Changes between Version 11 and Version 12 of FAQ
- Timestamp:
- 07/07/23 17:16:34 (17 months ago)
Legend:
- Unmodified
- Added
- Removed
- Modified
-
FAQ
v11 v12 78 78 === For Minecraft 1.15 and later: === 79 79 80 !WorldPainter supports custom mod blocks with non-standard namespaces and names. You need the fully qualified name, i.e. the namespace and block name separated by a colon, e.g. {{ minecraft:grass_block}}.80 !WorldPainter supports custom mod blocks with non-standard namespaces and names. You need the fully qualified name, i.e. the namespace and block name separated by a colon, e.g. {{{minecraft:grass_block}}}. 81 81 82 82 We can't help you with which block names to use, you'll have to find that out from the mod website or ask the authors or other users. You can also use the F3 button in-game; it will show you the full name of any block you look at. Once you know the fully qualified block name to use there are four ways of adding custom blocks to the world: … … 85 85 1. Create a Custom Ground Cover layer. This will create a layer of the material on top of the surface. Make it one block thick and sprinkle the layer around for things like plants and flowers, or make it several blocks thick and paint it in solidly to create glaciers, etc. 86 86 1. Create a Custom Object Layer. This will load bo2 files and/or schematics and spawn them randomly on the map where you paint the layer. Schematics and bo2 files can contain custom blocks from mods if you export them from a map containing such blocks. 87 In each case when you get to the material selection select Custom, type in the namespace and block name in their respective fields (or choose them from the drop-down list if you added them earlier), and optionally add properties by pressing the "Add a property" button to the right of the Properties list. 87 88 88 89 === For Minecraft 1.12 and earlier: ===