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I was trying to make a super slime block that is more bouncy than the vanilla one.

When I place it adjacent to another block. The block side becomes invisible so that I can look through it.

Spoiler

2020-04-15_01_28_11.thumb.png.8daf42f1c327f93e4752e75b143068e2.png

This is my custom slime block. It still has the vanilla texture though.

Here is my super_slime_block.json models file:

Spoiler

{
  "parent": "block/block",
  "textures": {
    "particle": "learnforge:block/super_slime_block",
    "texture": "learnforge:block/super_slime_block"
  },
  "elements": [
    {   "from": [ 3, 3, 3 ],
      "to": [ 13, 13, 13 ],
      "faces": {
        "down":  { "uv": [ 3, 3, 13, 13 ], "texture": "#texture" },
        "up":    { "uv": [ 3, 3, 13, 13 ], "texture": "#texture" },
        "north": { "uv": [ 3, 3, 13, 13 ], "texture": "#texture" },
        "south": { "uv": [ 3, 3, 13, 13 ], "texture": "#texture" },
        "west":  { "uv": [ 3, 3, 13, 13 ], "texture": "#texture" },
        "east":  { "uv": [ 3, 3, 13, 13 ], "texture": "#texture" }
      }
    },
    {   "from": [ 0, 0, 0 ],
      "to": [ 16, 16, 16 ],
      "faces": {
        "down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "down" },
        "up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "up" },
        "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "north" },
        "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "south" },
        "west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "west" },
        "east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "east" }
      }
    }
  ]
}

 

I set the renderlingtype to translucent:

public LearnForge() {
        // Register the setup method for modloading
        FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup);
        FMLJavaModLoadingContext.get().getModEventBus().addListener(this::clientSetup);

        // Register ourselves for server and other game events we are interested in
        MinecraftForge.EVENT_BUS.register(this);
    }

    private void setup(final FMLCommonSetupEvent event) {
        // some preinit code

    }

    private void clientSetup(final FMLClientSetupEvent event) {
        RenderTypeLookup.setRenderLayer(ModBlocks.SUPER_SLIME_BLOCK, RenderType.getTranslucent());
        
    }
	@Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD)
    public static class RegistryEvents {
        @SubscribeEvent
        public static void onBlocksRegistry(final RegistryEvent.Register<Block> event) {
            event.getRegistry().register(new Block1());
            event.getRegistry().register(new SuperSlimeBlock());
        }

        @SubscribeEvent
        public static void onItemsRegistry(final RegistryEvent.Register<Item> event) {
            event.getRegistry().register(new BlockItem(ModBlocks.BLOCK_1, new Item.Properties()).setRegistryName("block1"));
            event.getRegistry().register(new BlockItem(ModBlocks.SUPER_SLIME_BLOCK, new Item.Properties()).setRegistryName("super_slime_block"));
        }
    }
}

You can ask for more details if you need them.

I am very new to modding so bear with me.

Posted (edited)

My Block class now looks like this:

public class SuperSlimeBlock extends BreakableBlock {
    public SuperSlimeBlock() {
        super(Block.Properties.create(Material.CLAY, MaterialColor.GRASS).
                slipperiness(0.8F)
                .sound(SoundType.SLIME)
                .notSolid()
        );
        setRegistryName("super_slime_block");
    }

    @Override
    public boolean isSlimeBlock(BlockState state) {

        return true;
    }


    @Override
    public boolean isStickyBlock(BlockState state) {
        return true;
    }

    public void onFallenUpon(World p_180658_1_, BlockPos p_180658_2_, Entity p_180658_3_, float p_180658_4_) {
        if (p_180658_3_.isSuppressingBounce()) {
            super.onFallenUpon(p_180658_1_, p_180658_2_, p_180658_3_, p_180658_4_);
        } else {
            p_180658_3_.onLivingFall(p_180658_4_, 0.0F);
        }

    }

    public void onLanded(IBlockReader p_176216_1_, Entity p_176216_2_) {
        if (p_176216_2_.isSuppressingBounce()) {
            super.onLanded(p_176216_1_, p_176216_2_);
        } else {
            this.func_226946_a_(p_176216_2_);
        }

    }

    private void func_226946_a_(Entity entity) {
        Vec3d lvt_2_1_ = entity.getMotion();
        if (lvt_2_1_.y < 0.0D) {
            double lvt_3_1_ = entity instanceof LivingEntity ? 1D : 0.8D;
            entity.setMotion(lvt_2_1_.x, -lvt_2_1_.y * lvt_3_1_, lvt_2_1_.z);
        }

    }

    public void onEntityWalk(World p_176199_1_, BlockPos p_176199_2_, Entity p_176199_3_) {
        double lvt_4_1_ = Math.abs(p_176199_3_.getMotion().y);
        if (lvt_4_1_ < 0.1D && !p_176199_3_.isSteppingCarefully()) {
            double lvt_6_1_ = 0.4D + lvt_4_1_ * 0.2D;
            p_176199_3_.setMotion(p_176199_3_.getMotion().mul(lvt_6_1_, 1.0D, lvt_6_1_));
        }

        super.onEntityWalk(p_176199_1_, p_176199_2_, p_176199_3_);
    }
}

Now it works. But this confuses me because I copied the exact properties of the vanilla slime block into my block class and it didnt have the notSolid(). Why doesnt the vanilla block need the notSolid()?

 

Edit:

I still had old files from Forge 1.14. So I copied the properties there.

Apparently "notSolid" its something new that came with 1.15

Edited by earomc
question answered myself

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