我们都知道,在矿物被挖掘之后,会掉落经验,所以我们需要使用ExperienceDroppingBlock
来创建方块对象,之后需要创建两种矿物,一种是普通的矿物,一种是深层矿物。
ExperienceDroppingBlock
的构造函数需要两个参数,第一个是掉落的经验数量,这里也就是创建了一个随机为 10-17 的经验掉落,第二个参数是方块的设置,这里设置了方块的颜色,敲击音效,硬度抗性,必须使用工具,以及挖掘音效。
public static final Block END_HEART_ORE = new ExperienceDroppingBlock(UniformIntProvider.create(10, 17), AbstractBlock.Settings.create().mapColor(MapColor.STONE_GRAY).instrument(Instrument.BASEDRUM).requiresTool().strength(3.0f, 3.0f).sounds(BlockSoundGroup.NETHER_ORE));
深层矿物的设置和普通矿物差不多,只不过需要调用copy
方法。
public static final Block DEEPSLATE_END_HEART_ORE = new ExperienceDroppingBlock(UniformIntProvider.create(10, 17), AbstractBlock.Settings.copy(END_HEART_ORE).mapColor(MapColor.DEEPSLATE_GRAY).instrument(Instrument.BASEDRUM).requiresTool().strength(4.5f, 3.0f).sounds(BlockSoundGroup.DEEPSLATE));
最后,我们需要注册这两个矿物。
Registry.register(Registries.BLOCK, new Identifier("awesome", "end_heart_ore"), END_HEART_ORE);
Registry.register(Registries.BLOCK, new Identifier("awesome", "deepslate_end_heart_ore"), DEEPSLATE_END_HEART_ORE);
使用之前学习的方法,我们可以很容易的注册矿物物品。
使用之前学习的方法,我们可以很容易的注册矿物纹理。
{
"item.awesome.end_heart_ore": "End Heart Ore",
"item.awesome.deepslate_end_heart_ore": "Deepslate End Heart Ore",
"block.awesome.end_heart_ore": "End Heart Ore",
"block.awesome.deepslate_end_heart_ore": "Deepslate End Heart Ore"
}
这里会比较复杂,需要考虑精准采集
和时运
的影响,但我们可以使用原版中已经存在的配置。
我们进入到原版游戏中的data/minecraft/loot_tables/blocks/diamond_ore.json
和data/minecraft/loot_tables/blocks/deepslate_diamond_ore.json
将钻石矿的掉落配置加以修改。
@@ -24,7 +24,7 @@
}
}
],
- "name": "minecraft:diamond_ore"
+ "name": "awesome:end_heart_ore"
},
{
"type": "minecraft:item",
@@ -38,7 +38,7 @@
"function": "minecraft:explosion_decay"
}
],
- "name": "minecraft:diamond"
+ "name": "awesome:end_heart"
}
]
}
@@ -46,5 +46,5 @@
"rolls": 1.0
}
],
- "random_sequence": "minecraft:blocks/diamond_ore"
+ "random_sequence": "awesome:blocks/end_heart_ore"
}
@@ -24,7 +24,7 @@
}
}
],
- "name": "minecraft:deepslate_diamond_ore"
+ "name": "awesome:deepslate_end_heart_ore"
},
{
"type": "minecraft:item",
@@ -38,7 +38,7 @@
"function": "minecraft:explosion_decay"
}
],
- "name": "minecraft:diamond"
+ "name": "awesome:end_heart"
}
]
}
@@ -46,5 +46,5 @@
"rolls": 1.0
}
],
- "random_sequence": "minecraft:blocks/deepslate_diamond_ore"
+ "random_sequence": "awesome:blocks/deepslate_end_heart_ore"
}
我们需要在data/minecraft/tags/blocks/mineable/pickaxe.json
中添加我们的矿物。
{
"replace": false,
"values": [
"awesome:end_heart_ore",
"awesome:deepslate_end_heart_ore"
]
}
首先添加熔炉的配方,还是在recipes
下创建,格式就是物品ID_from_smelting_矿物ID.json
,高炉的配方就是物品ID_from_blasting_矿物ID.json
。
{
"type": "minecraft:smelting",
"category": "misc",
"cookingtime": 200,
"experience": 1.0,
"group": "end_heart",
"ingredient": {
"item": "awesome:end_heart_ore"
},
"result": "awesome:end_heart"
}
{
"type": "minecraft:smelting",
"category": "misc",
"cookingtime": 200,
"experience": 1.0,
"group": "end_heart",
"ingredient": {
"item": "awesome:deepslate_end_heart_ore"
},
"result": "awesome:end_heart"
}
{
"type": "minecraft:blasting",
"category": "misc",
"cookingtime": 100,
"experience": 1.0,
"group": "end_heart",
"ingredient": {
"item": "awesome:end_heart_ore"
},
"result": "awesome:end_heart"
}
{
"type": "minecraft:blasting",
"category": "misc",
"cookingtime": 100,
"experience": 1.0,
"group": "end_heart",
"ingredient": {
"item": "awesome:deepslate_end_heart_ore"
},
"result": "awesome:end_heart"
}
首先创建矿物的configured_feature
,在data\awesome\worldgen\configured_feature
中,创建配置end_heart_ore.json
。
其中discard_chance_on_air_exposure
就是矿物在空气中曝露的概率,size
就是矿物的大小,targets
就是矿物生成的目标方块,predicate_type
的意思就是判断tag
中的方块是否符合要求,不过要注意的是state
中的Name
必须首字母大写。
{
"type": "minecraft:ore",
"config": {
"discard_chance_on_air_exposure": 0.0,
"size": 12,
"targets": [
{
"state": {
"Name": "awesome:end_heart_ore"
},
"target": {
"predicate_type": "minecraft:tag_match",
"tag": "minecraft:stone_ore_replaceables"
}
},
{
"state": {
"Name": "awesome:deepslate_end_heart_ore"
},
"target": {
"predicate_type": "minecraft:tag_match",
"tag": "minecraft:deepslate_ore_replaceables"
}
}
]
}
}
然后创建placed_feature
,在data\awesome\worldgen\placed_feature
中,创建配置end_heart_ore.json
。
在placement
中有四个参数,第一个是minecraft:count
,就是矿物的数量,第二个是minecraft:in_square
,就是矿物的生成范围,第三个是minecraft:height_range
,就是矿物的生成高度,第四个是minecraft:biome
,表示会在群系中生成。
{
"feature": "awesome:end_heart_ore",
"placement": [
{
"type": "minecraft:count",
"count": 20
},
{
"type": "minecraft:in_square"
},
{
"type": "minecraft:height_range",
"height": {
"type": "minecraft:trapezoid",
"max_inclusive": {
"absolute": 70
},
"min_inclusive": {
"absolute": -24
}
}
},
{
"type": "minecraft:biome"
}
]
}
最后注册PlacedFeature
。
public static final RegistryKey<PlacedFeature> END_HEART_ORE_PLACED_FEATURE = RegistryKey.of(RegistryKeys.PLACED_FEATURE, new Identifier("awesome","end_heart_ore"));
并且在BiomeModifications
中注册END_HEART_ORE_PLACED_FEATURE
。
BiomeModifications.addFeature(BiomeSelectors.foundInOverworld(), GenerationStep.Feature.UNDERGROUND_ORES, END_HEART_ORE_PLACED_FEATURE);