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    • What do you mean? ExampleBlock is the small stone thing you see in the picture. It gets registered just fine (Via a DeferredRegistry), I can place it and then you see what is in the picture. This is about the hitbox/outline of the block, which I want to be smaller.
    • Hello modders,   I am new to modding mc, and I have a problem with custom block hitboxes.   I have made a block (The little stone thing, currently called ExampleBlock to test this) with a custom model and it works just fine, but the model is quite a bit smaller than a full block, yet it still has the hitbox of a full block:     Now, I did a lot of googling and found that, to get a custom hitbox, you need to override getShape(). I did that. Unfortunately, it didn't change anything. I must still be missing something, but I don't know what it is.  All I want is for the hitbox/outline to be smaller, it can remain a simple box.   The block file:   package lellian.mc.elementology.common.blocks; import lellian.mc.elementology.common.EleRegistry; import net.minecraft.block.*; import net.minecraft.block.material.Material; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.shapes.ISelectionContext; import net.minecraft.util.math.shapes.VoxelShape; import net.minecraft.world.IBlockReader; import net.minecraftforge.fml.RegistryObject; import javax.annotation.Nonnull; public class ExampleBlock extends Block { private static VoxelShape SHAPE = makeCuboidShape(4d, 0d, 4d, 12d, 4d, 12d); public static final RegistryObject<net.minecraft.block.Block> EXAMPLE_BLOCK = EleRegistry.registerBlock("example_block", () -> new Block(AbstractBlock.Properties .create(Material.ROCK) .hardnessAndResistance(3, 3) .sound(SoundType.STONE) .notSolid())); public ExampleBlock(Properties properties) { super(properties); } // Called for class loading. public static void register(){}; @Nonnull @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return SHAPE; } }   I'm not sure how relevant it is, but here is also:   The BlockStateProvider:   package lellian.mc.elementology.client.data; import lellian.mc.elementology.common.Elementology; import lellian.mc.elementology.common.blocks.EleSimpleBlocks; import lellian.mc.elementology.common.blocks.ExampleBlock; import lellian.mc.elementology.common.blocks.MortarAndPestleBlock; import net.minecraft.block.Block; import net.minecraft.block.SlabBlock; import net.minecraft.data.DataGenerator; import net.minecraftforge.client.model.generators.BlockStateProvider; import net.minecraftforge.client.model.generators.ModelFile; import net.minecraftforge.common.data.ExistingFileHelper; public class EleBlockStateProvider extends BlockStateProvider { public EleBlockStateProvider(DataGenerator gen, ExistingFileHelper exFileHelper) { super(gen, Elementology.MOD_ID, exFileHelper); } @Override protected void registerStatesAndModels() { registerBlockWithBlockItem(EleSimpleBlocks.BLUE_MANA_CRYSTAL_ORE.get()); registerBlockWithBlockItem(EleSimpleBlocks.GREEN_MANA_CRYSTAL_ORE.get()); registerBlockWithBlockItem(EleSimpleBlocks.RED_MANA_CRYSTAL_ORE.get()); registerBlockWithBlockItem(EleSimpleBlocks.WHITE_MANA_CRYSTAL_ORE.get()); registerBlockWithBlockItem(EleSimpleBlocks.MANA_CRYSTAL_BLOCK.get()); manualModel(ExampleBlock.EXAMPLE_BLOCK.get(), "example_block"); // manualModel(MortarAndPestleBlock.MORTAR_AND_PESTLE.get(), "mortar_and_pestle"); } private void registerBlockWithBlockItem(Block block){ simpleBlock(block); final ModelFile model = models().getExistingFile(block.getRegistryName()); simpleBlockItem(block, model); } private void manualModel(Block b, String name) { final ModelFile model = models().getExistingFile(modLoc("block/" + name)); simpleBlock(b, model); simpleBlockItem(b, model); } }   and the model:   { "parent": "minecraft:block/block", "textures": { "0": "minecraft:block/stone", "particle": "minecraft:block/stone" }, "elements": [ { "from": [4, 0, 4], "to": [12, 4, 12], "rotation": {"angle": 0, "axis": "y", "origin": [12, 8, 12]}, "faces": { "north": {"uv": [0, 0, 8, 1], "texture": "#0"}, "east": {"uv": [0, 3, 8, 4], "texture": "#0"}, "south": {"uv": [0, 2, 8, 3], "texture": "#0"}, "west": {"uv": [0, 0, 8, 2], "texture": "#0"}, "up": {"uv": [0, 0, 8, 8], "texture": "#0"}, "down": {"uv": [0, 0, 8, 8], "texture": "#0"} } } ] }   Can somebody help me figure this out? Any help/idea is appreciated!    
    • Me and a few friends was opening the huge compact chance cubes, and one of them started spawning a fuck ton of potion effects, and now when we join the server it just closes down. 
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