Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Question: Block & Item id shifting


Recommended Posts

Hey all. I'm trying to figure out this id-shifting thing, and after scouring the net & forums I think I've got it, I just want to check here to make sure. Previously I thought that block ids could range from 1-4096, and items could range from 1-31743, and that the ids for blocks & items were kept separate, meaning a block could have id 4000, and an item could have the same id. I now understand that's wrong. It used to work, b/c I didn't know about the id shifting. So here's how I have it figured, and I think I have it right:


First, blocks are stuck using ids 4096 and below, with 1-255 being used for worldgen. Items can use any id up to 31743, though they should begin at 4097 to leave the lower ids for the blocks.  The game adds 256 to the item (not blocks) ids defined in the config files, and it leaves the blocks alone - this is a throwback from older versions of MC when blocks could only be from 1-255, so the shifting was done to keep the first 255 ids open for blocks.


Technically, ids can have a shifted id up to 31999, so to use the 4097-31999 id range, items can be defined in their configs from 3842-31743, and blocks from 1-4096, and there will be no conflicts.  :) 


I only see one mod so far that doesn't jive with this, and that's the Extra Bees addon for Forestry. In that config, there are 2 blocks, liquid and liquid container, that are given 8500 & 8510 as ids, but the game adds 256 to both of those, so I'm guessing those are actually items that are defined as blocks in the config by mistake.


Do I finally have all this right? I use a buttload of mods, and I manually assign ids to all of them in their configs (keeping it all straight on a spreadsheet), so it's imperative I figure this out.


A big thanks to whomever reads all that and responds!




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.

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.


  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • This is what I have for two ModelFiles, the first only applying one overlay and the second apply the first overlay + another. public ModelFile scuffedWarenaiBlockModel(Block block) { return models().getBuilder("scuffed_" + name(block)) .parent(existingMcModel("block")) .texture("particle", warenaiBlockTexture(block)) .texture("underlay", warenaiBlockTexture(block)) .texture("overlay", scuffedTexture()) .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#underlay").cullface(direction)).end() .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#overlay").cullface(direction)).end(); } public ModelFile crackedWarenaiBlockModel(Block block, int crackedLevel) { return models().getBuilder("cracked" + crackedLevel + "_" + name(block)) .parent(existingMcModel("block")) .texture("particle", warenaiBlockTexture(block)) .texture("underlay", warenaiBlockTexture(block)) .texture("overlay1", scuffedTexture()) .texture("overlay2", crackedTexture(crackedLevel)) .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#underlay").cullface(direction)).end() .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#overlay1").cullface(direction)).end() .element().from(0, 0, 0).to(16, 16, 16).allFaces((direction, faceBuilder) -> faceBuilder.uvs(0, 0, 16, 16).texture("#overlay2").cullface(direction)).end(); }   This works, but it doesn't seem so simple for a stair block.  I copied the stair stuff from the forge BlockStateProvider class to get started with a normal stair model that works:  public void warenaiStairBlock(StairsBlock block, ResourceLocation texture) { warenaiStairBlockInternal1(block, texture, texture, texture); } public void warenaiStairBlockInternal1(StairsBlock block, ResourceLocation side, ResourceLocation bottom, ResourceLocation top) { warenaiStairBlockInternal2(block, block.getRegistryName().toString(), side, bottom, top); } public void warenaiStairBlockInternal2(StairsBlock block, String baseName, ResourceLocation side, ResourceLocation bottom, ResourceLocation top) { ModelFile normal_stairs = models().stairs(baseName, side, bottom, top); ModelFile normal_stairsInner = models().stairsInner(baseName + "_inner", side, bottom, top); ModelFile normal_stairsOuter = models().stairsOuter(baseName + "_outer", side, bottom, top); warenaiStairsBlock(block, normal_stairs, normal_stairsInner, normal_stairsOuter); } public void warenaiStairsBlock(StairsBlock block, ModelFile stairs, ModelFile stairsInner, ModelFile stairsOuter) { getVariantBuilder(block) .forAllStatesExcept(state -> { Direction facing = state.getValue(StairsBlock.FACING); Half half = state.getValue(StairsBlock.HALF); StairsShape shape = state.getValue(StairsBlock.SHAPE); int yRot = (int) facing.getClockWise().toYRot(); // Stairs model is rotated 90 degrees clockwise for some reason yRot %= 360; boolean uvlock = yRot != 0 || half == Half.TOP; // Don't set uvlock for states that have no rotation ModelFile shapeDependentModel = shape == StairsShape.STRAIGHT ? stairs : shape == StairsShape.INNER_LEFT || shape == StairsShape.INNER_RIGHT ? stairsInner : stairsOuter; if (shape == StairsShape.INNER_LEFT || shape == StairsShape.OUTER_LEFT) { yRot += 270; // Left facing stairs are rotated 90 degrees clockwise } if (shape != StairsShape.STRAIGHT && half == Half.TOP) { yRot += 90; // Top stairs are rotated 90 degrees clockwise } return ConfiguredModel.builder() .modelFile(shapeDependentModel) .rotationX(half == Half.BOTTOM ? 0 : 180) .rotationY(yRot) .uvLock(uvlock) .build(); }, StairsBlock.WATERLOGGED); }   Now I have no idea where to go. I could take the time and figure it out all on my own, but since I really should be working on a college essay I thought I would see if anyone else knew what to do first. If not, then I will just do it myself when I get the time.
    • O well i tried to fix a bug in the stone age mod and my plan failed after trying to insert the json directly into the jar.
    • You spawn the entity on the server. The server then ensures it is spawned on all clients that can see it.
  • Topics

  • Who's Online (See full list)

  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.