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One priority with Foundation will be that it shouldn't require a custom superclass, which means we shouldn't need a custom subclass in case you want to extend a vanilla block type.
Blocks
Simple (with property defaults)
Directional?
Pillar?
Door?
Trapdoor?
Falling? (e.g. sand)
Plant? (e.g. bushes, flowers)
Crop
Sapling
Tree growth utilities, possibly including worldgen
Leaves
Log
"Building blocks"*
Slab
Stair
Fence
Fence gate
Wall
Pane?
Pressure plate
Button
Items
Armor
Arrow
Bauble?
Book?
Bow
Food
Food Seed? (e.g. potatoes, which are food but also plantable)
Fishing Rod?
Seed
Shield?
Sword
Tool
Other
Projectile?
Fluid
The text was updated successfully, but these errors were encountered:
A number of features, such as flammability, require overriding methods in Block. My current plan is to have a set of foundation properties akin to Block.Properties which will define this stuff, and then the foundation base blocks will override the necessary methods to use those properties.
One priority with Foundation will be that it shouldn't require a custom superclass, which means we shouldn't need a custom subclass in case you want to extend a vanilla block type.
Blocks
Items
Other
The text was updated successfully, but these errors were encountered: