITE = BLOCKS.register("set_wall_andesite", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_POLISHED_ANDESITE = BLOCKS.register("set_wall_polished_andesite", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_DIRT = BLOCKS.register("set_wall_dirt", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_COARSE_DIRT = BLOCKS.register("set_wall_coarse_dirt", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_CRIMSON_NYLIUM = BLOCKS.register("set_wall_crimson_nylium", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_WARPED_NYLIUM = BLOCKS.register("set_wall_warped_nylium", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_COBBLESTONE = BLOCKS.register("set_wall_cobblestone", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_OAK_PLANKS = BLOCKS.register("set_wall_oak_planks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SPRUCE_PLANKS = BLOCKS.register("set_wall_spruce_planks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_BIRCH_PLANKS = BLOCKS.register("set_wall_birch_planks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_JUNGLE_PLANKS = BLOCKS.register("set_wall_jungle_planks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_ACACIA_PLANKS = BLOCKS.register("set_wall_acacia_planks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_DARK_OAK_PLANKS = BLOCKS.register("set_wall_dark_oak_planks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_CRIMSON_PLANKS = BLOCKS.register("set_wall_crimson_planks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_WARPED_PLANKS = BLOCKS.register("set_wall_warped_planks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_BEDROCK = BLOCKS.register("set_wall_bedrock", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SAND = BLOCKS.register("set_wall_sand", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_RED_SAND = BLOCKS.register("set_wall_red_sand", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_GRAVEL = BLOCKS.register("set_wall_gravel", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_GOLD_ORE = BLOCKS.register("set_wall_gold_ore", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_IRON_ORE = BLOCKS.register("set_wall_iron_ore", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_COAL_ORE = BLOCKS.register("set_wall_coal_ore", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_NETHER_GOLD_ORE = BLOCKS.register("set_wall_nether_gold_ore", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_OAK_LOG = BLOCKS.register("set_wall_oak_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SPRUCE_LOG = BLOCKS.register("set_wall_spruce_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_BIRCH_LOG = BLOCKS.register("set_wall_birch_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_JUNGLE_LOG = BLOCKS.register("set_wall_jungle_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_ACACIA_LOG = BLOCKS.register("set_wall_acacia_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_DARK_OAK_LOG = BLOCKS.register("set_wall_dark_oak_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_CRIMSON_STEM = BLOCKS.register("set_wall_crimson_stem", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_WARPED_STEM = BLOCKS.register("set_wall_warped_stem", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STRIPPED_OAK_LOG = BLOCKS.register("set_wall_stripped_oak_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STRIPPED_SPRUCE_LOG = BLOCKS.register("set_wall_stripped_spruce_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STRIPPED_BIRCH_LOG = BLOCKS.register("set_wall_stripped_birch_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STRIPPED_JUNGLE_LOG = BLOCKS.register("set_wall_stripped_jungle_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STRIPPED_ACACIA_LOG = BLOCKS.register("set_wall_stripped_acacia_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STRIPPED_DARK_OAK_LOG = BLOCKS.register("set_wall_stripped_dark_oak_log", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STRIPPED_CRIMSON_STEM = BLOCKS.register("set_wall_stripped_crimson_stem", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_STRIPPED_WARPED_STEM = BLOCKS.register("set_wall_stripped_warped_stem", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SPONGE = BLOCKS.register("set_wall_sponge", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_WET_SPONGE = BLOCKS.register("set_wall_wet_sponge", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_LAPIS_ORE = BLOCKS.register("set_wall_lapis_ore", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_LAPIS_BLOCK = BLOCKS.register("set_wall_lapis_block", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_DISPENSER = BLOCKS.register("set_wall_dispenser", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SANDSTONE = BLOCKS.register("set_wall_sandstone", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_CHISELED_SANDSTONE = BLOCKS.register("set_wall_chiseled_sandstone", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_CUT_SANDSTONE = BLOCKS.register("set_wall_cut_sandstone", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_NOTE_BLOCK = BLOCKS.register("set_wall_note_block", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_WHITE_WOOL = BLOCKS.register("set_wall_white_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_ORANGE_WOOL = BLOCKS.register("set_wall_orange_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_MAGENTA_WOOL = BLOCKS.register("set_wall_magenta_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_LIGHT_BLUE_WOOL = BLOCKS.register("set_wall_light_blue_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_YELLOW_WOOL = BLOCKS.register("set_wall_yellow_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_LIME_WOOL = BLOCKS.register("set_wall_lime_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_PINK_WOOL = BLOCKS.register("set_wall_pink_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_GRAY_WOOL = BLOCKS.register("set_wall_gray_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_LIGHT_GRAY_WOOL = BLOCKS.register("set_wall_light_gray_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_CYAN_WOOL = BLOCKS.register("set_wall_cyan_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_PURPLE_WOOL = BLOCKS.register("set_wall_purple_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_BLUE_WOOL = BLOCKS.register("set_wall_blue_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_BROWN_WOOL = BLOCKS.register("set_wall_brown_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_GREEN_WOOL = BLOCKS.register("set_wall_green_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_RED_WOOL = BLOCKS.register("set_wall_red_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_BLACK_WOOL = BLOCKS.register("set_wall_black_wool", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_GOLD_BLOCK = BLOCKS.register("set_wall_gold_block", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_IRON_BLOCK = BLOCKS.register("set_wall_iron_block", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SMOOTH_QUARTZ = BLOCKS.register("set_wall_smooth_quartz", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SMOOTH_RED_SANDSTONE = BLOCKS.register("set_wall_smooth_red_sandstone", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SMOOTH_SANDSTONE = BLOCKS.register("set_wall_smooth_sandstone", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_SMOOTH_STONE = BLOCKS.register("set_wall_smooth_stone", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));		
	public static final RegistryObject<Block> SET_WALL_BRICKS = BLOCKS.register("set_wall_bricks", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
	public static final RegistryObject<Block> SET_WALL_TNT = BLOCKS.register("set_wall_tnt", () -> new SetWall(Block.Properties.create(Material.WOOD).hardnessAndResistance(3f, 3f).harvestTool(ToolType.AXE).sound(SoundType.WOOD).setLightLevel((state) -> {return 2;})));
		
}

 

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Ya, this has nothing to do with the registration code. It has everything to do with the fact that you're running a stupidly complex, useless function every time you initialize your class. There is no reason for your shape to be that complex, there is also no reason you have to recalculate the rotated shapes EVERY TIME you init the class..

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Patreon: http://www.patreon.com/lexmanos
Paypal: http://paypal.me/LexManos

BitCoin: 1Q8rWvUNMM2T1ZfDaFeeYQyVXtYoeT6tTn

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1 minute ago, LexManos said:

 

Ya, this has nothing to do with the registration code. It has everything to do with the fact that you're running a stupidly complex, useless function every time you initialize your class. There is no reason for your shape to be that complex, there is also no reason you have to recalculate the rotated shapes EVERY TIME you init the class..

 

Well I made it this because of how detailed I made my block, so it’s not stupidly complex

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Actually it is, because there is a major difference between the shape of a block in game for logical things such as physics, collision, pathfinding, and what the model looks like. Unless you're planning on making something that can fit between the whitespaces in your camera.. there is no reason to make it that complex on the simulation side. 

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Patreon: http://www.patreon.com/lexmanos
Paypal: http://paypal.me/LexManos

BitCoin: 1Q8rWvUNMM2T1ZfDaFeeYQyVXtYoeT6tTn

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TLDR your block highlight outline does not have to match your model exactly.

 

Also, if I'm not mistaken, that voxelshape extends outside the 1x1x1 block volume.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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