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Posted

I created a new block for Minecraft 1.11.2. How do i go about replacing vanilla blocks with my new block? for example, i want to replace Grass and dirt with my new block. 

Posted (edited)

If you don't care about the generated one but only the placed one you can catch the onBlockPlaced event and set your block instead of vanilla one (like i do with my custom flower pot)

Edited by JimiIT92

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted
  On 7/27/2017 at 9:55 AM, diesieben07 said:

You just register your Block with the registry name that you want to override and it will override the existing value.

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I did this and it worked. Thank you so much, however the block is no longer textured. How do i fix this?

 

Posted
  On 7/27/2017 at 12:45 PM, J_Dev said:

I did this and it worked. Thank you so much, however the block is no longer textured. How do i fix this?

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That could be related to this issue. Are you using the latest version of Forge?

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Posted
  On 7/27/2017 at 1:16 PM, J_Dev said:

No

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Then it's probably an issue with your code rather than the Forge issue I linked.

 

Please post your code, the relevant JSON files and the FML log (logs/fml-client-latest.log in the game directory) using Gist or Pastebin.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
  Quote

[10:44:52] [main/ERROR] [FML/]: Exception loading model for variant minecraft:grass#normal for blockstate "minecraft:grass"
net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model minecraft:grass#normal with loader VariantLoader.INSTANCE, skipping
...
Caused by: net.minecraft.client.renderer.block.model.ModelBlockDefinition$MissingVariantException

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Your replacement Block doesn't have the BlockGrass.SNOWY property, so Minecraft tries to load the model from the minecraft:grass#normal variant, which doesn't exist. You should include this property in your Block.

 

You should also register an IStateMapper for your replacement Block so that its models are loaded from a different blockstates file. This will prevent resource packs that replace the minecraft:grass blockstates file from replacing your Block's models (though resource packs that replace your blockstates file will still work, this is intended).

 

Your IStateMapper can extend StateMapperBase and implement StateMapperBase#getModelResourceLocation to do something similar to DefaultStateMapper#getModelResourceLocation, but use the location of your blockstates file as the domain and path of the ModelResourceLocation instead of using the registry name.

 

 

  Quote

[10:44:52] [main/WARN] [FML/]: Unable to set public static net.minecraft.block.BlockGrass net.minecraft.init.Blocks.GRASS with value Block{minecraft:grass} (minecraft:grass)
java.lang.reflect.InvocationTargetException: null
    at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source) ~[?:?]
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_102]
    at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_102]
    at net.minecraftforge.registries.ObjectHolderRef$FinalFieldHelper.setField(ObjectHolderRef.java:180) ~[ObjectHolderRef$FinalFieldHelper.class:?]
    at net.minecraftforge.registries.ObjectHolderRef.apply(ObjectHolderRef.java:146) [ObjectHolderRef.class:?]

    at net.minecraftforge.registries.ObjectHolderRegistry.applyObjectHolders(ObjectHolderRegistry.java:170) [ObjectHolderRegistry.class:?]

...

Caused by: java.lang.IllegalArgumentException: Can not set static net.minecraft.block.BlockGrass field net.minecraft.init.Blocks.GRASS to com.j_dev.witherapocalypse.blocks.BlockWithered_Debris

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Your replacement Block needs to extend BlockGrass.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
  On 7/27/2017 at 3:10 PM, Choonster said:

 

Your replacement Block doesn't have the BlockGrass.SNOWY property, so Minecraft tries to load the model from the minecraft:grass#normal variant, which doesn't exist. You should include this property in your Block.

 

You should also register an IStateMapper for your replacement Block so that its models are loaded from a different blockstates file. This will prevent resource packs that replace the minecraft:grass blockstates file from replacing your Block's models (though resource packs that replace your blockstates file will still work, this is intended).

 

Your IStateMapper can extend StateMapperBase and implement StateMapperBase#getModelResourceLocation to do something similar to DefaultStateMapper#getModelResourceLocation, but use the location of your blockstates file as the domain and path of the ModelResourceLocation instead of using the registry name.

 

 

 

Your replacement Block needs to extend BlockGrass.

Expand  

Okay I did everything else but I do not know how to do the IStateMapper thing. How do i do this, or could you point me to where i can learn about this. Thank you so much for the help so far, i reallt appreciate it. I am new to modding and all the help makes me really want to learn more.

 

Posted
  On 7/27/2017 at 4:49 PM, J_Dev said:

Okay I did everything else but I do not know how to do the IStateMapper thing. How do i do this, or could you point me to where i can learn about this.

Expand  

 

Look at the DefaultStateMapper#getModelResourceLocation method to see how it returns a ModelResourceLocation with the Block's registry name as the domain/path and a property string of the IBlockState's property and values as the variant.

 

You need to extend StateMapperBase and implement StateMapperBase#getModelResourceLocation to return a ModelResourceLocation with your blockstates file's domain (your mod ID) and name as the domain/path and the property string as the variant.

 

If your mod ID is jwa and your blockstates file is called withered_debris.json, use "jwa:withered_debris" as the first argument of the ModelResourceLocation constructor. 

 

Once you've created this class, register an instance of it for your Block by calling ModelLoader.setCustomStateMapper. Do this in ModelRegistryEvent.

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