If you're looking to add a custom block to Minecraft using a modding tool like Minecraft Forge or Fabric, I can provide you with a simple example in Java. Below is a basic structure of code to create a custom block. This example assumes you're familiar with Java and modding Minecraft.
### Setting Up Your Mod
1. **Set up your modding environment:** For Java edition, you'll need to install Minecraft Forge MDK (Mod Development Kit).
2. **Create a new project:** Import the MDK into your favorite IDE (like IntelliJ IDEA or Eclipse).
### Example Code for a Custom Block
Here's a simple example of creating a custom block.
#### 1. Create Your Block Class
```java
package com.example.myfirstmod.blocks;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.item.BlockItem;
import net.minecraft.world.item.Item;
import net.minecraftforge.event.CreativeModeTabEvent;
import net.minecraftforge.event.CreativeModeTabEvent.BuildContents;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.foundation.event.lifecycle.FMLClientSetupEvent;
import net.minecraftforge.foundation.event.lifecycle.FMLCommonSetupEvent;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
import net.minecraftforge.registries.RegistryObject;
public class ModBlocks {
public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, "myfirstmod");
public static final RegistryObject<Block> CUSTOM_BLOCK = BLOCKS.register("custom_block",
() -> new Block(Block.Properties.copy(Blocks.STONE)));
// Register Block Item
public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, "myfirstmod");
public static final RegistryObject<Item> CUSTOM_BLOCK_ITEM = ITEMS.register("custom_block",
() -> new BlockItem(CUSTOM_BLOCK.get(), new Item.Properties()));
@SubscribeEvent
public static void registerCreativeTabs(CreativeModeTabEvent.BuildContents event) {
if (event.getTab() == CreativeTabs.BUILDING_BLOCKS) {
event.accept(CUSTOM_BLOCK_ITEM);
}
}
}
```
#### 2. Mod Main Class
Ensure you initialize your blocks in the main mod class:
```java
package com.example.myfirstmod;
import com.example.myfirstmod.blocks.ModBlocks;
import net.minecraftforge.event.CreativeModeTabEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent;
import net.minecraftforge.fml.event.lifecycle.FMLDedicatedServerSetupEvent;
@Mod("myfirstmod")
public class MyFirstMod {
public MyFirstMod() {
ModBlocks.BLOCKS.register(FMLJavaModLoadingContext.get().getModEventBus());
ModBlocks.ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus());
}
@SubscribeEvent
public void setup(FMLCommonSetupEvent event) {
// Common setup code
}
@SubscribeEvent
public void doClientStuff(FMLClientSetupEvent event) {
// Client setup code
}
}
```
### 3. Register the Mod
Make sure your `@Mod` annotation matches your mod ID in `src/main/resources/meta-inf/mod.toml`.
### 4. Run Your Mod
- Launch the game with the mod loaded to test that the custom block appears.
- You can find it in the Creative Inventory under the "Building Blocks" tab.
### Notes
- This code is a basic template. You can expand it with more properties, textures, and functionality.
- Textures are needed to render the block in-game. You must also include the textures in the appropriate resource folder (typically `src/main/resources/assets/myfirstmod/textures/block/`).
If you have any specific features or requirements in mind for your custom Minecraft block, feel free to ask!
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