Modding:Block Json Properties: Difference between revisions
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</syntaxhighlight> | </syntaxhighlight> | ||
</tr> | </tr> | ||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_quantityslots" data-tt-parent="p_attributes_contain">quantitySlots</div></td> | |||
<td>number</td> | |||
<td>-</td> | |||
<td>The number of slots a generic container has.</td> | |||
<td>chest, storagevessel</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_requiredunits" data-tt-parent="p_attributes_contain">requiredUnits</div></td> | |||
<td>number</td> | |||
<td>-</td> | |||
<td>The number of units required to fill a tool mold with molten metal.</td> | |||
<td>toolmold</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_retrieveonly" data-tt-parent="p_attributes_contain">retrieveOnly</div></td> | |||
<td>boolean</td> | |||
<td>-</td> | |||
<td>If true, makes it so that a container can only be taken from and cannot be used to store new items.</td> | |||
<td>lootvessel</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_servingcapacity" data-tt-parent="p_attributes_contain">servingCapacity</div></td> | |||
<td>number</td> | |||
<td>-</td> | |||
<td>The number of servings of a meal a block can hold.</td> | |||
<td>crock, bowl</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_shelvable" data-tt-parent="p_attributes_contain">shelvable</div></td> | |||
<td>boolean</td> | |||
<td>-</td> | |||
<td>If true, allows the block to be placed on a shelf.</td> | |||
<td>crystal-small, seashell</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_sitheight" data-tt-parent="p_attributes_contain">sitHeight</div></td> | |||
<td>number (decimal)</td> | |||
<td>-</td> | |||
<td>Used by flower pots to determine how high the incorporated block should be rendered.</td> | |||
<td>flowerpot, planter</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_spoilmultiplier" data-tt-parent="p_attributes_contain">spoilSpeedMulByFoodCat</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>Used to make food spoil slower or faster when stored in a container.</td> | |||
<td>storagevessel</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_spoilspeed_info" data-tt-parent="p_alist_spoilmultiplier" data-invisible="true"></div></td> | |||
<td colspan="4"> | |||
The clay storage vessel is a good example of this: | |||
<syntaxhighlight lang="json"> | |||
spoilSpeedMulByFoodCat: { | |||
"normal": { | |||
"vegetable": 0.75, | |||
"grain": 0.5 | |||
} | |||
}, | |||
</syntaxhighlight> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_storagetype" data-tt-parent="p_attributes_contain">storageType</div></td> | |||
<td>Number (Storage Flag)</td> | |||
<td>-</td> | |||
<td>The storage flag of the container, which can limit what types of items or blocks can be stored within it.</td> | |||
<td>storagevessel</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_storagetype" data-tt-parent="p_attributes_contain">textureMapping</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>A more complex method of texturing block shapes with multiple content combinations. Used primarily with the pot to texture the food contents.</td> | |||
<td>pot</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_types" data-tt-parent="p_attributes_contain">types</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>A secondary method of variant categorization used by containers to help with assigning attributes.</td> | |||
<td>chest</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_varaintbygroup" data-tt-parent="p_attributes_contain">variantByGroup</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>Used by generic containers to group types by a specific variant. "side" is used since it is a common variant of all the types.</td> | |||
<td>chest</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_varaintbygroupinv" data-tt-parent="p_attributes_contain">variantByGroupInventory</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>A subtype inventory name that can be assigned to types (usually this is "null").</td> | |||
<td>chest</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_waterprops" data-tt-parent="p_attributes_contain">waterTightContainerProps</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>This contains all the liquid properties of an block, generally determining how it is stored and used with a bucket. '''Keep in mind this is not generally used for blocks, as most liquids that use this property are items, even if they come from a source block'''.</td> | |||
<td>water</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_liquidcontain" data-tt-parent="p_alist_waterprops">containable</div></td> | |||
<td>boolean</td> | |||
<td>-</td> | |||
<td>If true, the liquid can be placed into liquid containers, such as barrels and buckets.</td> | |||
<td>water</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_iperlitre" data-tt-parent="p_alist_waterprops">itemsPerLitre</div></td> | |||
<td>number (int)</td> | |||
<td>-</td> | |||
<td>The number of itemstack items required to make a litre of liquid. Generally this value is 1:1, but concentrated items like honey can be 4:1.</td> | |||
<td>water</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_liqtex" data-tt-parent="p_alist_waterprops">texture</div></td> | |||
<td>Path to Texture</td> | |||
<td>-</td> | |||
<td>A "block" texture given to a liquid when it's rendered in containers or other items.</td> | |||
<td>waterportion, honeyportion</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_spill" data-tt-parent="p_alist_waterprops">allowSpill</div></td> | |||
<td>boolean</td> | |||
<td>-</td> | |||
<td>If true, allows the player to use the Ctr + Right Click function to "spill" the liquid from a container. The whenSpilled property determines what happens if this is true.</td> | |||
<td>waterportion, limewater</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_tindex" data-tt-parent="p_alist_waterprops">tintIndex</div></td> | |||
<td>integer</td> | |||
<td>0</td> | |||
<td>Tints the color of the item if it's ever drawn as a block: '''''0''''' for no tint, '''''1''''' for plant climate tint, '''''2''''' for water climate tint.</td> | |||
<td>-</td> | |||
<td>waterportion, limewater</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_whenfill" data-tt-parent="p_alist_waterprops">whenFilled</div></td> | |||
<td>Item or Block Code</td> | |||
<td>-</td> | |||
<td>Determines what is stored in a liquid container when interacted with.</td> | |||
<td>water</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_whenspill" data-tt-parent="p_alist_waterprops">whenSpilled</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>Determines what happens when the "spill" interaction is used. Only works if the allowSpill property is set to true.</td> | |||
<td>waterportion, limewater</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_spillact" data-tt-parent="p_alist_whenspill">action</div></td> | |||
<td>string</td> | |||
<td>-</td> | |||
<td>Code identifier that determines what happens when the liquid is spilled from a container.</td> | |||
<td>waterportion, limewater</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_spillblock" data-tt-parent="p_alist_spillact">PlaceBlock</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>Places a block at the spilled location.</td> | |||
<td>waterportion</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_spillitem" data-tt-parent="p_alist_spillact">DropContents</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>Drops an item at the location. If the item is a liquid it will disappear immediately with a "splash" particle effect.</td> | |||
<td>limeportion</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_spillstack" data-tt-parent="p_alist_whenspill">stack</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>The block or item dropped when spilled. if the "PlaceBlock" action is chosen a block is placed, if "DropContents" is used an item is generated.</td> | |||
<td>waterportion, limewater</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_sfilllevel" data-tt-parent="p_alist_whenspill">stackByFillLevel</div></td> | |||
<td>-</td> | |||
<td>-</td> | |||
<td>Allows for different blocks or items to be placed based on the level of the liquid in the container.</td> | |||
<td>waterportion, limewater</td> | |||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_attributes_info" data-tt-parent="p_alist_waterprops" data-invisible="true"></div></td> | |||
<td colspan="4"> | |||
We'll look at an example of how this property is utilized by water block: | |||
<syntaxhighlight lang="json"> | |||
waterTightContainerProps: { | |||
containable: true, | |||
itemsPerLitre: 1, | |||
whenFilled: { stack: { type: "item", code: "waterportion" } } | |||
} | |||
</syntaxhighlight> | |||
As we can see, most of the watertight properties are not used by the block, that's because most of them are used by the item equivalent "waterportion". | |||
</tr> | |||
<tr> | <tr> | ||
Line 1,773: | Line 1,977: | ||
<td>Gives some blocks additional rotation properties when placed (currently "22.5degnot45deg" and "22.tdeg" are the only two options).</td> | <td>Gives some blocks additional rotation properties when placed (currently "22.5degnot45deg" and "22.tdeg" are the only two options).</td> | ||
<td>chest</td> | <td>chest</td> | ||
</tr> | |||
<tr> | |||
<td scope="row"><div class="tt" data-tt-id="p_alist_sleepefficiency" data-tt-parent="p_attributes_misc">sleepEfficiency</div></td> | |||
<td>number (decimal)</td> | |||
<td>-</td> | |||
<td>Determines how long a player can sleep in a bed, based off a ratio of 12 hours. (ratio = #maxhours/12).</td> | |||
<td>-</td> | |||
</tr> | </tr> | ||
<tr> | <tr> |
Revision as of 01:06, 8 May 2020
Overview
A complete list of all available properties
Property | Type | Default | Usage | Reference | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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json |
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Core (no byType available) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
code |
string | required | A unique identifier for the block. | Any Block | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A domain prefix will be added dynamically depending on the location of the file. Every mod and VintageStory itself have a unique prefix. For example the code The code identifier has to be unique inside its domain. In theory there could be equal identifiers with different domain prefixes. Find out more about Domains. |
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enabled |
boolean | true | If the block will be loaded or not. Can be used to temporarily remove the block. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
variantgroups |
array of objects | - | Allows you define multiple variants of the same item. | armor, ore-graded, plank, | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The variantgroups property allows you to define multiple variants of this item. All of them will have their unique pattern, which will be added to the item code. An easy example would be a bowl, which can either be raw or burned: variantgroups: [
{ code:"type", states: ["raw", "burned"] },
],
Meaning there will be two variants It's also possible to define multiple groups. variantgroups: [
{ code:"state", states: ["closed", "opened"] },
{ code:"contents", states: ["empty", "cabbage"] },
],
As a result you will have 2x2 groups, which will be added one after each other: Additionally it is possible to refer to external lists (used for blocks) that are found in the worldproperties folder, such as variantgroups: [
{ loadFromProperties: "block/rock" },
],
Here is a full list of all groups and their variants (you can also find them in the For example, the following creates a variant group named orientation. It contains 5 states. variantgroups: [
{ code: "orientation", states: ["up"], loadFromProperties: "abstract/horizontalorientation" }
],
Unwanted variant states can be filtered out with the
Wondering where some links have gone?
Furthermore there are other ways of combining groups together. So far we covered the default combination mode, which is Let's take a look at the variantgroups: [
{ code: "type", states: ["raw"] },
{ code: "empty", states: ["empty"], combine: "additive" },
{ code: "flower", loadFromProperties: "block/flower", combine: "additive" },
{ code: "mushroom", loadFromProperties: "block/mushroom", combine: "additive" },
{ code: "sapling", loadFromProperties: "block/wood", combine: "additive" },
],
The variants are
variantgroups: [
{ code: "something", states: ["same", "different"] },
{ code: "type", states: ["raw", "baked"] },
{ code: "empty", states: ["red", "green"], "combine": "additive" },
],
In this case, the result would be The third combination mode code: "clothes",
variantgroups: [
{ code: "category", states: ["lowerbody"] },
{ code: "lowerbody", combine: "SelectiveMultiply", onVariant: "category", states: [
"aristocrat-leggings", "dirty-linen-trousers", "fine-trousers", "jailor-pants", "lackey-breeches", "merchant-pants", "messenger-trousers", "minstrel-pants", "noble-pants", "prince-breeches", "raindeer-trousers", "raw-hide-trousers", "shepherd-pants", "squire-pants", "steppe-shepherds-trousers", "tattered-peasent-gown", "torn-riding-pants", "warm-woolen-pants", "woolen-leggings", "workmans-gown"
] },
],
The function Using this will result items called |
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(any) bytype |
key: string; value: object | - | You can create properties for certain variants of the item. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
In order to define properties for specific variants you can add byType to the property name. This allows you to define it depending on the type and always follows the same syntax: (property)ByType: {
"selector": property,
"selector2": property2,
...
}
If the selector matches the name of the variant the given property will be used. Keep in mind that only the first matching one will be used (everything below will be ignored). A slab for example has two variants (up, down), which have different collision boxes: collisionboxByType: {
"*-down": { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.5, z2: 1 },
"*-up": { x1: 0, y1: 0.5, z1: 0, x2: 1, y2: 1, z2: 1 }
},
The char Furthermore this opens up even more possbilities for more advanced selectors like this one for doors:
collisionboxnbox: {
x1: 0, y1: 0, z1: 0.875, x2: 1, y2: 1, z2: 1,
rotateYByType: {
"*-north-*-opened-left": 90,
"*-north-*-closed-left": 0,
"*-west-*-opened-left": 180,
"*-west-*-closed-left": 90,
"*-east-*-opened-left": 0,
"*-east-*-closed-left": 270,
"*-south-*-opened-left": 270,
"*-south-*-closed-left": 180,
"*-north-*-opened-right": 270,
"*-north-*-closed-right": 0,
"*-west-*-opened-right": 0,
"*-west-*-closed-right": 90,
"*-east-*-opened-right": 180,
"*-east-*-closed-right": 270,
"*-south-*-opened-right": 90,
"*-south-*-closed-right": 180
}
},
Since Vintagestory v1.8 it is also possible to use the variantgroup as a placeholder: variantgroups: [
{ code: "metal", states: ["copper", "tinbronze", "bismuthbronze", "blackbronze", "gold", "silver", "iron" ] },
],
textures: {
"metal": { base: "block/metal/ingot/{metal}" },
"wood": { base: "item/tool/material/wood" }
},
|
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allowedVariants |
array of objects | - | Used to trim unnecessary items generated by combined variants. | crystalizedore-graded, ore-graded, ore-ungraded | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
skipVariants |
array of object | - | Similar to allowedVariants, but instead skips the creation of listed variants rather than assigning which are allowed. | armor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Specific | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
class |
string | "block" | The block class can add special functionalities for the block. | anvil, firepit, quern, skep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
It can be used to open guis or adding other extra functionality to the block. A complete tutorial of how to add your own class to the game can be found here. An ongoing list of block classes used in JSONS can also be found here. |
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entityclass |
string | - | The block entity class is able to tick and to store extra data. Allows for much more advanced properties. | anvil, firepit, quern, skep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
behaviors |
array of object | - | A behavior adds custom abilities such as falling block. | gravel, lantern, log, rock, torch | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Behaviors are useful traits as many can be assigned to a single block. If you want to create your own custom behavior you can read Adding Block Behavior. To see all of the current behaviors in the game see All Block Behaviors |
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entityBehaviors |
array of object | - | An entity behavior adds custom abilities to an entity assigned to a block, such as the mechanical power properties of the windmill. | angledgears, axle, brake, clutch, helvehammerbase, toggle, transmission, windmillrotor | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Block entity behaviors are expanded capabilities that regular behaviors cannot accomplish. At the moment they are only used for Mechanical Power blocks, but if you're looking to make your own you can look through the existing files at the Vintage Story Github here . To see all of the current block entity behaviors in the game see All Block Behaviors. |
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A chest for example uses the BlockEntity to store the inventory. A tutorial of creating your own entityclass can be found here. You can also find every existing block entity and their relevant github links here. |
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blockmaterial |
string | - | A behavior adds custom abilities such as falling block. | gravel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Materials are hardcoded and currently only used to determine mining speed with a specific tool. The following materials are available: Brick, Ceramic, Cloth, Fire, Glass, Gravel, Ice, Lava, Leaves, Liquid, Mantle, Metal, Other, Plant, Sand, Snow, Soil, Stone, Wood |
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matterstate |
array of object | "block" | Determines whether the block is in a solid, a liquid, a gas or a plasma state. | water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Used for special collision behavior and rendering. Currently used for lava and water, which are liquids (All other blocks default to solid). Gas and plasma are not yet implemented. |
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resistance |
decimal number | 6 | How long it takes to break this block in seconds (with a mining speed of 1). | leaves, meteorite, sand | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Resistance values range from very low with leaves (0.5) to the average of stone (6) to the very high resistance value of meteoric iron deposits (60). |
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requiredminingtier |
integer | 0 | Minimum required mining tier to get the drop out of the block. | ore-graded, rock | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The following are examples of the mining tiers required for certian ores in Vintage Story:
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climbable |
boolean | false | If true, walking against this block will make the player climb (used for ladders). | ladder | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
rainpermeable |
boolean | false | If rain can fall through this block. | torch, torchholder | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
snowcoverage |
boolean | - | Whether snow may rest on top of this block. | leavesbranchy | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
All non-solid blocks can't be covered by snow unless it's defined different:
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collisionbox |
object | box (0,0,0 -> 1,1,1) | Defines a box with which the player collides with. | carcass, door, fence, all slabs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A half slab for example, has either a box going from 0,0,0 to 1,0.5,1 or going from 0,0.5,0 to 1,1,1, depending on whether it is a slab is down or up: collisionboxByType: {
"*-down": { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.5, z2: 1 },
"*-up": { x1: 0, y1: 0.5, z1: 0, x2: 1, y2: 1, z2: 1 }
},
Collision and selection boxes are most likely equal. Also, setting the entire property to |
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collisionboxes |
array of object | - | Defines multiple boxes with which the player collides with. | all stairs, crate | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A crate for example requires multiple collision boxes: collisionboxesByType: {
"*-opened": [
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.0625, z2: 1 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 90 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 180 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 270 },
]
},
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collisionSelectionBoxes |
array of object | - | Simultaneously defines multiple boxes with which the player collides with and can select. | all stairs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A crate for example requires multiple collision boxes: collisionSelectionBoxesByType: {
"*-down-*": [
{ x1: 0, y1: 0.5, z1: 0, x2: 1, y2: 1, z2: 1 },
{
x1: 0, y1: 0, z1: 0.5, x2: 1, y2: 0.5, z2: 1,
rotateYByType: {
"*-north": 180,
"*-east": 90,
"*-south": 0,
"*-west": 270,
}
}
],
"*-up-*": [
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.5, z2: 1 },
{
x1: 0, y1: 0.5, z1: 0.5, x2: 1, y2: 1, z2: 1,
rotateYByType: {
"*-north": 180,
"*-east": 90,
"*-south": 0,
"*-west": 270,
}
}
],
},
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selectionbox |
object | box (0,0,0 -> 1,1,1) | Defines a box which the player's mouse pointer collides with for selection. | carcass, door, fence, all slabs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A half slab for example, has either a box going from 0,0,0 to 1,0.5,1 or going from 0,0.5,0 to 1,1,1, depending on whether it is a slab is down or up: selectionboxByType: {
"*-down": { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.5, z2: 1 },
"*-up": { x1: 0, y1: 0.5, z1: 0, x2: 1, y2: 1, z2: 1 }
},
Collision and selection boxes are most likely equal. |
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selectionboxes |
array of object | - | Defines multiple boxes which the player's mouse pointer collides with for selection. | carcass, door, fence, all slabs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A crate for example requires multiple selection boxes: selectionboxesByType: {
"*-opened": [
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.0625, z2: 1 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 90 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 180 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 270 },
]
},
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replaceable |
integer | 0 | A value usually between 0-9999 that indicates which blocks may be replaced with others. | bigberrybush, tallgrass, water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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fertility |
integer | 0 | Which plants can grow on top of this block. | clay, gravel, sand, soil | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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lightabsorption |
0 ... 32 | 0 | For light blocking blocks. Any value above 32 will completely block all light. | full-plain (glass), water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
walkspeedmultiplier |
decimal number | 1.0 | Percentage walk-speed when standing on or inside this block. | path, spiderweb, stonepath | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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dragmultiplier |
decimal number | 1.0 | Drag multiplier applied to entities standing on it (slipperiness factor). | Glacierice, Lakeice | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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drops |
array of object | - | The items that should drop from breaking this block. | crops, skep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Drop itself If this property does not exist the block will drop itself. No drop A firepit for example doesn't drop anything. You can do so if you specify an empty array: drops: [],
Special drop You can also specify a special item/ block. Therefore you need to define an ItemStack, with the given properties:
For example, the drop of a charcoalpile looks like this: drops: [
{ type: "item", code: "charcoal" }
],
Tallgrass will only drop something if it's mined by a knife: drops: [
{ type: "item", code: "drygrass", tool: "knife" },
],
Chance drops Let's take a look at an example. This is the drop property of rock:
drops: [
{
type: "item",
code: "stone-{rock}",
quantity: { avg: 2.5, var: 0.5 }
},
]
This will drop 2-3 blocks. avg: Stands for the default drop quantity. If var is 0 or not specified it will always drop the given average. var: How much the drop rate can vary. Meaning the drop rate can be For more information see NatFloat page. Multiple Drops Of course you can also define multiple drops at once. Sapling can drop a sapling and a stick: drops: [
{
type: "block",
code: "sapling-{wood}",
quantity: { avg: 0.02, var: 0 },
},
{
type: "item",
code: "stick",
quantity: { avg: 0.02, var: 0 },
}
],
Last Drop In order to add a special drop, which (if dropped) prevents all other drops, you can use the lastDrop property: dropsByType: {
"ore-quartz-*": [
{ type: "item", code: "clearquartz", quantity: { avg: 0.2, var: 0 }, lastDrop: true },
{ type: "item", code: "ore-{ore}", quantity: { avg: 1.25, var: 0 } }
],
"*": [
{ type: "item", code: "ore-{ore}", quantity: { avg: 1.25, var: 0 } }
],
}
Quartz ore will drop with a 20% chance clearquartz, if not it will drop the regular ore. If lastDrop wouldn't be true it could drop both at the same time. |
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particleproperties |
array of object | - | Particles that should spawn in regular intervals from this block. | torch> | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The torch is a good example of how to use those particles ... particleProperties: [
{
hsvaColor: [{ avg: 20, var: 20 }, { avg: 255, var: 50 }, { avg: 255, var: 50 }, { avg: 255, var: 0 }],
gravityEffect: { avg: 0, var: 0 },
posOffset: [ { avg: 0, var: 0.1 }, { avg: 0, var: 0 }, { avg: 0, var: 0.1 }],
velocity: [ { avg: 0, var: 0.025 }, { avg: 0.5, var: 0.1 }, { avg: 0, var: 0.025 }],
quantity: { avg: 0.015 },
size: { avg: 0.5, var: 0 },
sizeEvolve: { transform: "quadratic", factor: -0.7 },
lifeLength: { avg: 1.5 },
glowLevel: 64
},
{
hsvaColor: [{ avg: 0, var: 0 }, { avg: 0, var: 0 }, { avg: 40, var: 30 }, { avg: 220, var: 50 }],
opacityEvolve: { transform: "quadratic", factor: -16 },
gravityEffect: { avg: 0, var: 0 },
posOffset: [ { avg: 0, var: 0.1 }, { avg: 0, var: 0 }, { avg: 0, var: 0.1 }],
velocity: [ { avg: 0, var: 0.025 }, { avg: 0.15, var: 0.1 }, { avg: 0, var: 0.025 }],
quantity: { avg: 0.05 },
size: { avg: 0.25, var: 0.05 },
sizeEvolve: { transform: "linear", factor: 0.5 },
particleModel: "Quad"
}
],
There is also a complete tutorial about particles, which should help you to find out what each property does. |
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liquidlevel |
0 ... 7 | 0 | Value between 0...7 for Liquids to determine the height of the liquid. | water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
cropprops |
object | - | Information about the block as a crop. | all crops | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
requiredNutrient |
Nutrient (N, P, or K) | - | The primary nutrient this crop uses and consumes from farmland. | all crops | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
nutrientConsumption |
number | - | The percentage value of the nutrient this plant will consume from farmland. This value should be whole, as in 50 = 50% consumption. | all crops | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
grwothStages |
number | - | The number of growth stages this plant will go through before it can be harvested. | all crops | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
totalGrowthDays |
Number | - | The average number of days required for a plant to reach maturity. This value can include decimals, such as 4.5 days. | all crops | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
behaviors (crop) |
string | - | Crops can have additional functionality with special crop behaviors, currently used only by pumpkins. | motherplant (pumpkin) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Pumpkin |
number | - | A unique pumpkin behavior utilize only by the pumpkin motherplant block. | motherplant (pumpkin) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The most advanced of crops! Pumpkins utilize a special crop behavior allowing the mother plant to generate vines that will eventually produce pumpkin "fruits": cropProps: {
behaviors: [{name: "Pumpkin", properties: {vineGrowthStage: 3, vineGrowthQuantity: { dist: "invexp", avg: 2, var: 3 } }}],
requiredNutrient: "P",
nutrientConsumption: 30,
growthStages: 8,
totalGrowthDays: 3.5,
},
We can see that the special behavior defines how many vines can be produced by one pumpkin motherplant. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
inside |
The player is inside the block. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
sounds |
key: string, value: string | - | The sounds played for this block during step, break, build and walk. | anvil, rock, water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
walk |
An entity walks over it. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
inside |
The player is inside the block. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
break |
Breaking the block. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
place |
Placing the block. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
hit |
While mining the block. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
byTool |
Allows different sounds to be made based off the tool that's being used. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
We'll use the "rock" block as an example: sounds: {
walk: "walk/stone",
byTool: {
"Pickaxe": { hit: "block/rock-hit-pickaxe", break: "block/rock-break-pickaxe" }
}
},
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ambient |
Played from time to time if the player is close to it. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ambientBlockCount |
The max number of blocks allowed to produce ambient sounds. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Here's a few examples of how different blocks have their own sound properties: Anvil: sounds: {
"place": "block/anvil",
"break": "block/anvil"
}
Rails: sounds: {
place": "block/planks",
"walk": "walk/wood"
}
Water: sounds: {
place: "block/water",
inside: "walk/water",
ambient: "environment/creek"
},
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Common | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
creativeinventory |
key: string, value: string[] | - | In which creative inventory tabs the block should be visible in. | all blocks | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
There are several tabs to you can add your stuff. Note that general should always be included, since it should contain everything.
Rock adds all of it's variantions to general, terrain and construction: creativeinventory: { "general": ["*"], "terrain": ["*"], "construction": ["*"] },
A Torch on the other hand only adds the variation creativeinventory: { "general": ["*-up"], "decorative": ["*-up"] },
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maxstacksize |
integer | 64 | Determines the maximum amount you can stack the block in one slot. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
attackpower |
decimal number | 0.5 | The damage the deals when hitting an entity. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
attackrange |
decimal number | 1.5 | The maximum distance you can hit an entity. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
materialdensity |
integer | 9999 | Determines on whether an object floats on liquids or not. | hay, planks, lava, water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Water has a density of 1000, meaning everything below or equal will float on water. The same goes for lava which has a density of 5000. Vintage story uses real world densities for each material (where 1000 = 1 g/cm^3). To give an idea of the current range of densities, gold has a density of 19300, iron's is 7870, and a feather is 20. |
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liquidselectable |
boolean | false | If the block can select a liquid while holding it in hand. | bucket | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Used for buckets in order to fill it with water and to place waterlily on top of water. |
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miningSpeed |
key: string, value: decimal number | - | The mining speed for each material. Not to be confused with resistance, which determines how long it takes to mine the block. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
miningTier |
integer | 0 | Determines which blocks it can break. If the required miningtier is above the defined one there will be no drop from it. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
combustibleprops |
object | - | Information about the blocks burnable states. | log, wooden objects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
burntemperature |
integer | - | The temperature at which it burns in degrees Celsius. | log, wooden objects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
burnduration |
decimal number | - | For how long it burns in seconds. | log, wooden objects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
heatresistance |
integer | 500 | How many degrees celsius it can resists before it ignites (not implemented yet). | log, wooden objects | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
meltingpoint |
integer | - | How many degrees celsius it takes to smelt/transform this into another. Only used when put in a firepit and SmeltedStack is set. | ingotmold, toolmold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
meltingduration |
decimal number | - | For how many seconds the temperature has to be above the melting point until the item is smelted. | ingotmold, toolmold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
smokelevel |
decimal number | 1 | How much smoke this item produces when being used as fuel. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
smeltedratio |
integer | 1 | How many ores are required to produce one output stack. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
smeltedstack |
object | - | If set, the block/item is smeltable in a furnace and this is the resulting itemstack once the MeltingPoint has been reached for the supplied duration. | ingotmold, toolmold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
requirescontainer |
boolean | true | If set to true, the block/item requires a smelting/cooking/baking container such as the Crucible. If false, it can be directly baked/melted without smelting/cooking/baking container. | ingotmold, toolmold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
This property can be used to define a burning material. Plank for example can get on fire: combustibleProps: {
burnTemperature: 800,
burnDuration: 12,
},
Furthermore it can be used to define smelting processes. An example would be an ingotmold which turns into an ingotmold-burned: combustiblePropsByType: {
"ingotmold-raw": {
meltingPoint: 600,
meltingDuration: 30,
smeltedRatio: 1,
smeltedStack: { type: "block", code: "ingotmold-burned" },
requiresContainer: false
}
},
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nutritionprops |
object | - | Information about the blocks nutrients. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
foodcategory |
string | - | Defines the type of food. It can be fruit, vegetable, protein, grain and dairy. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
saturation |
decimal number | 0 | How much saturation it can restore. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
health |
decimal number | 0 | How much health it can restore. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Attributes | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
attributes |
- | - | Custom Attributes associated with this item. | barrel, chest, pot, skep | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Attributes constitute a large number of custom properties that an block can have, many of which are specific to unique blocks that rely on a C# class for additional functionality. If you wish to add your own JSON attributes to an item generally you must also have a class to utilize them. Values placed here are final and cannot be modified. For example, if you made a new type of block, say one that damages people when they get close you could define them here: attributes: {
"touchDamage": 0.1,
"sneakAvoidTouchDamage": true,
},
Here we have made two new attributes called "touchDamage" and "sneakAvoidTouchDamage" and have given them their own static values to be used in code. As is, these cannot do anything without the usage of C# code in a class. Regardless, we can see that this is a convenient way to create extra properties that can easily be used by other blocks that use the same class. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Container Attributes) |
Attributes that define additional container information. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
allowHeating |
boolean | - | Used by the pot block to allow it to be heated in either the output or input slot. | pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
bowlContents |
string | null | The item code of the contents contained in the bowl, by default this value is null since most bowls will start with nothing inside them. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
canHold |
string (blockcode) | - | What blocks (liquids) a liquid container can hold. | bucket | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
capacityLitres |
number | - | The amount of litres that a liquid container can hold. | bucket | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
closeSound |
Path to sound | - | The sound that plays when a container is opened. | chest, storagevessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
contentBlockCode |
- | - | Used by the flowerpot to manually store the block contained in each variant, which drops when the block is broken. | flowerpot, planter | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
contentConfig |
- | - | Used by food troughs to determine the properties of each content type. | trough-large, trough-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
code |
String | - | Identifier used for referencing in the JSON. | trough-large, trough-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
content |
Item or Block code | - | The item or block placed in the trough. | trough-large, trough-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
foodFor |
Entity Code | - | The entity that can interact with (eat) the contents. | trough-large, trough-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
quantityPerFillLevel |
number | - | The number of the item or block required to fill a "portion" of the trough. | trough-large, trough-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
maxFillLevels |
number | - | The maximum number of portions that the trough can be filled with. | trough-large, trough-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
shapesPerFillLevel |
Array of Shape Paths | - | A list of shapes for each level of the trough, with first being empty, the second with one layer etc. | trough-large, trough-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
textureCode |
Path to texture | - | The flat texture used for the contents in the trough. | trough-large, trough-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The large trough is a good example of how the contentConfig attribute is used, since it uses two different shape progressions for regular seed and dry grass: contentConfig: [
{
code: "flax",
content: { type: "item", code: "grain-flax" },
foodFor: ["pig-*", "sheep-*"],
quantityPerFillLevel: 2,
maxFillLevels: 8,
shapesPerFillLevel: ["block/wood/trough/large/grainfill1", "block/wood/trough/large/grainfill1", "block/wood/trough/large/grainfill2", "block/wood/trough/large/grainfill2", "block/wood/trough/large/grainfill3", "block/wood/trough/large/grainfill3", "block/wood/trough/large/grainfill4", "block/wood/trough/large/grainfill4"],
textureCode: "contents-flax"
},
{
code: "drygrass",
content: { type: "item", code: "drygrass" },
quantityPerFillLevel: 8,
maxFillLevels: 8,
shapesPerFillLevel: ["block/wood/trough/large/hayfill1", "block/wood/trough/large/hayfill1", "block/wood/trough/large/hayfill2", "block/wood/trough/large/hayfill2", "block/wood/trough/large/hayfill3", "block/wood/trough/large/hayfill3", "block/wood/trough/large/hayfill4", "block/wood/trough/large/hayfill4"],
foodFor: ["pig-*", "sheep-*"]
}
]
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
contentItemCode |
Item | - | The id of an item stored in a container. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
contentItem2BlockCode |
Item | - | Items that are converted into blocks when store in this container. | bowl | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
cookingContainerSlots |
Number | - | The number of slots a cooking container has. | crucible, pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
defaultTyped |
String | - | Since containers have a unique variant form called "types" this is used to determine what the default type is. | chest, storagevessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
dialogTitleLangCode |
String | - | Gives a container tooltip a "title" in the lang file (EG "Chest Contents"). | chest, storagevessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
displaycasable |
boolean | - | If true, allows a block to be placed in a display case. | crystal-small | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
eatenBlock |
Block Code | - | Used by meal blocks to determine what block to return to when the meal has been completely eaten. | bowl | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
eatenBlock |
Block Code | - | Used by meal container blocks to determine what block to return to when the meal has been emptied from it. | pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
fillHeight |
Number | - | Determines how high to render molten metal in a tool mold. | toolmold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
fillQuadsByLevel |
Array of Coordinates | - | Can be used to specify quadrants to render within for tool molds that have higher levels (such as the helve hammer or anvil molds). | toolmold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
We can look at how this is done with the Anvil mold: "fillHeight": 10,
"fillQuadsByLevel": [
{ x1: 2, z1: 3, x2: 13, z2: 13 },
{ x1: 2, z1: 3, x2: 13, z2: 13 },
{ x1: 2, z1: 3, x2: 13, z2: 13 },
{ x1: 4, z1: 6, x2: 11, z2: 10 },
{ x1: 4, z1: 6, x2: 11, z2: 10 },
{ x1: 4, z1: 6, x2: 11, z2: 10 },
{ x1: 4, z1: 6, x2: 11, z2: 10 },
{ x1: 4, z1: 5, x2: 14, z2: 11 },
{ x1: 1, z1: 5, x2: 15, z2: 11 },
{ x1: 1, z1: 5, x2: 15, z2: 11 },
],
As we can see, the anvil mold has 10 layers rather than one, and because it has different shapes for each layer we can redefine the space to render the molten metal per level by using two corners defined by x and z coordinates within the block. In the end, this gives a cleaner looking poured metal effect (even though it may be difficult to see what's going on in the mold). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
handleCookingContainerInteract |
boolean | - | If true, can be used to take food from a cooking container. | crock, pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
handleLiquidContainerInteract |
boolean | - | If true, can be used to hold liquids. | crock, pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
inFirePitProps |
- | - | Gives an item additional rendering properties when placed in a fire pit. | crucible, pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
transform |
- | - | If the model type shows the item, it can be transformed using this property. | crucible, pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
useFirepitModel |
- | - | Tell the firepit which model to use when this item is placed into it. | crucible, pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Here's an example of how the firepit transformation is used by the pot and crucible: inFirePitProps: {
transform: {
translation: { x: 0, y: 0.125, z: 0 }
},
useFirepitModel: "Wide"
}
If you're familiar with the other transformation code, this is nothing unusual and works on the same principles by changing the scale, position and rotation of the model with respect to the origin of rotation. At the moment | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
input-face |
Side ID | - | Used to determine what faces of the block can be used as an input for a hopper (set to "null" since it does not have an input face). | hopper | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
inventoryClassName |
String | - | Used to name an inventory during the loading of inventories in the world. Use "chest" for any generic containers. | chest, storagevessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
item-flowrate |
Number | - | Used by the chute block to determine how many items move through it per second. | chute | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
liquidcontainer |
boolean | - | If true, allows the block to hold and take liquids. | bucket | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
maxContainerSlotStackSize |
Number | - | Limits the stacksize of items placed into the container. | pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
maxHeatableTemp |
Number | - | The highest temperature that the container can be heated. | pot, crucible | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
mealBlockCode |
Block Code | - | Used by meal blocks to determine which variant is used when filled with a meal. | bowl | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
mealContainer |
boolean | - | Allows the block to function as a meal container (can pull from meal blocks like crocks). | bowl | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
openSound |
Path to Sound | - | Determines what sound is played when a container is opened. Generally used in tandem with closeSound. | chest, storagevessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
output-face |
Direction ID | - | Used by the chute block to determine which face of the block is used as an output for transferring items. | chute | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
panningDrops |
- | - | If a block can be used for panning (using the BlockPan class), these are its potential drops. | pan | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
You can add all sorts of items using the following format: { type: "item", code: "nugget-nativecopper", chance: { avg: 0.15, var: 0 } },
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
quantitySlots |
number | - | The number of slots a generic container has. | chest, storagevessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
requiredUnits |
number | - | The number of units required to fill a tool mold with molten metal. | toolmold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
retrieveOnly |
boolean | - | If true, makes it so that a container can only be taken from and cannot be used to store new items. | lootvessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
servingCapacity |
number | - | The number of servings of a meal a block can hold. | crock, bowl | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
shelvable |
boolean | - | If true, allows the block to be placed on a shelf. | crystal-small, seashell | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
sitHeight |
number (decimal) | - | Used by flower pots to determine how high the incorporated block should be rendered. | flowerpot, planter | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
spoilSpeedMulByFoodCat |
- | - | Used to make food spoil slower or faster when stored in a container. | storagevessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The clay storage vessel is a good example of this: spoilSpeedMulByFoodCat: {
"normal": {
"vegetable": 0.75,
"grain": 0.5
}
},
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
storageType |
Number (Storage Flag) | - | The storage flag of the container, which can limit what types of items or blocks can be stored within it. | storagevessel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
textureMapping |
- | - | A more complex method of texturing block shapes with multiple content combinations. Used primarily with the pot to texture the food contents. | pot | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
types |
- | - | A secondary method of variant categorization used by containers to help with assigning attributes. | chest | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
variantByGroup |
- | - | Used by generic containers to group types by a specific variant. "side" is used since it is a common variant of all the types. | chest | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
variantByGroupInventory |
- | - | A subtype inventory name that can be assigned to types (usually this is "null"). | chest | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
waterTightContainerProps |
- | - | This contains all the liquid properties of an block, generally determining how it is stored and used with a bucket. Keep in mind this is not generally used for blocks, as most liquids that use this property are items, even if they come from a source block. | water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
containable |
boolean | - | If true, the liquid can be placed into liquid containers, such as barrels and buckets. | water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
itemsPerLitre |
number (int) | - | The number of itemstack items required to make a litre of liquid. Generally this value is 1:1, but concentrated items like honey can be 4:1. | water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
texture |
Path to Texture | - | A "block" texture given to a liquid when it's rendered in containers or other items. | waterportion, honeyportion | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
allowSpill |
boolean | - | If true, allows the player to use the Ctr + Right Click function to "spill" the liquid from a container. The whenSpilled property determines what happens if this is true. | waterportion, limewater | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tintIndex |
integer | 0 | Tints the color of the item if it's ever drawn as a block: 0 for no tint, 1 for plant climate tint, 2 for water climate tint. | - | waterportion, limewater | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
whenFilled |
Item or Block Code | - | Determines what is stored in a liquid container when interacted with. | water | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
whenSpilled |
- | - | Determines what happens when the "spill" interaction is used. Only works if the allowSpill property is set to true. | waterportion, limewater | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
action |
string | - | Code identifier that determines what happens when the liquid is spilled from a container. | waterportion, limewater | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
PlaceBlock |
- | - | Places a block at the spilled location. | waterportion | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
DropContents |
- | - | Drops an item at the location. If the item is a liquid it will disappear immediately with a "splash" particle effect. | limeportion | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
stack |
- | - | The block or item dropped when spilled. if the "PlaceBlock" action is chosen a block is placed, if "DropContents" is used an item is generated. | waterportion, limewater | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
stackByFillLevel |
- | - | Allows for different blocks or items to be placed based on the level of the liquid in the container. | waterportion, limewater | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
We'll look at an example of how this property is utilized by water block: waterTightContainerProps: {
containable: true,
itemsPerLitre: 1,
whenFilled: { stack: { type: "item", code: "waterportion" } }
}
As we can see, most of the watertight properties are not used by the block, that's because most of them are used by the item equivalent "waterportion". | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Rendering Attributes) |
Attributes that define additional rendering information. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
(Misc Attributes) |
Miscellaneous, unsorted attributes. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
allowUnstablePlacement |
boolean | - | If the block has the "unstable" behavior, this allows it to be generated in positions that it can fall from. | sand, gravel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
beeFeed |
boolean | - | Whether or not the block is a viable source of bee feeding (IE a flower). | all crops, bigberrybush, flower, smallberrybush | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
butterflyFeed |
boolean | - | Whether or not the block will attract butterflies. | all crops, bigberrybush, flower, smallberrybush | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blastRadius |
number | - | Used by bombs to determine the radius of the blast. | oreblastingbomb | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blastType |
number, 0, 1 or 2 | - | Used by bombs to determine what type of blocks are broken. | oreblastingbomb | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
0 = Destroys ores, 1 = Destroys stone, 2 = Damages only entities. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
canChisel |
boolean | - | If true, allows the block to be chiseled. | rock, all slabs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
canFallSideways |
- | - | If true, allows a block to move sideways when it falls. | gravel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
chiselShapeFromCollisionBox |
boolean | - | If true, uses the collision box as the starting point for chiseling. | most stairs, all slabs | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
convertFrom |
block | - | If a block converts to another block, this is the block that can be converted. | carcass | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
convertTo |
block | - | If a block converts to another block, this is the block that it will turn into. | carcass | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
delayGrowthBelowSunlight |
number | - | Used by the farmland block to delay growth when sunlight is below the given value. | farmland | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
drop |
- | - | Used by the toolMold block to determine what item it drops, not to be confused with the drops property. | toolMold | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
fenceConnect |
boolean | - | Can be used to prevent a solid block from connecting to fences. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
growthBlockLayer |
string | - | Determines what layers of a block will grow grass, currently only uses "l1soilwithgrass", which grows grass on the first layer only. | soil | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
growthLightLevel |
- | - | Used by the soil block to determine what light level is required for it to grow grass on. | soil | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
inGameHours |
number | - | If a block converts to another block, this is the amount of time required for it to convert. | carcass | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
injureRadius |
number | - | Used by bombs to determine the radius that it will cause injury to entities. | oreblastingbomb | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
lossPerLevel |
- | - | Used in combination with delayGrowthBelowSunlight to determine how much growth progression is lost per light level. | farmland | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
mechanicalPower |
- | - | Used by the angled gear block to determine how to render gears in the different orientations. | angledgears | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
noDownVariant |
- | - | When giving a block variants based off the orientation library, this can be used to prevent a "down" variant from being used. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
placeBelowBlockCode |
block | - | Used by the BlockSoilDeposit class to place specific blocks beneath it during world generation. | clay, peat | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
preventsDecay |
boolean | - | If true, prevents nearby leaves from "decaying", IE disappearing. | log, soil | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
rotatableInterval |
string | - | Gives some blocks additional rotation properties when placed (currently "22.5degnot45deg" and "22.tdeg" are the only two options). | chest | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
sleepEfficiency |
number (decimal) | - | Determines how long a player can sleep in a bed, based off a ratio of 12 hours. (ratio = #maxhours/12). | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
spreadGrass |
boolean | - | If true, can spread grass to other soil blocks. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
stackable |
boolean | - | Used by berry bushes to determine whether they can be stacked atop each other. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tallGrassGrowChance |
number (decimal) | - | Used by the soil block to determine how often it will grow tall grass on top of it. | clay, peat, soil | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
temperature |
- | - | Used by liquids to determine the temperature of the core block. | lava | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tempLossPerMeter |
number | - | How much temperature is lost for a liquid as it moves away from a source block. | lava | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tickGrowthProbability |
number (decimal) | - | Used by crops to determine how often it will randomly progress its growth stage per tick. | all crops | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
toolTransforms |
- | - | Used to set default transformation on the toolrack, though all tools generally use their own. | toolrack | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
weedBlockCodes |
- | - | Used by the farmland block to determine what "weeds" can grow on it. | farmland | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
We can see here that this property allows tallgrass and horsetails to grow on farmland with varying degrees of likelihood: weedBlockCodes: [
{ code: "tallgrass-veryshort", chance: 1 },
{ code: "tallgrass-short", chance: 1 },
{ code: "tallgrass-mediumshort", chance: 1 },
{ code: "tallgrass-medium", chance: 1 },
{ code: "flower-horsetail", chance: 0.2 },
]
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Rendering | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
textures |
key: string, value: object | The texture definitions for the block as seen in the world, when dropped on the ground or held in the hand. Within a mod, to refer to a texture from the base game, prefix the path with "game:" (i.e. base: "game:path/to/texture") | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
base overlays alternates |
The dictionary contains multiple named textures. Different tessellators expect different texture names. Most tessellators accept the special "all" alias to set all textures at once.
Default example (glass): textures: {
all: { base: "block/glass" },
}
textures: {
all: {base: "block/stone/rock/{rock}" },
}
There are a few aliases that set multiple textures at the same time:
For example, hay block uses two aliases: textures: {
horizontals: { base: "block/hay/{type}-side" },
verticals: { base: "block/hay/{type}-top" },
},
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
texturesinventory |
key: string, value: object | The texture definitions for the block as seen in the player inventory. Overrides the textures. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
shape |
object | - | For the json drawtype, the shape definition of the block as shown in the world, dropped on the ground or held in hand. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
base |
The path to the shape json file, the base dir is assets/shapes/. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
rotatex |
float | 0 | Only 90 degree rotations are possible. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
rotatey |
float | 0 | Only 90 degree rotations are possible. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
rotatez |
float | 0 | Only 90 degree rotations are possible. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
shapeinventory |
object | - | For the json drawtype, the shape definition of the block as shown in the players inventory. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
drawtype |
string | "cube" | Determines how the block is tesselated, select JSON for being able to use custom JSON Models. The other values are hardcoded methods of tesselating the block. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blockLayer_1 |
0 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blockLayer_2 |
1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blockLayer_3 |
2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blockLayer_4 |
3 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blockLayer_5 |
4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blockLayer_6 |
5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
blockLayer_7 |
6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
json |
7 | Will draw a json model. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
empty |
8 | Nothing will be drawn. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
cube |
9 | Draws an ordinary cube. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
cross |
10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
transparent |
11 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
liquid |
12 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
crossandsnowlayer |
13 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
renderpass |
string | "opaque" | Determines how the block will be drawn. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
opaque |
0 | Used for solid blocks with no half transparency. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
opaquenocull |
1 | Used for non-solid single faced blocks, such as tall grass. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
transparent |
2 | Use for solid halftransparent blocks, such as glass | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
liquid |
3 | Used for liquids, produces waves. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
topsoil |
4 | Used for grass covered blocks. Allows for a smooth transition from grass to soil, while still allowing climate tinting of grass. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ambientocclusion |
boolean | true | If ambient occlusion will be applied to the block. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tintindex |
integer | 0 | 0 for no tint, 1 for plant climate tint, 2 for water climate tint. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
renderflags |
0 ... 255 | 0 | 8 bits that are sent to the graphics card for each vertex of the blocks shape. The lower 3 bits are currently used for altering the vertexes z-depth to fix a bunch of z-fighting issues. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
facecullmode |
string | "default" | Determines which sides of the blocks should be rendered. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
default |
0 | Culls faces if they are opaque faces adjacent to opaque faces. | - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
nevercull |
1 | Never culls any faces. | - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
merge |
2 | Culls all faces that are adjacent to opaque faces and faces adjacent to blocks of the same id (Example usage: Ice blocks). | - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
collapse |
3 | Culls all faces that are adjacent to opaque faces and the bottom, east or south faces adjacent to blocks of the same id. This causes to still leave one single face in between instead of 2, eliminating any z-fighting. | - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
mergematerial |
4 | Same as Merge but checks for equal material (Example usage: Plain glass and all colored glass blocks). | - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
collapsematerial |
5 | Same as Collapse but checks for equal material (Example usage: All leaves blocks). | - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
liquid |
6 | Same as CollapseMaterial but also culls faces towards opaque blocks. | - | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
sideopaque |
key: string, value: boolean | - | Determines if given block face is fully opaque. If yes, the opposite face of the adjacent block will not be drawn for efficiency reasons. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
all horizontals verticals east west up down north south
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sideao |
key: string, value: boolean | - | If AmbientOcclusion will be applied for each side. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
all horizontals verticals east west up down north south
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sidesolid |
key: string, value: boolean | - | Determins if given block side is solid. If true, other blocks like torches can be attached to it. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
all horizontals verticals east west up down north south
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randomdrawoffset |
boolean | false | If true then the block will be randomly offseted by 1/3 of a block when placed. | flower | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
randomRotations |
boolean | false | If true then the block will be randomly rotated when placed. | flower | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
lighthsv |
byte array with 3 elements. See http://tyron.at/vs/vslightwheel.html for valid values | - | For light emitting blocks: hue, saturation and brightness value. | torch, oillamp, lantern | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
lightabsorption |
0 ... 255 | 99 | For light blocking blocks. Any value above 32 will completely block all light. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
guitransform |
object | block default | Used for scaling, rotation or offseting the block when rendered in guis. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
fphandtransform |
object | block default | Used for scaling, rotation or offseting the block when rendered in the first person mode hand. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
tphandtransform |
object | block default | Used for scaling, rotation or offseting the block when rendered in the third person mode hand. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
groundtransform |
object | block default | Used for scaling, rotation or offseting the rendered as a dropped item on the ground. | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
randomizeaxes |
string | "xyz" | Random texture selection - whether or not to use the Y axis during randomization (for multiblock plants). | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
xyz |
0 | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
xz |
1 | - | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
vertexFlags |
- | - | Applies special effects to a block, including motion shaders and other fancy renderings. | crops, leaves, snow, tallgrass, waterlily | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
glowLevel |
0 ... 255 | 0 | Causes the block to visually glow if Bloom is enabled. Basic glow level for all the blocks model elements. | glacerice, lava | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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grassWindwave |
boolean | false | If true, applies the grass wind wave effect to block. | tallgrass, flower, fern | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
leavesWindwave |
boolean | false | If true, applies the rustling leaves effect on a block. | leaves, leavesbranchy | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
lowContrast |
boolean | false | If true, applies a low contrast shader to a block. | snow | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
reflective |
boolean | false | If true, applies a reflective shader effect to a block. | snow | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
waterWave |
boolean | false | If true, applies the water wave effect to block. | waterlily | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
waterWave |
boolean | false | If true, applies the water wave effect to block. | waterlily | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
zOffset |
boolean | number | - | Used to prevent rendering conflicts when blocks are drawn at a distance (IE z-fighting). |
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