Every type of block in Minecraft is represented by a singular Block instance. This makes it impossible to change a specific block's state by simply changing the Block instance's state, as every other block of that type will be affected! But, what if you do want to give a singular block state, so it can change based on some condition? This is what BlockState s are for. Say we wanted a block to have a hardness of 0. First we define the boolean property of the block - whether or not it is hard careful not to import the wrong BooleanProperty!
You can also make the texture and model of your block change based on the state. If you want to change the textures of your block based on the state, you will need multiple models. If you don't want your block to change models between states, the blockstate JSON can be very simple. It would look something like this:.
We'll explore variants more in a little. Check out the linked Model page below for more documentation on what properties can be added. The ID here can be anything. It doesn't need to be the same as your block's ID, but if you only have one variant, it probably should.
Block models have their own setup, which is documented very well on the Minecraft wiki page linked below. If you do want to have different models for each blockstate, you'd want to add multiple variants. Since we gave the property the string name of hardened in the Java, that's what we use here.
Giving a block state
Booleans only have two states, but if you use properties based on integers or enums, you'll have more variants. Variants are based on possible permutations of the properties added to your block.
A property can be totally ignored in the blockstate JSON if you want, like in the first blockstate JSON where we ignored the hardened property, but if you want to include a property in one variant, it must be included in all variants.
The same model can be assigned to multiple variants if you need it to be.Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
It not worked. I can't seem to find where the error is, but when I delete your blockstate and model file and recreate them it worked. The problem could be your editor. Wich one did you use first? You can post now and register later. If you have an account, sign in now to post with your account. Paste as plain text instead. Only 75 emoji are allowed.
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Prev 1 2 Next Page 1 of 2. Recommended Posts. Posted April Hi, I'm having some problems getting blockstates to work in 1. Share this post Link to post Share on other sites. The error says it's missing the model for your block. No help will be given.
Posted April 30 edited. Your parent in your model file needs to specify the domain, eg. Ah ok I'm trying it. It didn't work Edited April 30 by AntoSkate.
Posted May 2. Pls help. I tryed to solve but i failed. Posted May 2 edited. Post your new model file Edited May 2 by kaydogz.Please read all of this guide before starting to code. Your understanding will be more comprehensive and correct than if you just picked parts out. This guide is designed for an entry level introduction to Block States. They are intentional and are meant to avoid overloading beginners with information they may not immediately need.
In Minecraft 1. The premise of the system is to remove the usage and manipulation of raw metadata numbers, which are nondescript and carry no meaning. For example, consider this switch statement for some arbitrary block that can face a direction and be on either half of the block space:. The numbers themselves carry no meaning whatsoever! How about, instead of having to munge around with numbers everywhere, we instead use some system that abstracts out the details of saving from the semantics of the block itself?
Each Block has a set of zero or more of these objects, that describe, unsurprisingly, properties that the block have. Each property can have a value of the type parametrized by IProperty. For example, for the respective example properties, we can have values DyeColor. EAST1or false. Then, following from this, we see that every unique triple Block, set of properties, set of values for those properties is a suitable abstracted replacement for Block and metadata.
Guess which is more meaningful? Vanilla provides us several convenience implementations:. In addition, note that you can share the same IProperty object between different blocks if you wish. Vanilla generally has separate ones for every single block, but it is merely personal preference. That way, people can use properties and values to set your blocks in the world instead of having to suffer with arbitrary numbers like you used to.
In that method, simply write builder. Pass every IProperty you want the block to have. However if you wish to customise which BlockState is placed when you your block is placed you can overwrite getStateForPlacement.
This can be used to for example set the direction of your block depending on where the player is standing when they place it.
BlockStateas we know now, is a powerful object. As of Minecraft 1. Do you have a new wooden object that should have a variant for every wood type? Each plant has its own flower pot block. Block States Please read all of this guide before starting to code. Motivation In Minecraft 1. A New Way of Thinking How about, instead of having to munge around with numbers everywhere, we instead use some system that abstracts out the details of saving from the semantics of the block itself?
Created by calling PropertyInteger. Created by calling PropertyBool. Created by calling PropertyEnum. Take a look at the other overloads of PropertyEnum.Discussion in ' Plugin Development ' started by randomerOct 15, Log in or Sign up. Bukkit Forums. Hi I understand most of the bukkit api. But one thing I don't understand is what getBlockState is for? Why would you need to use it? I've read the api documentation for it but still don't understand. It seems too similiar to getBlock to me but I think I've just not understood what it does.
This is purely for future reference so any info would be greatly appreciated. A BlockState is basically just what it says: a block's state at the point of time when it is created. The main uses I can think of right now for BlockStates: Storing a snapshot of blocks to use it later - e.
Getting access to enhanced block-specific methods for TileEntities e. Signs, Chests, Furnaces, etc. The class "Sign" extends BlockState, so getting the BlockState, setting the lines, and then updating the sign is the way to go. BoneOct 15, You must log in or sign up to reply here. Show Ignored Content. Share This Page Tweet. Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password?Block states are extra pieces of data that further define a blocksuch as how it appears or behaves.
Bedrock Edition : Stained glass pane:. Java Edition : Sunflower, lilac, rose bush, and peony. Bedrock Edition : All small flowers except dandelion. Bedrock Edition : Lava and flowing lava. Java Edition : Stone and wooden pressure plates. Bedrock Edition : [ more information needed ]. Bedrock Edition : Stone slab and double stone slab. Java Edition : Tall grass and large fern. Bedrock Edition : Water and flowing water.
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This article is about the definition of the block states. Categories : Check the code Stub Minecraft. Navigation menu Namespaces Page Talk. Views View Edit History. Development versions 20w29a beta 1.
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An anvil pointing north or south is aligned with its long dimension pointing north—south. An anvil pointing east or west is aligned with its long dimension pointing east—west. Broken Anvil inaccessible, uses smooth texture. Slightly Damaged Anvil. Very Damaged Anvil. The stage is incremented at random intervals.
At stage 1, bamboo may try to grow more bamboo above it. The direction the block is facing.
For example, a block facing east is attached to a block to its west. Opposite from the direction a player faces when placing the block. Whether the barrel is currently being looked at by a player; changes the texture on the top face. The direction the head of the bed is pointing. The same direction the player faces when placing the bed. Fully grown.Hello, I'm having some troubles getting simple BlockStates to work in 1.
Currently, I'm trying to get a simple rotatable block. The readthedocs says that the documentation is for 1. All of the references it makes use the old naming scheme, and it often tells you to use methods that no longer exist.
I was following the instructions on the docs, but that tutorial says you have to implement getMetaFromState and getStateFromMeta, which are methods that don't exist in this version. I found Cabidoo's 1. For some reason when the game loads, I get errors saying that 'facing' is an unknown blockstate property, even though it's one of the built-in ones.
I'm assuming the last message is only a problem because the BlockState variants failed to load properly.
Also, the texture shows up as a full cube with the purple and black missing texture in game. Also, is there an updated version of the documentation anywhere, or even just a set of update notes, telling what's changed since whenever the last time the docs were updated was? Unless they're aspen trees.
You can tell they're aspens 'cause the way they are. I think your jsons are wrong, both of them probably. Just look at the json files of a vanilla block that does what you want and copy that would be my suggestion.
As an example, here are the crafting table jsons: That the blockstate I believe:. Try that I guess! Edit: Just checked, you are using a "HorizontalBlock", so just check the jsons of any vanilla HorizontalBlock, the Crafting Table might be something else!
As you can see, my blockstate is almost exactly the same as what's used in Vanilla, but for some reason, minecraft still isn't recognizing the BlockState property. Do I need to register my block to tell the game it uses that property somehow? Huh, that's rather strange, I felt like your jsons look weird, but I guess that's actually how they're supposed to look then.When the game searches for a model corresponding to a block in the world, it takes the blockstate for that position, and then it uses an IStateMapper to find the corresponding ModelResourceLocation for it, which then refers to the actual model.
More information can be found here. Since logs use the default IStateMapperthese variants will define the look of a log depending on the property axis. A blockstate always has to be defined for all possible variant strings. When you have many properties, this results in lots of possible variants, as every combination of properties must be defined.
In Minecraft 1. In order to allievate this, Forge introduced its own blockstate formatwhich is available in Minecraft 1. Starting from Minecraft 1. You can find a definition of its format on the wiki.
The Forge format is really more like syntactic sugar for automatically calculating the set of all possible variants for you behind the scenes. This allows you to use the resulting ModelResourceLocation s for things other than blocks.
Such as items. This is also true of the 1. The 1. It will not directly work in other contexts without some code around it. This is just one variant out of Even worse, there are 6 models for fences, one each for no connections, one connection, two connections in a straight line, two perpendicular connections, three connections, and one for all four connections. This is one case of 5. This allows the final model to be built up from 5 smaller parts, 4 of which the connections are conditional and the 5th being the unconditional central post.
This uses only two models, one for the post, and one for the side connection. Note The Forge format is really more like syntactic sugar for automatically calculating the set of all possible variants for you behind the scenes.