Add some hardness to more blocks, Fixes #1779
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3 changed files with 3 additions and 3 deletions
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@ -60,7 +60,7 @@ public class BlockAlarm extends BaseBlockEntityProvider {
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protected final VoxelShape[] shape;
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public BlockAlarm() {
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super(Block.Settings.of(Material.STONE));
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super(Block.Settings.of(Material.STONE).strength(2f, 2f));
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this.setDefaultState(this.stateFactory.getDefaultState().with(FACING, Direction.NORTH).with(ACTIVE, false));
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this.shape = GenCuboidShapes(3, 10);
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BlockWrenchEventHandler.wrenableBlocks.add(this);
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@ -61,7 +61,7 @@ public class BlockLamp extends BaseBlockEntityProvider {
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private int brightness;
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public BlockLamp(int brightness, int cost, double depth, double width) {
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super(Block.Settings.of(Material.REDSTONE_LAMP));
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super(Block.Settings.of(Material.REDSTONE_LAMP).strength(2f, 2f));
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this.setDefaultState(this.stateFactory.getDefaultState().with(FACING, Direction.NORTH).with(ACTIVE, false));
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this.shape = GenCuboidShapes(depth, width);
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this.cost = cost;
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@ -58,7 +58,7 @@ public class BlockPlayerDetector extends BlockMachineBase {
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public static EnumProperty<PlayerDetectorType> TYPE;
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public BlockPlayerDetector() {
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super(Block.Settings.of(Material.METAL), true);
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super(Block.Settings.of(Material.METAL).strength(2f, 2f), true);
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this.setDefaultState(this.stateFactory.getDefaultState().with(TYPE, PlayerDetectorType.ALL));
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}
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