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blockPropertyDocumentation.txt
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"itemGroup" ~ string
one of:
minecraft:building_blocks, minecraft:colored_blocks,
minecraft:natural_blocks, minecraft:functional_blocks,
minecraft:redstone_blocks, minecraft:hotbar, minecraft:search,
minecraft:tools_and_utilities, minecraft:combat,
minecraft:food_and_drinks, minecraft:ingredients, minecraft:spawn_eggs,
minecraft:op_blocks, minecraft:inventory
the creative inventory tab
"soundGroup" ~ string
one of:
intentionally_empty, wood, gravel, grass, lily_pad, stone,
metal, glass, wool, sand, snow, powder_snow, ladder, anvil,
slime, honey, wet_grass, coral, bamboo, bamboo_sapling,
scaffolding, sweet_berry_bush, crop, stem, vine, nether_wart,
lantern, nether_stem, nylium, fungus, roots, shroomlight,
weeping_vines, weeping_vines_low_pitch, soul_sand, soul_soil,
basalt, wart_block, netherrack, nether_bricks, nether_sprouts,
nether_ore, bone, netherite, ancient_debris, lodestone, chain,
nether_gold_ore, gilded_blackstone, candle, amethyst_block,
amethyst_cluster, small_amethyst_bud, medium_amethyst_bud,
large_amethyst_bud, tuff, calcite, dripstone_block,
pointed_dripstone, copper, cave_vines, spore_blossom, azalea,
flowering_azalea, moss_carpet, pink_petals, moss_block, big_dripleaf,
small_dripleaf, rooted_dirt, hanging_roots, azalea_leaves,
sculk_sensor, sculk_catalyst, sculk, sculk_vein, sculk_shrieker,
glow_lichen, deepslate, deepslate_bricks, deepslate_tiles,
polished_deepslate, froglight, frogspawn, mangrove_roots,
muddy_mangrove_roots, mud, mud_bricks, packed_mud, hanging_sign,
nether_wood_hanging_sign, bamboo_wood_hanging_sign, bamboo_wood,
nether_wood, cherry_wood, cherry_sapling, cherry_leaves,
cherry_wood_hanging_sign, chiseled_bookshelf, suspicious_sand,
suspicious_gravel, decorated_pot, decorated_pot_shatter
changes how the block sounds
"dropTableId" ~ string
the id of the drop table to use e.g. "minecraft:blocks/diamond_ore"
what loot table is used for blockdrops when broken successfully
"collidable" ~ boolean
this sets whether the block has collision. if false you (and monsters) can walk throught the block.
"lightLevel" ~ int
0-15
how much light does the block produce
"explosionResistance" ~ float
0.0-3600000.0+
the resistance against explosions 6.0 is stone, 3600000.0 is bedrock, wood is usually 2.0 or 3.0
"hardness" ~ float
-1.0-50.0+
how hard it is to break the block. -1.0 is unbreakable, 50.0 is obsidian, 1.5 is stone, 2.0 cobble
"slipperiness" ~ float
"slowDownMultiplier" ~ float
"jumpVelocityMultiplier" ~ float
"opaque" ~ boolean
"allowsSpawning" ~ boolean
"solidBlock" ~ boolean
"suffocates" ~ boolean
"blockVision" ~ boolean
"postProcess" ~ boolean
"emissiveLighting" ~ boolean
whether the block texture is always rendered as if in bright light.
"modelOffset" ~ string
one of:
none, xz, xyz
slightly moves the model randomly. used e.g. for grass.
"pistonBehavior" ~ string
one of:
normal, destroy, block, ignore, push_only
controls what happens when a piston pushes this block
"instrument" ~ string
one of:
harp, basedrum, snare, hat, bass, flute, bell, guitar, chime,
xylophone, iron_xylophone, cow_bell, didgeridoo, bit, banjo,
pling, zombie, skeleton, creeper, dragon, wither_skeleton, piglin,
custom_head
"burnable" ~ boolean
does lava ignite the block
"burnChance" ~ int
how fast the block burns down (leaves 60, wood 5, flowers 100) if 0, block will never burn down.
"spreadChance" ~ int
how easily this block catches fire ( wood 5, leaves 30, flowers 60) if null, block can only be ignited by lava if burnable.
"replaceable" ~ boolean
can be replaced like grass
"noBlockBreakParticles" ~ boolean
"requiresTool" ~ boolean
this sets whether the block drops when broken without tool.
"breaksInstantly" ~ boolean
"mapColor" ~ string
one of:
clear (0x000000), pale_green (0x7FB238), pale_yellow (0xF7E9A3),
white_gray (0xC7C7C7), bright_red (0xFF0000), pale_purple (0xA0A0FF),
iron_gray (0xA7A7A7), dark_green (0x007C00), white (0xFFFFFF),
light_blue_gray (0xA4A8B8), dirt_brown (0x976D4D),
stone_gray (0x707070), water_blue (0x4040FF), oak_tan (9402184),
off_white (0xFFFCF5), orange (14188339), magenta (11685080),
light_blue (6724056), YELLOW (0xE5E533), lime (0x7FCC19),
pink (0xF27FA5), gray (0x4C4C4C), light_gray (0x999999),
cyan (0x4C7F99), purple (0x7F3FB2), blue (0x334CB2),
brown (0x664C33), green (0x667F33), red (0x993333),
black (0x191919), gold (0xFAEE4D), diamond_blue (0x5CDBD5),
lapis_blue (0x4A80FF), emerald_green (0x00D93A),
spruce_brown (0x815631), dark_red (0x700200),
terracotta_white (0xD1B1A1), terracotta_orange (0x9F5224),
terracotta_magenta (0x95576C), terracotta_light_blue (0x706C8A),
terracotta_yellow (0xBA8524), terracotta_lime (0x677535),
terracotta_pink (0xA04D4E), terracotta_gray (0x392923),
terracotta_light_gray (0x876B62), TERRACOTTA_CYAN (0x575C5C),
terracotta_purple (0x7A4958), terracotta_blue (0x4C3E5C),
terracotta_brown (0x4C3223), terracotta_green (0x4C522A),
terracotta_red (0x8E3C2E), terracotta_black (0x251610),
dull_red (0xBD3031), dull_pink (0x943F61), dark_crimson (0x5C191D),
teal (0x167E86), dark_aqua (0x3A8E8C), dark_dull_pink (0x562C3E),
bright_teal (0x14B485), deepslate_gray (0x646464),
raw_iron_pink (0xD8AF93), lichen_green (0x7FA796)
"renderLayer" ~ string
one of:
solid, cutout_mipped, cutout, translucent,
translucent_moving_block, translucent_no_crumbling,
leash, water_mask, armor_glint, armor_entity_glint, glint_translucent,
glint, direct_glint, entity_glint, direct_entity_glint, text_background,
text_background_see_through, lightning, tripwire, end_portal,
end_gateway, lines, line_strip, debug_filled_box, debug_quads,
debug_section_quads, gui, gui_overlay, gui_text_highlight,
gui_ghost_recipe_overlay
different renderLayers allow different graphical effects.
Only the first 4 are interesting
solid = solid block no transparency
stone ...
cutout_mipped = 100% or no transparency, ?gets softened far away when mipmapping is enabled?
glass, leaves and similar
cutout = 100% or no transparency
flowers, saplings...
translucent = full alpha support
ice, stained glass, portal...