Add some hardness to more blocks, Fixes #1779

This commit is contained in:
modmuss50 2019-08-13 16:28:21 +01:00
parent eca7aaa34f
commit 442dfde50f
3 changed files with 3 additions and 3 deletions

View file

@ -60,7 +60,7 @@ public class BlockAlarm extends BaseBlockEntityProvider {
protected final VoxelShape[] shape;
public BlockAlarm() {
super(Block.Settings.of(Material.STONE));
super(Block.Settings.of(Material.STONE).strength(2f, 2f));
this.setDefaultState(this.stateFactory.getDefaultState().with(FACING, Direction.NORTH).with(ACTIVE, false));
this.shape = GenCuboidShapes(3, 10);
BlockWrenchEventHandler.wrenableBlocks.add(this);

View file

@ -61,7 +61,7 @@ public class BlockLamp extends BaseBlockEntityProvider {
private int brightness;
public BlockLamp(int brightness, int cost, double depth, double width) {
super(Block.Settings.of(Material.REDSTONE_LAMP));
super(Block.Settings.of(Material.REDSTONE_LAMP).strength(2f, 2f));
this.setDefaultState(this.stateFactory.getDefaultState().with(FACING, Direction.NORTH).with(ACTIVE, false));
this.shape = GenCuboidShapes(depth, width);
this.cost = cost;

View file

@ -58,7 +58,7 @@ public class BlockPlayerDetector extends BlockMachineBase {
public static EnumProperty<PlayerDetectorType> TYPE;
public BlockPlayerDetector() {
super(Block.Settings.of(Material.METAL), true);
super(Block.Settings.of(Material.METAL).strength(2f, 2f), true);
this.setDefaultState(this.stateFactory.getDefaultState().with(TYPE, PlayerDetectorType.ALL));
}