Modding:Block Json Properties

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Revision as of 11:16, 29 August 2017 by CreativeMD (talk | contribs)

Overview

A complete list of all available properties:

Property Type Default Usage
json
Common
code
string - A unique identifier for the block.
maxstacksize
number 64 Determines the maximum amount you can stack the block in one slot.
enabled
boolean true If the block will be added to game or not.
class
string block The block class
entityclass
string - The blockentity class
behaviors
array of strings empty

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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variantgroups
arrays Allows you define multiple variants of the same block.
blockmaterial
string The blocks material. Amongst others, it will determine how quickly a specific tool can mine it.
Json:block:material
resistance
How many seconds it takes to break the block (excluding speed mining bonus). Decimal numbers are allowed.
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
shapebytype
key: string, value: shape When defining multiple block variants, use this property to selectively choose the shape of a variant.
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.
texturesbytype
key: string -> direction, value: texture When defining multiple block variants, use this property to selectively choose the textures of a variant.
texturesinventorybytype
key: string -> direction, value: texture When defining multiple block variants, use this property to selectively choose the inventory textures of a variant.
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).