Hello everyone, I am always working on trying to make CrypticBat more enjoyable for everyone
so any mod/server suggestions that you might have feel free to share your ideas in discord
public static final BlockCustomDoor customDoor = new BlockCustomDoor(3000).setHardness(1.0F).setUnlocalizedName("customdoor");
then register the block in the load method
GameRegistry.registerBlock(customDoor);
now create the block file (BlockCustomDoor.class) and copy the code from the BlockDoor file
package net.minecraft.block;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.IconFlipped;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.Icon;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
public class BlockDoor extends Block
{
private static final String[] doorIconNames = new String[] {"doorWood_lower", "doorWood_upper", "doorIron_lower", "doorIron_upper"};
/** Used for pointing at icon names. */
private final int doorTypeForIcon;
@SideOnly(Side.CLIENT)
private Icon[] iconArray;
protected BlockDoor(int par1, Material par2Material)
{
super(par1, par2Material);
if (par2Material == Material.iron)
{
this.doorTypeForIcon = 2;
}
else
{
this.doorTypeForIcon = 0;
}
float f = 0.5F;
float f1 = 1.0F;
this.setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, f1, 0.5F + f);
}
@SideOnly(Side.CLIENT)
/**
* From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
*/
public Icon getIcon(int par1, int par2)
{
return this.iconArray[this.doorTypeForIcon];
}
@SideOnly(Side.CLIENT)
/**
* Retrieves the block texture to use based on the display side. Args: iBlockAccess, x, y, z, side
*/
public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
{
if (par5 != 1 && par5 != 0)
{
int i1 = this.getFullMetadata(par1IBlockAccess, par2, par3, par4);
int j1 = i1 & 3;
boolean flag = (i1 & 4) != 0;
boolean flag1 = false;
boolean flag2 = (i1 & 8) != 0;
if (flag)
{
if (j1 == 0 && par5 == 2)
{
flag1 = !flag1;
}
else if (j1 == 1 && par5 == 5)
{
flag1 = !flag1;
}
else if (j1 == 2 && par5 == 3)
{
flag1 = !flag1;
}
else if (j1 == 3 && par5 == 4)
{
flag1 = !flag1;
}
}
else
{
if (j1 == 0 && par5 == 5)
{
flag1 = !flag1;
}
else if (j1 == 1 && par5 == 3)
{
flag1 = !flag1;
}
else if (j1 == 2 && par5 == 4)
{
flag1 = !flag1;
}
else if (j1 == 3 && par5 == 2)
{
flag1 = !flag1;
}
if ((i1 & 16) != 0)
{
flag1 = !flag1;
}
}
return this.iconArray[this.doorTypeForIcon + (flag1 ? doorIconNames.length : 0) + (flag2 ? 1 : 0)];
}
else
{
return this.iconArray[this.doorTypeForIcon];
}
}
@SideOnly(Side.CLIENT)
/**
* When this method is called, your block should register all the icons it needs with the given IconRegister. This
* is the only chance you get to register icons.
*/
public void registerIcons(IconRegister par1IconRegister)
{
this.iconArray = new Icon[doorIconNames.length * 2];
for (int i = 0; i < doorIconNames.length; ++i)
{
this.iconArray[i] = par1IconRegister.registerIcon(doorIconNames[i]);
this.iconArray[i + doorIconNames.length] = new IconFlipped(this.iconArray[i], true, false);
}
}
/**
* Is this block (a) opaque and (B) a full 1m cube? This determines whether or not to render the shared face of two
* adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
*/
public boolean isOpaqueCube()
{
return false;
}
public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
int l = this.getFullMetadata(par1IBlockAccess, par2, par3, par4);
return (l & 4) != 0;
}
/**
* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
*/
public boolean renderAsNormalBlock()
{
return false;
}
/**
* The type of render function that is called for this block
*/
public int getRenderType()
{
return 7;
}
@SideOnly(Side.CLIENT)
/**
* Returns the bounding box of the wired rectangular prism to render.
*/
public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
{
this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4);
}
/**
* Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
* cleared to be reused)
*/
public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
{
this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
}
/**
* Updates the blocks bounds based on its current state. Args: world, x, y, z
*/
public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
this.setDoorRotation(this.getFullMetadata(par1IBlockAccess, par2, par3, par4));
}
/**
* Returns 0, 1, 2 or 3 depending on where the hinge is.
*/
public int getDoorOrientation(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
return this.getFullMetadata(par1IBlockAccess, par2, par3, par4) & 3;
}
public boolean isDoorOpen(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
return (this.getFullMetadata(par1IBlockAccess, par2, par3, par4) & 4) != 0;
}
private void setDoorRotation(int par1)
{
float f = 0.1875F;
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 2.0F, 1.0F);
int j = par1 & 3;
boolean flag = (par1 & 4) != 0;
boolean flag1 = (par1 & 16) != 0;
if (j == 0)
{
if (flag)
{
if (!flag1)
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
}
else
{
this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
}
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
}
}
else if (j == 1)
{
if (flag)
{
if (!flag1)
{
this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
}
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
}
}
else if (j == 2)
{
if (flag)
{
if (!flag1)
{
this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f);
}
}
else
{
this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
}
}
else if (j == 3)
{
if (flag)
{
if (!flag1)
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F);
}
else
{
this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
}
}
else
{
this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F);
}
}
}
/**
* Called when the block is clicked by a player. Args: x, y, z, entityPlayer
*/
public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) {}
/**
* Called upon block activation (right click on the block.)
*/
public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
{
if (this.blockMaterial == Material.iron)
{
return false; //Allow items to interact with the door
}
else
{
int i1 = this.getFullMetadata(par1World, par2, par3, par4);
int j1 = i1 & 7;
j1 ^= 4;
if ((i1 & 8) == 0)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, j1, 2);
par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
}
else
{
par1World.setBlockMetadataWithNotify(par2, par3 - 1, par4, j1, 2);
par1World.markBlockRangeForRenderUpdate(par2, par3 - 1, par4, par2, par3, par4);
}
par1World.playAuxSFXAtEntity(par5EntityPlayer, 1003, par2, par3, par4, 0);
return true;
}
}
/**
* A function to open a door.
*/
public void onPoweredBlockChange(World par1World, int par2, int par3, int par4, boolean par5)
{
int l = this.getFullMetadata(par1World, par2, par3, par4);
boolean flag1 = (l & 4) != 0;
if (flag1 != par5)
{
int i1 = l & 7;
i1 ^= 4;
if ((l & 8) == 0)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, i1, 2);
par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
}
else
{
par1World.setBlockMetadataWithNotify(par2, par3 - 1, par4, i1, 2);
par1World.markBlockRangeForRenderUpdate(par2, par3 - 1, par4, par2, par3, par4);
}
par1World.playAuxSFXAtEntity((EntityPlayer)null, 1003, par2, par3, par4, 0);
}
}
/**
* Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
* their own) Args: x, y, z, neighbor blockID
*/
public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
{
int i1 = par1World.getBlockMetadata(par2, par3, par4);
if ((i1 & 8) == 0)
{
boolean flag = false;
if (par1World.getBlockId(par2, par3 + 1, par4) != this.blockID)
{
par1World.setBlockToAir(par2, par3, par4);
flag = true;
}
if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4))
{
par1World.setBlockToAir(par2, par3, par4);
flag = true;
if (par1World.getBlockId(par2, par3 + 1, par4) == this.blockID)
{
par1World.setBlockToAir(par2, par3 + 1, par4);
}
}
if (flag)
{
if (!par1World.isRemote)
{
this.dropBlockAsItem(par1World, par2, par3, par4, i1, 0);
}
}
else
{
boolean flag1 = par1World.isBlockIndirectlyGettingPowered(par2, par3, par4) || par1World.isBlockIndirectlyGettingPowered(par2, par3 + 1, par4);
if ((flag1 || par5 > 0 && Block.blocksList[par5].canProvidePower()) && par5 != this.blockID)
{
this.onPoweredBlockChange(par1World, par2, par3, par4, flag1);
}
}
}
else
{
if (par1World.getBlockId(par2, par3 - 1, par4) != this.blockID)
{
par1World.setBlockToAir(par2, par3, par4);
}
if (par5 > 0 && par5 != this.blockID)
{
this.onNeighborBlockChange(par1World, par2, par3 - 1, par4, par5);
}
}
}
/**
* Returns the ID of the items to drop on destruction.
*/
public int idDropped(int par1, Random par2Random, int par3)
{
return (par1 & 8) != 0 ? 0 : (this.blockMaterial == Material.iron ? Item.doorIron.itemID : Item.doorWood.itemID);
}
/**
* Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world,
* x, y, z, startVec, endVec
*/
public MovingObjectPosition collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3)
{
this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3);
}
/**
* Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z
*/
public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4)
{
return par3 >= 255 ? false : par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && super.canPlaceBlockAt(par1World, par2, par3, par4) && super.canPlaceBlockAt(par1World, par2, par3 + 1, par4);
}
/**
* Returns the mobility information of the block, 0 = free, 1 = can't push but can move over, 2 = total immobility
* and stop pistons
*/
public int getMobilityFlag()
{
return 1;
}
/**
* Returns the full metadata value created by combining the metadata of both blocks the door takes up.
*/
public int getFullMetadata(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
int l = par1IBlockAccess.getBlockMetadata(par2, par3, par4);
boolean flag = (l & 8) != 0;
int i1;
int j1;
if (flag)
{
i1 = par1IBlockAccess.getBlockMetadata(par2, par3 - 1, par4);
j1 = l;
}
else
{
i1 = l;
j1 = par1IBlockAccess.getBlockMetadata(par2, par3 + 1, par4);
}
boolean flag1 = (j1 & 1) != 0;
return i1 & 7 | (flag ? 8 : 0) | (flag1 ? 16 : 0);
}
@SideOnly(Side.CLIENT)
/**
* only called by clickMiddleMouseButton , and passed to inventory.setCurrentItem (along with isCreative)
*/
public int idPicked(World par1World, int par2, int par3, int par4)
{
return this.blockMaterial == Material.iron ? Item.doorIron.itemID : Item.doorWood.itemID;
}
/**
* Called when the block is attempted to be harvested
*/
public void onBlockHarvested(World par1World, int par2, int par3, int par4, int par5, EntityPlayer par6EntityPlayer)
{
if (par6EntityPlayer.capabilities.isCreativeMode && (par5 & 8) != 0 && par1World.getBlockId(par2, par3 - 1, par4) == this.blockID)
{
par1World.setBlockToAir(par2, par3 - 1, par4);
}
}
}
And change the code until it fitts your mod
i get a error in my main class on the new BlockCustomDoor(3000).setHardness(1.0F).setUnlocalizedName("customdoor");
I was wondering if any one has a modding tut on how to make a structure and make it generate (just like the villagers house and the pyramid in the desert)
*** TIP *** search for your request before posting a thread for it! There are MANY tutorials on most of the requests you have! Please search it up and im sure you find very good stuff!
I am new at making mods and i was wondering if you guys can help me by posting some videos of forge modding tutorials.
Some modding stuff i need help with....
1. Throwable items
2. New Furnace
3. Structure generation
4. Instant Building Spawn
5. Making Custom NPC
6. Money / Buying from stuff with the money from NPC
7. Custom Grass
8. New Water
9. New TNT
10. New Crops
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CrypticBat has a custom modpack created on Technic called The CrypticBat Pack
CrypticBat is running 103 mods and has a little bit of everything Machines, Magic, and Space
Modpack - https://www.technicpack.net/modpack/crypticbat-pack.1234204
Discord - https://discord.gg/zdbjrFb
Hello everyone, I am always working on trying to make CrypticBat more enjoyable for everyone
so any mod/server suggestions that you might have feel free to share your ideas in discord
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http://plugins.bukkit.org/
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if this helped you please click the green arrow below
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if this video helps you please click the green arrow down below.
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Some modding stuff i need help with....
1. Throwable items
2. New Furnace
3. Structure generation
4. Instant Building Spawn
5. Making Custom NPC
6. Money / Buying from stuff with the money from NPC
7. Custom Grass
8. New Water
9. New TNT
10. New Crops
Stuff i finished....
1. Items
2. Blocks
3. Tools
4. Chest
5. Food
6. Biome
7. Armor
8. Ore / Generate Ore
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