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Posted

Hi ! I'm new to modding and coding, sorry in advance if it's an obvious question but I wanted to create a block lily pad-esque but in game I can place this block only on ice or on the side of a full block next to water, but not just on water. I don't understand what I did wrong since I just copy pasted the lily pad code ahah

Here's my block class:

package fr.nati.vanillaenhancer.common.block;

import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.vehicle.Boat;
import net.minecraft.world.level.BlockGetter;
import net.minecraft.world.level.Level;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.BushBlock;
import net.minecraft.world.level.block.state.BlockBehaviour;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.material.FluidState;
import net.minecraft.world.level.material.Fluids;
import net.minecraft.world.level.material.Material;
import net.minecraft.world.phys.shapes.CollisionContext;
import net.minecraft.world.phys.shapes.VoxelShape;
import net.minecraftforge.common.IPlantable;
import net.minecraftforge.common.PlantType;

public class DroppedLeavesBlock extends BushBlock implements IPlantable {

	public DroppedLeavesBlock(BlockBehaviour.Properties properties) {
		super(properties);
	}

	private static final VoxelShape SHAPE = Block.box(1.0D, 0.0D, 1.0D, 15.0D, 1.5D, 15.0D);

	@SuppressWarnings("deprecation")
	public void entityInside(BlockState state, Level level, BlockPos pos, Entity entity) {
		super.entityInside(state, level, pos, entity);
		if (level instanceof ServerLevel && entity instanceof Boat) {
			level.destroyBlock(new BlockPos(pos), true, entity);
		}

	}

	public VoxelShape getShape(BlockState state, BlockGetter world, BlockPos pos, CollisionContext context) {
		return SHAPE;
	}

	@Override
	public boolean mayPlaceOn(BlockState state, BlockGetter world, BlockPos pos) {
	      FluidState fluidstate = world.getFluidState(pos);
	      FluidState fluidstate1 = world.getFluidState(pos.above());
	      return (fluidstate.getType() == Fluids.WATER || state.getMaterial() == Material.ICE) && fluidstate1.getType() == Fluids.EMPTY;
	   }
	
	@Override
	public PlantType getPlantType(BlockGetter world, BlockPos pos) {
        return PlantType.WATER;
    }
}

 

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Posted

Thank you for your answer ! But I register a BlockItem with this code:

@SubscribeEvent
    public static void onRegisterItems(final RegistryEvent.Register<Item> event) {
        BlockInit.BLOCKS.getEntries().stream().map(RegistryObject::get).forEach(block -> {
            event.getRegistry().register(new BlockItem(block, new Item.Properties().tab(CreativeModeTab.TAB_MISC))
                    .setRegistryName(block.getRegistryName()));
        });
    }

And I don't know how to "remove" my block of sakura leaves from this code to register it differently

 

Posted

I want to create a feature to generate a trunk without leaves on my custom biome but when I try to create a new world or entering an existing one, I have this error :

[Render thread/ERROR]: Feature: Not a JSON object: "minecraft:spring_water"; Not a JSON object: "minecraft:patch_pumpkin"; Not a JSON object: "minecraft:patch_sugar_cane"; Not a JSON object: "minecraft:patch_grass_forest"; Not a JSON object: "minecraft:flower_default"; Not a JSON object: "minecraft:glow_lichen"; Not a JSON object: "minecraft:forest_flower_vegetation"; Not a JSON object: "vanillaenhancer:sakura_trunk"

I don't know which class or json file I need to show you to help you with my problem

Posted (edited)

create a new thread and post more details (the feature class if you create a custom one, the ConfiguredFeature, were you register the ConfiguredFeature and your Biome)

Edited by Luis_ST
  • 3 years later...

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