Modding:Block Json Properties

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Revision as of 10:30, 3 October 2017 by CreativeMD (talk | contribs)

Overview

An incomplete list of all available properties

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
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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
  • sides
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
  • heatStrength (float)
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
  • eventName (string)
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 - -
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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:

	drops: [],

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).