今天我们在1.18.1版本下制作属于自己的方块和物品
1.新建init文件夹 -> init包中新建BlockInit.java和ItemInit.java
BlockInit.java
package com.joy187.re8joymod.init;import java.util.function.Function;import mon.base.Supplier;import com.joy187.re8joymod.Main;import net.minecraft.world.item.BlockItem;import net.minecraft.world.item.Item;import net.minecraft.world.level.block.Block;import net.minecraft.world.level.block.SoundType;import net.minecraft.world.level.block.state.BlockBehaviour;import net.minecraft.world.level.material.Material;import net.minecraft.world.level.material.MaterialColor;import net.minecraftforge.registries.DeferredRegister;import net.minecraftforge.registries.ForgeRegistries;import net.minecraftforge.registries.RegistryObject;public class BlockInit {//注册机public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS,Main.MOD_ID);public static final DeferredRegister<Item> ITEMS = ItemInit.ITEMS;//定义一个属于我们的方块public static final RegistryObject<Block> EXAMPLE_BLOCK = register("example_block",() -> new Block(BlockBehaviour.Properties.of(Material.METAL, MaterialColor.COLOR_PURPLE).strength(3.0f).sound(SoundType.METAL).requiresCorrectToolForDrops()),object -> () -> new BlockItem(object.get(), new Item.Properties().tab(Main.TUTORIAL_TAB)));private static <T extends Block> RegistryObject<T> registerBlock(final String name,final Supplier<? extends T> block) {return BLOCKS.register(name, block);}private static <T extends Block> RegistryObject<T> register(final String name, final Supplier<? extends T> block,Function<RegistryObject<T>, Supplier<? extends Item>> item) {RegistryObject<T> obj = registerBlock(name, block);ITEMS.register(name, item.apply(obj));return obj;}}
ItemInit.java
package com.joy187.re8joymod.init;import mon.base.Supplier;import com.joy187.re8joymod.Main;import com.joy187.re8joymod.items.ItemPreAttack;import net.minecraft.world.item.Item;import mon.ForgeSpawnEggItem;import net.minecraftforge.registries.DeferredRegister;import net.minecraftforge.registries.ForgeRegistries;import net.minecraftforge.registries.RegistryObject;public class ItemInit {//注册机public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS,Main.MOD_ID);//定义一个属于我们自己的物品public static final RegistryObject<Item> EXAMPLE_ITEM = register("example_item",() -> new Item(new Item.Properties().tab(Main.TUTORIAL_TAB)));private static <T extends Item> RegistryObject<T> register(final String name, final Supplier<T> item) {return ITEMS.register(name, item);}}
2.在Main文件中添加初始化信息
package com.joy187.re8joymod;import com.joy187.re8joymod.entity.EntityRe8Dimi;import com.joy187.re8joymod.init.BlockInit;import com.joy187.re8joymod.init.EntityInit;import com.joy187.re8joymod.init.ItemInit;import net.minecraft.world.item.CreativeModeTab;import net.minecraft.world.item.ItemStack;import net.minecraftforge.api.distmarker.Dist;import net.minecraftforge.api.distmarker.OnlyIn;import mon.MinecraftForge;import net.minecraftforge.event.entity.EntityAttributeCreationEvent;import net.minecraftforge.eventbus.api.IEventBus;import net.minecraftforge.eventbus.api.SubscribeEvent;import net.mon.Mod;import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext;@Mod("re8joymod")public class Main {public static final String MOD_ID = "re8joymod";public static final CreativeModeTab TUTORIAL_TAB = new CreativeModeTab(MOD_ID) {@Override@OnlyIn(Dist.CLIENT)public ItemStack makeIcon() {return new ItemStack(BlockInit.EXAMPLE_BLOCK.get());}};public Main() {IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus();//添加物品,方块的初始化信息ItemInit.ITEMS.register(bus);BlockInit.BLOCKS.register(bus);MinecraftForge.EVENT_BUS.register(this);}public static void setup() {IEventBus bus = MinecraftForge.EVENT_BUS;}}
3.在resources/assets/模组名称/下新建一格blockstates文件夹 -> 在该文件夹中新建方块名.json文件(名称与BlockInit.java中你自定义的方块名称保持一致)
example_block.json
{"variants": {"": {"model": "re8joymod:block/example_block"}}}
同样的新建models文件夹 -> 在models中新建block和item两个文件夹
在block中新建方块名.json文件(名称与BlockInit.java中你自定义的方块名称保持一致)
example_block.json(指明你方块的贴图)
{"parent": "block/cube_all","textures": {"all": "re8joymod:block/example_block" }}
在item中新建物品名.json文件(名称与ItemInit.java中你自定义的方块名称保持一致)
example_item.json
{"parent": "item/generated","textures": {"layer0": "re8joymod:item/example_item"}}
注:方块也是特殊的物品,所以要为方块新建一个属于它的.json文件:
example_block.json
{"parent": "re8joymod:block/example_block"}
同样的新建textures文件夹 -> 在textures中新建block和item两个文件夹
分别将我们的方块贴图和物品贴图放入文件夹中:
4.在resources/data文件夹下新建2个文件夹,一个叫minecraft,另一个是你的模组名称(以re8joymod为例)
在minecraft文件夹中新建 -> tags文件夹 -> tags包中新建blocks文件夹 -> blocks包中新建mineable文件夹 ->在mineable中新建 pickaxe.json(定义方块是否可挖掘)
pickaxe.json
{"replace": false,"values": ["re8joymod:example_block" //这里面的方块都是可以被挖掘的]}
在re8joymod中新建loot_tables文件夹 -> 在loot_tables中新建blocks文件夹 -> 在blocks文件夹中新建 方块名.json(名称与BlockInit.java中你自定义的方块名称保持一致)
example_block.json(挖掉之后方块的掉落物)
{"type": "minecraft:block","pools": [{"rolls": 1.0,"entries": [{"type": "minecraft:item","name": "re8joymod:example_block" //掉落物格式:模组名称:物品、方块的名称,原版默认是minecraft:xxx}]}]}