Property |
Type |
Default |
Usage |
json |
|
|
|
Core (no byType available) |
Code |
string |
required |
A unique identifier for the block. |
|
A domain prefix will be added dynamically depending on the location of the file. Every mod and the VintageStory itself have a unique prefix.
For example the code stone would turn into game:stone .
The code identifier has to be unique, at least inside his domain, so in theory there can be equal identifiers with different domain prefixes.
Find out more about Domains.
|
Enabled |
boolean |
true |
If the block will be loaded or not. Can be used to temporarily remove the block. |
VariantGroups |
array of object |
- |
Allows you define multiple variants of the same block. |
|
The variantgroups property allows you to define multiple variants of this block. All of them will have their unique code, which will added to the 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 blocks bowl-raw and bowl-burned .
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: barrel-closed-empty , barrel-closed-cabbage , barrel-opened-empty and barrel-opened-cabbage .
Additionally it is possible to refer to external lists that are found in the worldproperties folder, such as block/rock , which contains all states of all rock types. This used for gravel , sand and rock :
variantgroups: [
{ loadFromProperties: "block/rock" },
],
Here is a full list of all groups and their variants (you can also find them in the assets/worldproperties folder):
The world properties are stored in the assets/survival/worldproperties folder. They are used to help fill in the variantgroups field. Instead of directly specifying every state in the variant group, the states can be loaded from a world property through the loadFromProperties key. The states from multiple world properties can be added with the loadFromPropertiesCombine key, which takes an array of strings. The states key can still be optionally added to the variant group to specify additional states.
For example, the following creates a variant group named orientation. It contains 5 states. north , east , south , and west are loaded from the abstract/horizontalorientation world property. up is added to the list of states.
variantgroups: [
{ code: "orientation", states: ["up"], loadFromProperties: "abstract/horizontalorientation" }
],
Unwanted variant states can be filtered out with the skipVariants property. Or all states that do not match an expression can be filtered out with the allowedVariants property.
Name |
States |
abstract/alloy |
- |
abstract/coating |
n, e, s, w, u, d, ud, ns, ew, nd, ed, sd, wd, su, wu, nu, eu, es, sw, nw, ne, nwd, ned, esd, swd, nwu, neu, esu, swu, nsd, ewd, sud, wud, nud, eud, nsu, ewu, nes, esw, nsw, new, newd, nesd, eswd, nswd, eswu, nswu, newu, nesu, nesw, ewud, nsud, neud, esud, swud, nwud, neswd, neswu, newud, nesud, eswud, nswud, neswud |
abstract/fertility |
verylow, low, medium, compost, high |
abstract/grasscoverage |
none, verysparse, sparse, normal |
abstract/horizontalorientation |
north, east, south, west |
abstract/rockgroup |
- |
abstract/verticalorientation |
up, down |
block/flower |
catmint, cornflower, forgetmenot, edelweiss, heather, horsetail, orangemallow, wilddaisy, westerngorse, cowparsley, goldenpoppy, lilyofthevalley, woad, redtopgrass |
block/fruit |
blueberry, cranberry, redcurrant, whitecurrant, blackcurrant, saguaro, pineapple, redapple, pinkapple, yellowapple, cherry, peach, pear, orange, mango, breadfruit, lychee, pomegranate |
block/grass |
- |
block/herb |
basil, chamomile, cilantro, lavender, marjoram, mint, saffron, sage, thyme |
block/metal |
bismuth, bismuthbronze, blackbronze, brass, chromium, copper, cupronickel, electrum, gold, iron, meteoriciron, lead, molybdochalkos, platinum, nickel, silver, stainlesssteel, steel, tin, tinbronze, titanium, uranium, zinc |
block/mushroom |
flyagaric, fieldmushroom, almondmushroom, bitterbolete, blacktrumpet, chanterelle, commonmorel, deathcap, devilstooth, devilbolete, earthball, elfinsaddle, golddropmilkcap, greencrackedrussula, indigomilkcap, jackolantern, kingbolete, lobster, orangeoakbolete, paddystraw, puffball, redwinecap, saffronmilkcap, violetwebcap, witchhat, beardedtooth, chickenofthewoods, dryadsaddle, pinkoyster, tinderhoof, whiteoyster, reishi, funeralbell, deerear, livermushroom, pinkbonnet, shiitake |
block/ore-gem-cut |
diamond, emerald, peridot |
block/ore-gem-rough |
diamond,emerald,olivine_peridot |
block/ore-graded |
nativecopper,limonite,quartz_nativegold,galena,cassiterite,chromite,ilmenite,sphalerite,quartz_nativesilver,galena_nativesilver,bismuthinite,magnetite,hematite,malachite,pentlandite,uranium,wolframite,rhodochrosite |
block/ore-nugget |
nativecopper,limonite,nativegold,galena,cassiterite,chromite,ilmenite,sphalerite,nativesilver,bismuthinite,magnetite,hematite,malachite,pentlandite,uranium,wolframite,rhodochrosite |
block/ore-ungraded |
alum,lapislazuli,corundum,anthracite,borax,cinnabar,lignite,bituminouscoal,sylvite,quartz,olivine,sulfur,fluorite,graphite,kernite,phosphorite |
block/painting |
howl,elk,underwater,prey,forestdawn,fishandtherain,bogfort,castleruin,cow,hunterintheforest,seraph,sleepingwolf,sunkenruin,traveler,oldvillage,lastday,sodhouse |
block/rock |
andesite,chalk,chert,conglomerate,limestone,claystone,granite,sandstone,shale,basalt,peridotite,phyllite,slate,bauxite |
block/rockwithdeposit |
andesite,chalk,chert,conglomerate,limestone,claystone,granite,sandstone,shale,basalt,peridotite,phyllite,slate,obsidian,kimberlite,scoria,tuff,bauxite,halite,suevite,whitemarble,redmarble,greenmarble |
block/tallgrass |
veryshort,short,mediumshort,medium,tall,verytall,eaten |
block/toolmetal |
bismuth,bismuthbronze,blackbronze,brass,copper,gold,iron,meteoriciron,lead,molybdochalkos,silver,steel,tinbronze |
block/wood |
birch,oak,maple,pine,acacia,kapok,baldcypress,larch,redwood,ebony,walnut,purpleheart |
Wondering where some links have gone?
The modding navbox is going through some changes! Check out Navigation Box Updates for more info and help finding specific pages.
Futhermore there are two ways of combining together groups. So far we covered the default combination mode, which is multiplicative (the total count of variants is the product of all states).
Let's take a look at a different example (flowerpot), which uses the additive combination mode:
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 flowerpot-raw , flowerpot-empty , flowerpot-{all flowers} , flowerpot-{all mushrooms} and flowerpot-{all saplings} .
Things might get clearer if we look at another example:
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 same-raw , same-baked , different-raw , different-baked , red and green
The additive combination means all states will be added as a separate variant.
|
Specific |
Class |
string |
"block" |
The block class can add special functionalities for the block. |
|
A complete tutorial of how to create your own class can be found here.
|
EntityClass |
string |
- |
The block entity class is able to tick and to store extra data. |
|
A complete tutorial of creating your own entityclass can be found here.
|
Behaviors |
array of object |
- |
A behavior adds custom abilities such as falling block.. |
|
Here is an overview of all exisiting behaviors, if you want to create your own custom behavior you can read Adding Block Behavior.
Adding behaviors to your block
Block behaviors are an array of objects with properties attached to your block. They are added through the behaviors field at the top level (same level as the code field) of a block json file.
Below is an example of two behaviors, one with properties and one without properties.
{
...
code: "exampleblock",
...
behaviors: [{name: "behavior1", properties: {myProperty1: "myValue1", myProperty2: "myValue2"}},{name: "behavior2"}],
...
}
All Block Behaviors
Here is a table containing all properties of the base game as of 1.18.14.
Behavior Name
|
Properties
|
Used by Blocks
|
BlockEntityInteract |
- |
door
|
BreakIfFloating |
- |
termitemound, crackedrock, meteorite, ore, ore, ore, rock, rottenlog
|
BreakSnowFirst |
- |
tallgrass, stonepath
|
CanAttach
|
|
drystonefence, woodenfence, roughhewnfence
|
CanIgnite |
- |
torch
|
CollectFrom |
- |
henbox
|
Container |
- |
storagevessel, stove, hopper, quern, crate, labeledchest, trunk, chest, firepit, stationarybasket
|
Decor
|
- sides
- sidedVariants
- nwOrientable
- drawIfCulled
- alternateZOffset
- notFullFace
- removable
- thickness
|
linen, mediumcarpet, rushmat, smallcarpet, wallpaper, wool, hotspringbacteriasmooth, hotspringbacteria, attachingplant, overlay, overlay, oxidation, transition, fallenleaves, caveart
|
Door |
- |
door
|
DropNotSnowCovered |
- |
fern, flower
|
ExchangeOnInteract
|
- exchangeStates (string array of block states)
- sounds (path from sounds folder)
- actionLangCode (language key from the lang file)
|
trapdoor
|
FiniteSpreadingLiquid
|
- liquidCollisionSound (path from sounds folder)
- sourceReplacementCode (block code)
- flowingReplacementCode (block code)
- collidesWith (other liquid)
- spreadDelay (int, default: 0)
|
boilingwater, water, lava, saltwater
|
Harvestable
|
- harvestTime (float, seconds, default: 0)
- harvestedStack (BlockDropItemStack)
- harvestingSound (path from sounds folder)
- harvestedBlockCode (block code)
|
bigberrybush, saguarocactus, smallberrybush, log-resin
|
HeatSource
|
|
boilingwater, lava, forge, firepit, pitkiln, coalpile, ember, fire
|
HorizontalAttachable
|
- handleDrops (bool, default: true)
- dropBlockFace (Compass Direction, default: "north")
- dropBlock (block name)
- attachmentAreas (side -> RotatableCube)
- attachmentArea (cuboid)
|
tapestry, torchholder, mushroom, canvas, moldrack, painting, shelf, toolrack
|
HorizontalOrientable
|
- dropBlockFace (Compass Direction, default: "North")
- drop (block name)
|
agedwallpaperplanks, altar, bellows, bloomerybase, brake, cage, churn, clayoven, clutch, cokeovendoor, condenser, crank, creativerotor, helvehammerbase, jonas, labeledchest, metalpartpile, palisadestakes, palisadewall, pulverizerframe, resonator, skep, slantedroofing, slantedroofingcornerinner, slantedroofingcornerouter, statictranslocator, stationarybasket, stonecoffinsection, stove, trunk, verticalboiler, wagonwheels, windmillrotor, workbench
|
HorizontalUpDownOrientable |
- |
-
|
Ignitable |
- |
charcoalpit, clayoven, firepit
|
JonasBoilerDoor |
- |
jonas
|
JonasGasifier |
- |
jonas
|
JonasHydraulicPump |
- |
jonas
|
Ladder
|
- dropBlockFace (face direction, Default: north)
- isFlexible (bool, default: false)
|
ladder
|
Lockable |
- |
archimedesscrew, chest, chute, cokeovendoor, crate, door, hopper, irondoor, labeledchest, roughhewnfencegate, stationarybasket, storagevessel, trapdoor, trunk, woodenfencegate
|
MilkingContainer |
- |
woodbucket
|
Multiblock
|
- sizex
- sizey
- sizez
- type
- cposition
|
jonas, riftward, verticalboiler, banner, trunk, painting
|
MyceliumHost |
- |
creativegrass, forestfloor, log, soil
|
NoParticles |
- |
claybrickchimney
|
NWOrientable |
- |
bookshelves (legacy), claybrickchimney, fruitpress, fruitpresstop, mannequin, slantedroofingridge, transmission, trough, woodenpath, woodentoggle
|
OmniAttachable
|
- facingCode (string, default: orientation)
- attachmentAreas (side -> RotatableCube)
|
crystal, lantern
|
OmniRotatable
|
- rotateH (bool, default: false)
- rotateV (bool, default: false)
- rotateV4 (bool, default: false)
- rotateSides (bool, default: false)
- facing (string, "block" or "player", default: "player")
- dropChance(float, default: 1)
|
brickslabs, clayshinglelabs, cobblestoneslab, glassslab, mudbrickslab, plankslab, polishedrockslab, quartzslab, stonebrickslab, trapdoor
|
Pillar
|
- invertedPlacement (bool, default: false)
|
carvedlog, debarkedlog, hay, log, lognarrow, planks, plaster, quartzpillar, stackedbamboo, woodenaxle
|
Pumpkin
|
- vineGrowthStage(int)
- vineGrowthQuantity(NatFloat)
|
crop
|
PushEventOnBlockBroken
|
|
bamboo, bambooleaves, leaves, leavesbranchy, leavesnarrow, log, lognarrow, logsection
|
RainDrip |
- |
-
|
Reinforcable |
- |
-
|
RightClickPickup
|
- dropsPickupMode (bool, default: false)
- sound (path from sounds folder)
- placeSound (path from sounds folder)
|
basereturnteleporter, bowl, bowl-meal, clayplanter, claypot, crock, crucible, egg, flowerpot, ingotmold, jug, lantern, looseflints, looseores, loosestick, loosestones, metal, oillamp, pan, pie, pineapple, pumpkin, seashell, storagevessel, toolmold, wateringcan, woodbucket
|
RopeTieable |
- |
roughhewnfence, woodenfence
|
Slab |
- |
-
|
Steaming |
- |
boilingwater
|
SneakPlacing |
- |
pan, pie, wateringcan
|
Unplaceable |
- |
bloomerychimney, bowl, bowl-meal, clayplanter, claypot, crock, crucible, flowerpot, ingotmold, jug, metal, pineapple, pumpkin, storagevessel, toolmold, wateringcan
|
Unstable
|
- attachedToFaces (default: down)
- attachmentAreas (side -> RotatableCube)
|
bunchocandles, crop, deadcrop, firepit, oreblastingbomb, silvertorchcactus, verticalboiler, wildbeehive, woodenpath, woodenrails
|
UnstableFalling
|
- attachableFaces (string array)
- attachmentArea (cuboid)
- attachmentAreas (side -> RotatableCube)
- ignorePlaceTest (bool, default: false)
- exceptions (block code array)
- fallSideways (bool, default: false)
- dustIntensity (float, default: 0)
- fallSidewaysChance (float, default: 0.3)
- fallSound (path from sounds folder)
- impactDamageMul (float, default 1)
|
anvil, anvilpart, barrel, barrelcactus, bloomerychimney, bonyremains, bonysoil, carcass, chair, chandelier, cheese, churn, clayplanter, coalpile, dirtygravel, displaycase, drycarcass, egg, flowerpot, gravel, groundstorage, ingotmold, knappingsurface, lightningrod, looseboulders, looseflints, loosegears, looseores, loosestick, loosestones, lootvessel, metal, metalpartpile, muddygravel, oillamp, omoktabletop, pan, pie, quern, sand, seashell, sieve, sludgygravel, snowlayer, stonecoffinlid, storagevessel, table, talldisplaycase, toolmold, wateringcan, woodbucket
|
WrenchOrientable
|
- hideInteractionHelpInSurvival (bool, default: false)
- baseCode (string)
|
banner, brickslabs, brickstairs, carvedlog, chute, clayshinglelabs, clayshinglestairs, clutter, cobblestoneslab, cobblestonestairs, debarkedlog, glassslab, jonas, log, mudbrickslab, planks, plankslab, plankstairs, plaster, polishedrockslab, quartzpillar, quartzslab, quartzstairs, stonebrickslab, stonebrickstairs, stonepathstairs
|
WorldEditFixGhostBlockPlace |
- |
-
|
Wondering where some links have gone?
The modding navbox is going through some changes! Check out Navigation Box Updates for more info and help finding specific pages.
|
BlockMaterial |
string |
- |
A behavior adds custom abilities such as falling block. |
|
Currently only used for mining speed for tools.
Json:block:material
|
MatterState |
array of object |
"block" |
Determines whether the block is in a solid, a liquid, a gas or a plasma state. |
|
Used for special collision behavior and rendering. Currently used for:
Liquid:
- Lava
- Water
- Water with particles
Gas/Plasma:
none added yet
|
Resistance |
decimal number |
6 |
How long it takes to break this block in seconds (with a mining speed of 1). |
|
Same examples of resistance's values used in VintageStory:
Block |
Value |
leave |
0.5 |
wool |
1.0 |
bowl |
1.5 |
obsidian |
2 |
plank |
3.5 |
log |
4.5 |
rock |
6 |
|
RequiredMiningTier |
integer |
0 |
Minimum required mining tier to get the drop out of the block. |
|
Tier |
Ores |
1 |
gelena and rocksalt_sylvite |
2 |
lignite, cassiterite, sphalerite, rocksalt, sulfur and nativecopper |
3 |
bituminouscoal, quartz_nativegold, quartz_nativesilver, lapislazuli, bismuthinite, quartz, magnetite and limonite |
4 |
diamond and emerald |
5 |
chromite, platinum and ilmenite |
|
Climbable |
boolean |
false |
If true, walking against this block will make the player climb (used for ladders). |
RainPermeable |
boolean |
false |
If rain can fall through this block. |
SnowCoverage |
boolean |
- |
Whether snow may rest on top of this block. |
|
All none solid blocks can't be covered by snow unless it's defined different:
- Leaves (also branchy): true,
- Water with particles, Lakeice: false
|
CollisionBox |
object |
box (0,0,0 -> 1,1,1) |
Defines a box with which the player collides with. |
|
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.
|
CollisionBoxes |
array of object |
- |
Defines multiple boxes with which the player collides with. |
|
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 },
]
},
|
SelectionBox |
object |
box (0,0,0 -> 1,1,1) |
Defines a box which the player's mouse pointer collides with for selection. |
|
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.
|
SelectionBoxes |
array of object |
- |
Defines multiple boxes which the player's mouse pointer collides with for selection. |
|
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 },
]
},
|
Replaceable |
integer |
0 |
A value usually between 0-9999 that indicates which blocks may be replaced with others. |
|
Value |
Effect (Blocks) |
0 |
ordinary blocks (stone for example) |
5000 |
Everything equal or above will be washed away by water (such as Fruit). |
6000 |
Everything equal or above wwill replaced when the player tries to place a block (such as Tallgrass). |
9000 |
Lava |
9500 |
Water |
9999 |
Air |
|
Fertility |
integer |
0 |
Which plants can grow on top of this block. |
|
Value |
Effect |
0 |
nothing can grow. |
10 |
some tallgrass and small trees can be grow on it. |
100 |
all grass and trees can grow on it. |
|
GlowLevel |
0 ... 255 |
0 |
Basic glow level for all the blocks model elements. |
|
Blocks |
Value |
Glacierice |
8 |
Paperlantern |
32 |
Ember |
48 |
Fire, Firepit, Oillamp, Torch |
64 |
Lava |
128 |
|
LightAbsorption |
0 ... 32 |
0 |
For light blocking blocks. Any value above 32 will completely block all light. |
WalkspeedMultiplier |
decimal number |
1 |
Percentage walk-speed when standing on or inside this block. |
|
Blocks |
Value |
Spiderweb |
0.25 |
Stonepath |
1.15 |
|
DragMultiplier |
decimal number |
1 |
Drag multiplier applied to entities standing on it (slipperiness factor). |
|
Blocks |
Value |
Glacierice, Lakeice |
0.02 |
|
Drops |
array of object |
- |
The items that should drop from breaking this block. |
|
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:
Special drop
You can also specify a special item/ block. Therefore you need to define an ItemStack, with the given properties:
Property |
Default |
Explanation |
type |
block |
Can either be block or item. |
code (required) |
- |
The complete code (can also include domain) of the item or block. |
lastdrop |
false |
If true and the quantity dropped is >=1 any subsequent drop will be ignored. |
attributes |
- |
Tree Attributes that will be attached to the resulting itemstack. |
tool |
- |
If specified then given tool is required to break this block. |
quantity |
- (one) |
Determines the quantity of items which will be dropped. |
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 drop
quantity
Name |
Explanation |
uniform |
Select completely random numbers within avg-var until avg+var. |
triangle |
Select random numbers with numbers near avg being the most commonly selected ones, following a triangle curve. |
gaussian |
Select random numbers with numbers near avg being the most commonly selected ones, following a gaussian curve. |
narrowgaussian |
Select random numbers with numbers near avg being the most commonly selected ones, following a narrow gaussian curve. |
inversegaussian |
Select random numbers with numbers near avg being the least commonly selected ones, following an upside down gaussian curve. |
narrowinversegaussian |
Select random numbers with numbers near avg being the least commonly selected ones, following an upside down gaussian curve. |
invexp |
Select numbers in the form of avg + var, wheras low value of var are preferred. |
stronginvexp |
Select numbers in the form of avg + var, wheras low value of var are strongly preferred. |
strongerinvexp |
Select numbers in the form of avg + var, wheras low value of var are very strongly preferred. |
dirac |
Select completely random numbers within avg-var until avg+var only ONCE and then always 0. |
drops: [
{
type: "item",
code: "stone-{rock}",
quantity: { avg: 2.5, var: 0.5 }
},
]
https://en.wikipedia.org/wiki/Gaussian_function#/media/File:Normal_Distribution_PDF.svg
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
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 } }
],
}
|
Common |
maxstacksize |
number |
64 |
Determines the maximum amount you can stack the block in one slot. |
creativeinventory |
arrays |
|
In which creative inventory tabs the block should be visible in. |
Rendering |
renderpass |
string (of enum) |
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. |
shape |
shape |
|
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 |
|
rotateY |
float |
0 |
|
rotateZ |
float |
0 |
|
shapeinventory |
shape |
|
For the json drawtype, the shape definition of the block as shown in the players inventory. |
base |
|
|
The path to the shape json file, the base dir is assets/shapes/. |
rotateX |
float |
0 |
|
rotateY |
float |
0 |
|
rotateZ |
float |
0 |
|
ambientocclusion |
boolean |
true |
If ambient occlusion will be applied to the block. |
drawtype |
string (of enum) |
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. Check Drawtypes for a full list. |
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 |
|
textures |
key: direction, value: texture |
|
The texture definitions for the block as seen in the world, when dropped on the ground or held in the hand. |
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" },
}
Using variantgroups (rock):textures: {
all: {base: "block/stone/rock/{rock}" },
}
There are a few aliases that set multiple textures at the same time:
- all - sets all textures for tessellators that support the alias
- sides - "west", "east", "north", "south", "up", and "down"
- horizontals - "west", "east", "north", and "south"
- verticals - "up" and "down"
- westeast - "west" and "east"
- northsouth - "north" and "south"
For example, hay block uses two aliases:
textures: {
horizontals: { base: "block/hay/{type}-side" },
verticals: { base: "block/hay/{type}-top" },
},
There are many options to rotate textures, combine them, and randomize the textures by block location. |
texturesinventory |
key: direction, value: texture |
|
The texture definitions for the block as seen in the player inventory. Overrides the textures definition if set. |
sideopaque |
key: direction, value: boolean |
true |
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
east
west
up
down
north
south
|
|
|
|
sidesolid |
key: direction, value: boolean |
true |
Determins if given block side is solid. If true, other blocks like torches can be attached to it |
all
east
west
up
down
north
south
|
|
|
|
Sound |
sounds |
key: string, value: string |
|
The sounds to be played when a player interacts with this block. |
place |
|
player/build |
Sound to played when placing this block. |
walk |
|
walk/default |
Sound to played when walking on this block. |
break |
|
player/destruct |
Sound to played when breaking this block. |
hit |
|
- |
Currently unused. |
inside |
|
- |
Sound to played when moving inside block (only works for blocks that have no collisionbox, naturally). |