Jump to content

[1.8] [SOLVED] How to add a block which is placed based on player facing


Recommended Posts



I recently started modding with forge and until now everything works fine. However, I encountered a problem when i tried to add a specific block. This block should have the ability to be placed in the direction which the player is facing (like a furnace or door). I already added several blocks but none of them has multiple textures. I tryed to copy all the .json files from the furnace and edit them like this:


atmospheric_extractor.json in blockstates



    "variants": {
        "facing=north": { "model": "lifecraft:atmospheric_extractor" },
        "facing=south": { "model": "lifecraft:atmospheric_extractor", "y": 180 },
        "facing=west":  { "model": "lifecraft:atmospheric_extractor", "y": 270 },
        "facing=east":  { "model": "lifecraft:atmospheric_extractor", "y": 90 }



atmospheric_extractor.json in models/block



    "parent": "block/orientable",
    "textures": {
        "top": "lifecraft:blocks/machine_top",
        "front": "lifecraft:blocks/atmospheric_extractor_off",
        "side": "lifecraft:blocks/aluminium_block"



atmospheric_extractor.json in models/items



    "parent": "lifecraft:block/atmospheric_extractor",
    "display": {
        "thirdperson": {
            "rotation": [ 10, -45, 170 ],
            "translation": [ 0, 1.5, -2.75 ],
            "scale": [ 0.375, 0.375, 0.375 ]




When I start up the game the block renders just with the standard texture. I don't expect the block to rotate to a specific orientation with my code but i can't even get it rendered. :P


I would be happy if someone could help me with my project.


Here are some of the .java files: (If you need further information feel free to ask and i will post it.)







package com.flup52.lifecraft;

import com.flup52.lifecraft.generation.OreGenerator;
import com.flup52.lifecraft.init.LifeCraftBlocks;
import com.flup52.lifecraft.init.LifeCraftItems;
import com.flup52.lifecraft.init.LifeCraftRecipes;
import com.flup52.lifecraft.proxy.CommonProxy;

import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.registry.GameRegistry;

@Mod(modid = Reference.MODID, name = Reference.MOD_NAME, version = Reference.VERSION)
public class Lifecraft
@SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS)
public static CommonProxy proxy;

public static final LifeCraftTab tabLifeCraft = new LifeCraftTab("tabLifeCraft");

    public void preInit(FMLPreInitializationEvent event)
    	GameRegistry.registerWorldGenerator(new OreGenerator(), 0);
    public void init(FMLInitializationEvent event)
    public void postInit(FMLPostInitializationEvent event)







package com.flup52.lifecraft.init;

import com.flup52.lifecraft.Lifecraft;
import com.flup52.lifecraft.Reference;
import com.flup52.lifecraft.blocks.LifeCraftBlock;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.Minecraft;
import net.minecraft.client.resources.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.registry.GameRegistry;

public class LifeCraftBlocks {

public static Block atmospheric_extractor;
public static Block aluminium_ore;
public static Block aluminium_block;

public static void Init() {
	atmospheric_extractor = new LifeCraftBlock(Material.iron, 5F, 30F, "pickaxe", 1).setUnlocalizedName("atmospheric_extractor").setCreativeTab(Lifecraft.tabLifeCraft);
	aluminium_ore = new LifeCraftBlock(Material.rock, 3F, 15F, "pickaxe", 1).setUnlocalizedName("aluminium_ore").setCreativeTab(Lifecraft.tabLifeCraft);
	aluminium_block = new LifeCraftBlock(Material.iron, 5F, 30F, "pickaxe", 1).setUnlocalizedName("aluminium_block").setCreativeTab(Lifecraft.tabLifeCraft);

public static void Register() {
	//Also creative tab sorting!
	GameRegistry.registerBlock(atmospheric_extractor, atmospheric_extractor.getUnlocalizedName().substring(5));
	GameRegistry.registerBlock(aluminium_ore, aluminium_ore.getUnlocalizedName().substring(5));
	GameRegistry.registerBlock(aluminium_block, aluminium_block.getUnlocalizedName().substring(5));

public static void RegisterRenders() {

public static void RegisterRender(Block block) {
	Item item = Item.getItemFromBlock(block);
	Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MODID + ":" + item.getUnlocalizedName().substring(5), "inventory"));







package com.flup52.lifecraft.blocks;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;

public class LifeCraftBlock extends Block{

public LifeCraftBlock(Material materialIn, float hardness, float resistance, String toolClass, int harvestLevel) {
	setHarvestLevel(toolClass, harvestLevel);








Link to comment
Share on other sites





A lot of necessary stuff is missing from your code.


This tutorial project has an example of blocks which can be placed facing different directions




(see MBE03)




Thanks very much it works!

I even found the reason why it wasn't rendering: I forgot the .json ending! :P

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Create New...

Important Information

By using this site, you agree to our Terms of Use.