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I'm working on a Framework for Custom Blocks which will be used for static custom blocks
How To Use
To make a custom block. The Item has to:
• Be a firework rocket.
• Have the CustomBlockNBT Compound Tag.
From there you can use the Custom Tags in the next spoiler below. And use regular Item NBT tags to customize the custom block.
• Be a firework rocket.
• Have the CustomBlockNBT Compound Tag.
From there you can use the Custom Tags in the next spoiler below. And use regular Item NBT tags to customize the custom block.
If You're making custom models... (This will ruin the suprise.)
..., keep in mind that the "custom block" is a mob spawner with an armor stand in it.
Framework Block NBT Tags
# List of Custom Tags
(TAG_Compound) CustomBlockNBT - Framework block tags should be put in here.
(TAG_String) CommandOnPlacement - Command that is executed upon placement of custom block. (Optional)
(Note: Please reset the players placed_spawner and the command that does that in your placement function)
(TAG_String) CommandWhenLookedAt - Command that is executed when looked at by a player. (NOTE: The entity that's used to execute is a marker armor stand with the tag "execute_looked_at_command". Optional)
(TAG_Int) BlockModelData - Default integer loaded into the custom block's CustomModelData tag.
(TAG_String) CommandOnDestruction - Command that is executed upon removal of custom block. (Optional)
(Note: Please reset the players mined_spawner and the command that does that in your destruction function)
(TAG_Compound) LootConditions - Stores conditions from loot tables. Generated after the custom block is destroyed.
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|–––––– (TAG_List) PassedConditions - List of condition names that passed.
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|–––––– (TAG_Compound) ToolData - Item info of item used to mine custom block.
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–––-–
(Boolean) KeepItemsContained - If true, will store contained items in CustomBlockNBT»Items. Otherwise, items will drop. Defaults to false.
PassedConditions tag currently supports:
• minecraft:survives_explosion
(TAG_Compound) CustomBlockNBT - Framework block tags should be put in here.
(TAG_String) CommandOnPlacement - Command that is executed upon placement of custom block. (Optional)
(Note: Please reset the players placed_spawner and the command that does that in your placement function)
(TAG_String) CommandWhenLookedAt - Command that is executed when looked at by a player. (NOTE: The entity that's used to execute is a marker armor stand with the tag "execute_looked_at_command". Optional)
(TAG_Int) BlockModelData - Default integer loaded into the custom block's CustomModelData tag.
(TAG_String) CommandOnDestruction - Command that is executed upon removal of custom block. (Optional)
(Note: Please reset the players mined_spawner and the command that does that in your destruction function)
(TAG_Compound) LootConditions - Stores conditions from loot tables. Generated after the custom block is destroyed.
|
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|–––––– (TAG_List) PassedConditions - List of condition names that passed.
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|–––––– (TAG_Compound) ToolData - Item info of item used to mine custom block.
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–––-–
(Boolean) KeepItemsContained - If true, will store contained items in CustomBlockNBT»Items. Otherwise, items will drop. Defaults to false.
PassedConditions tag currently supports:
• minecraft:survives_explosion
Scoreboards (Will ruin the surprise.)
• placed_spawner - Detection scoreboard that increments whenever a player places a custom block.
• mined_spawner - Detection scoreboard that increments whenever a player mines a custom block.
• mined_spawner - Detection scoreboard that increments whenever a player mines a custom block.
Compatibility | Minecraft 1.14 |
Tags |
4 Update Logs
Update #4 : by Amicdict 09/14/2019 8:15:56 pmSep 14th, 2019
-Added a new CommandInterval and BlockModelDataa tag (TAG_Int). More in custom_tags.txt and the Tutorial.
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tools/tracking
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And, is your datapack compatible with transparent textures?
Thank!
Needs alot of improvements. :(
At first, there should be a simple working example of give command because I didn't get that CustomBlockNBT-Thingy right because I had no idea what this has to be set to.
I had to take it apart to figure out how to do the give command for a custom block (the one that comes with the pack). I found a working command for that somewhere in the folders.
Finally, I had that block and then I placed it. The custom block appeared. Looks nice. This was fine so far.
I tried to place another of these beside the first one.... Buuuuuuuuuug.....
Instead of placing it where I clicked (it was glorious empty air), it makes sparkles appear around the first block and then it gave me a another block item.
One of five placements fail this way.
If I click a block for placement which is not a full block, it fails every time and behaves very buggy.
While building around with the example block, the command block interface popped up here and there. Annoying....
After this bad experience, how to get a block that looks actually different from the first one? A short step-by-step tutorial would be nice.
For the placement bug: This is an unfortunate downside to using fireworks. Using the firework in the positive axis replaces the block you clicked on, so I'm trying to find ways that I can fix it. Currently, I just snap the firework's direction to 90°, then teleport it forward if it's stuck in a block.
Tutorial? If I can get this framework to work okay, then maybe.
You flagged it as finished :).
> This is an unfortunate downside to using firework.
Yeah.. I wouldn't use it. :(
Some data pack creators use named blast furnaces instead (i.e. ICY TNT Data Pack) to circumvent that at the cost of a not-so-nice placing (but you already have that ugly command block that appears everytime during placement for a short period ).