Posted August 26, 20214 yr I've made a block smaller then 16x16 but the bounding box or hitbox(I don't know what it's actually called) is still 16x16 or full cube block. How do I change that. Do I have to make seperate class for that block or can I just do something with this code below. public class BlockInit{ public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, asmMain.MODID); public static final RegistryObject<Block> ROCK = BLOCKS.register("rock", () -> new Block(AbstractBlock.Properties.of(Material.STONE, MaterialColor.COLOR_GRAY).speedFactor(0.3f) .friction(0.5f).harvestLevel(1).sound(SoundType.STONE).noOcclusion())); }
August 26, 20214 yr you need a separate class, take a look at vanilla Blocks (BrewingStandBlock) how they create the VoxelShape
August 27, 20214 yr Author I did it and it works but there is another question. My block is rock, I have 1 model for it and I did the facing, but I would like to add more variants(few more models so when I click with rock item on ground it puts a random model) with facing and that to spawn in every biome.
August 27, 20214 yr Author I am using eclipse, I tried every search option and open type and got nothing. Is there any other way to search I am not that familiar with that.
August 27, 20214 yr Author Is this what you are talking about? { "variants": { "": [ { "model": "minecraft:block/stone" }, { "model": "minecraft:block/stone_mirrored" }, { "model": "minecraft:block/stone", "y": 180 }, { "model": "minecraft:block/stone_mirrored", "y": 180 } ] } }
August 27, 20214 yr Author First how sould I do different models all with different facing but with one item
August 27, 20214 yr Author So if I just do this it should work: { "variants": { "facing=north": {"model": "asm:block/rock1"}, "facing=east": {"model": "asm:block/rock1", "y": 90}, "facing=south": {"model": "asm:block/rock1", "y": 180}, "facing=west": {"model": "asm:block/rock1", "y": 270}, "facing=north": {"model": "asm:block/rock2"}, "facing=east": {"model": "asm:block/rock2", "y": 90}, "facing=south": {"model": "asm:block/rock2", "y": 180}, "facing=west": {"model": "asm:block/rock2", "y": 270} } }
August 27, 20214 yr Author Now it just places the second model not the first one and is there a way to have seperated hit boxes cuz second model is not the same as the first one
August 27, 20214 yr Author Randomly placing different variants of rock. This is my rock block class package com.tzs.asm.blocks; import java.util.stream.Stream; import net.minecraft.block.AbstractBlock; import net.minecraft.block.Block; import net.minecraft.block.BlockState; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraft.block.material.MaterialColor; import net.minecraft.item.BlockItemUseContext; import net.minecraft.state.DirectionProperty; import net.minecraft.state.StateContainer.Builder; 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; public class rockBlock extends Block { public static final DirectionProperty FACING = BlockStateProperties.HORIZONTAL_FACING; public rockBlock() { super(AbstractBlock.Properties.of(Material.STONE, MaterialColor.COLOR_GRAY).speedFactor(0.3f) .friction(0.5f).harvestLevel(1).sound(SoundType.STONE).noOcclusion()); this.registerDefaultState(this.stateDefinition.any().setValue(FACING, Direction.NORTH)); } @SuppressWarnings("deprecation") @Override public BlockState mirror(BlockState state, Mirror mirrorIn) { return state.rotate(mirrorIn.getRotation(state.getValue(FACING))); } @Override public BlockState rotate(BlockState state, IWorld world, BlockPos pos, Rotation direction) { return state.setValue(FACING, direction.rotate(state.getValue(FACING))); } @Override public BlockState getStateForPlacement(BlockItemUseContext context) { return this.defaultBlockState().setValue(FACING, context.getHorizontalDirection().getOpposite()); } @Override protected void createBlockStateDefinition(Builder<Block, BlockState> builder) { super.createBlockStateDefinition(builder); builder.add(FACING); } private static final VoxelShape rockN = Stream.of( Block.box(8.450000000000001, 0, 5.275, 9.450000000000001, 0.40000000000000036, 5.975), Block.box(6.850000000000001, 0, 5.975, 9.850000000000001, 1, 10.975), Block.box(5.850000000000001, 0, 8.575, 6.850000000000001, 0.40000000000000036, 10.674999999999999), Block.box(7.350000000000001, 0, 6.775, 9.350000000000001, 0.40000000000000036, 9.775) ).reduce((v1, v2) -> VoxelShapes.join(v1, v2, IBooleanFunction.OR)).get(); private static final VoxelShape rockE = Stream.of( Block.box(10.025000000000002, 0, 8.45, 10.725000000000001, 0.40000000000000036, 9.45), Block.box(5.025000000000002, 0, 6.85, 10.025000000000002, 1, 9.85), Block.box(5.325000000000003, 0, 5.85, 7.4250000000000025, 0.40000000000000036, 6.85), Block.box(6.225000000000001, 0, 7.35, 9.225000000000001, 0.40000000000000036, 9.35) ).reduce((v1, v2) -> VoxelShapes.join(v1, v2, IBooleanFunction.OR)).get(); private static final VoxelShape rockS = Stream.of( Block.box(6.5500000000000025, 0, 10.025, 7.5500000000000025, 0.40000000000000036, 10.725), Block.box(6.150000000000002, 0, 5.025, 9.150000000000002, 1, 10.025), Block.box(9.150000000000002, 0, 5.325000000000001, 10.150000000000002, 0.40000000000000036, 7.425000000000001), Block.box(6.650000000000002, 0, 6.225, 8.650000000000002, 0.40000000000000036, 9.225) ).reduce((v1, v2) -> VoxelShapes.join(v1, v2, IBooleanFunction.OR)).get(); private static final VoxelShape rockW = Stream.of( Block.box(5.275000000000002, 0, 6.550000000000001, 5.975000000000001, 0.40000000000000036, 7.550000000000001), Block.box(5.975000000000001, 0, 6.15, 10.975000000000001, 1, 9.15), Block.box(8.575000000000001, 0, 9.15, 10.675, 0.40000000000000036, 10.15), Block.box(6.775000000000002, 0, 6.65, 9.775000000000002, 0.40000000000000036, 8.65) ).reduce((v1, v2) -> VoxelShapes.join(v1, v2, IBooleanFunction.OR)).get(); @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { switch(state.getValue(FACING)) { case EAST: return rockE; case SOUTH: return rockS; case WEST: return rockW; default: return rockN; } } }
August 27, 20214 yr Author yeah I get that but what to use exept 8 minutes ago, diesieben07 said: DirectionProperty FACING = BlockStateProperties.HORIZONTAL_FACING;
August 27, 20214 yr Author Does that mean I have to make class for that property too? Is this good? public static final VariantProperty VARIANT = new VariantProperty();
August 27, 20214 yr Author 1 minute ago, marinz said: public static final VariantProperty VARIANT = new VariantProperty(); So this is good? What do I do next
August 27, 20214 yr Author I don't know... I am sorry I'm trying to figure it out but It's not going anywhere
August 27, 20214 yr Author Is this something? public static final VariantProperty VARIANT = VariantProperty.valueOf("variant");
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