Modding:Block Json Properties: Difference between revisions

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== Overview ==
== Overview ==
A complete list of all available properties
A complete list of all available properties
Definitions:
'''Key''' - The name of the property, which should be used as it appears in the column.
'''Value''' - A component of a property.
'''Array''' - A list of objects or values that can be referenced in code.
'''String''' - A sequence of characters that can be used as an identifier in code. Essentially a word that can be referenced and assigned to something. Generally does not use numbers.
'''Boolean''' - A true or false value, essentially "on" or "off".
'''Int''' - An integer, or whole number. Cannot use decimal values.
'''Float''' - A decimal, specifically one that does not exceed more than 1 significant digit
'''Object''' - This is a bit more complex, but essentially objects are the items, blocks and entities that can be interacted with. In most cases, when an "object" type appears it means you must use a specific item variant code, which follows the "itemcode-variant_1-variant_2-variant_n" style of naming.


<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'>
<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'>
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   </tr>
   </tr>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_cprops_gstages" data-tt-parent="p_cropprops">grwothStages</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_cprops_gstages" data-tt-parent="p_cropprops">growthStages</div></td>
     <td>number</td>
     <td>number</td>
     <td>-</td>
     <td>-</td>
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},
},
</syntaxhighlight>
</syntaxhighlight>
</td>
</td>
   </tr>
   </tr>
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</syntaxhighlight>
</syntaxhighlight>
</td>
</td>
  </tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_cprops_gstages" data-tt-parent="root">liquidCode</div></td>
    <td>string</td>
    <td>-</td>
    <td>An identifier for other liquids to utilize during collisions.</td>
    <td>lava, water</td>
   </tr>
   </tr>
   <tr>
   <tr>
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</syntaxhighlight>
</syntaxhighlight>
</td>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_creativestacks" data-tt-parent="root">CreativeInventoryStacks</div></td>
    <td>-</td>
    <td>-</td>
    <td>If you want to add itemstacks with custom attributes to the creative inventory, add them to this list.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_notincreative" data-tt-parent="root">notCreateveInventoryStacks</div></td>
    <td>-</td>
    <td>-</td>
    <td>Prevents the variant from being included in the creative inventory.</td>
    <td>tapestry</td>
   </tr>
   </tr>
   <tr>
   <tr>
Line 1,086: Line 1,124:
     <td>-</td>
     <td>-</td>
     <td>Information about the blocks burnable states.</td>
     <td>Information about the blocks burnable states.</td>
    <td>log, wooden objects</td>
   </tr>
   </tr>
   <tr>
   <tr>
Line 1,092: Line 1,131:
     <td>-</td>
     <td>-</td>
     <td>The temperature at which it burns in degrees Celsius.</td>
     <td>The temperature at which it burns in degrees Celsius.</td>
    <td>log, wooden objects</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>-</td>
     <td>-</td>
     <td>For how long it burns in seconds.</td>
     <td>For how long it burns in seconds.</td>
    <td>log, wooden objects</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>500</td>
     <td>500</td>
     <td>How many degrees celsius it can resists before it ignites (not implemented yet).</td>
     <td>How many degrees celsius it can resists before it ignites (not implemented yet).</td>
    <td>log, wooden objects</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>integer</td>
     <td>integer</td>
     <td>-</td>
     <td>-</td>
     <td>How many degrees celsius it takes to smelt/transform this into another. Only used when put in a stove and SmeltedStack is set.</td>
     <td>How many degrees celsius it takes to smelt/transform this into another. Only used when put in a firepit and SmeltedStack is set.</td>
    <td>ingotmold, toolmold</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>-</td>
     <td>-</td>
     <td>For how many seconds the temperature has to be above the melting point until the item is smelted.</td>
     <td>For how many seconds the temperature has to be above the melting point until the item is smelted.</td>
    <td>ingotmold, toolmold</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>1</td>
     <td>1</td>
     <td>How much smoke this item produces when being used as fuel.</td>
     <td>How much smoke this item produces when being used as fuel.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>1</td>
     <td>1</td>
     <td>How many ores are required to produce one output stack.</td>
     <td>How many ores are required to produce one output stack.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>-</td>
     <td>-</td>
     <td>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.</td>
     <td>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.</td>
    <td>ingotmold, toolmold</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>true</td>
     <td>true</td>
     <td>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.</td>
     <td>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.</td>
    <td>ingotmold, toolmold</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>-</td>
     <td>-</td>
     <td>Information about the blocks nutrients.</td>
     <td>Information about the blocks nutrients.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>-</td>
     <td>-</td>
     <td>Defines the type of food. It can be '''''fruit''''', '''''vegetable''''', '''''protein''''', '''''grain''''' and '''''dairy'''''.</td>
     <td>Defines the type of food. It can be '''''fruit''''', '''''vegetable''''', '''''protein''''', '''''grain''''' and '''''dairy'''''.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>0</td>
     <td>0</td>
     <td>How much saturation it can restore.</td>
     <td>How much saturation it can restore.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>0</td>
     <td>0</td>
     <td>How much health it can restore.</td>
     <td>How much health it can restore.</td>
    <td>-</td>
  </tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_transprops" data-tt-parent="root">transitionableProps</div></td>
    <td>-</td>
    <td>-</td>
    <td>Can be used to transition an item to another item or block.</td>
    <td>redmeat, hide</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_tprops_type" data-tt-parent="p_transprops">type</div></td>
    <td>-</td>
    <td>-</td>
    <td>The type of transition method to utilize.</td>
    <td>redmeat, hide</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_tprops_type_cure" data-tt-parent="p_tprops_type">Cure</div></td>
    <td>string</td>
    <td>-</td>
    <td>Will "cure" an item by showing percent progress until cured.</td>
    <td>hide</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_tprops_type_perish" data-tt-parent="p_tprops_type">Perish</div></td>
    <td>string</td>
    <td>-</td>
    <td>Will gradually reduce the saturation of a food item once it's fresh period has passed, eventually converting into the product item (usually rot).</td>
    <td>hide</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_tprops_fresh" data-tt-parent="p_transprops">freshHours</div></td>
    <td>number (hours)</td>
    <td>-</td>
    <td>An optional "fresh" period that must pass before the transition time starts. With food, this is the period of time that saturation is not affected.</td>
    <td>bread, vegetable, redmeat</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_tprops_ttime" data-tt-parent="p_transprops">transitionHours</div></td>
    <td>number (hours)</td>
    <td>-</td>
    <td>Number of hours before the item transitions into a different item.</td>
    <td>redmeat, hide</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_tprops_stack" data-tt-parent="p_transprops">transitionedStack</div></td>
    <td>object (item or block)</td>
    <td>-</td>
    <td>The item or block that the item will transition into.</td>
    <td>redmeat, hide</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_tprops_ratio" data-tt-parent="p_transprops">transitionRatio</div></td>
    <td>number</td>
    <td>-</td>
    <td>The quantity of the item that will be consumed after the transition period.</td>
    <td>redmeat, hide</td>
   </tr>
   </tr>
  <tr>
  <tr>
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  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_" data-tt-parent="p_attributes_contain">closeSound</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_csound" data-tt-parent="p_attributes_contain">closeSound</div></td>
     <td>Path to sound</td>
     <td>Path to sound</td>
     <td>-</td>
     <td>-</td>
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</syntaxhighlight>
</syntaxhighlight>
</tr>
</tr>
<tr>
<td scope="row"><div class="tt" data-tt-id="p_attributes_render" data-tt-parent="root">(Rendering Attributes)</div></td>
<td colspan="4">
Attributes that define additional rendering information.
</tr>
<tr>
<td scope="row"><div class="tt" data-tt-id="p_attributes_misc" data-tt-parent="root">(Misc Attributes)</div></td>
<td colspan="4">
Miscellaneous, unsorted attributes.
</tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_unstableplace" data-tt-parent="p_attributes_misc">allowUnstablePlacement</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_contentitemcode" data-tt-parent="p_attributes_contain">contentItemCode</div></td>
     <td>boolean</td>
     <td>Item</td>
    <td>-</td>
    <td>The id of an item stored in a container.</td>
    <td>-</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_contentitem2block" data-tt-parent="p_attributes_contain">contentItem2BlockCode</div></td>
    <td>Item</td>
     <td>-</td>
     <td>-</td>
     <td>If the block has the "unstable" behavior, this allows it to be generated in positions that it can fall from.</td>
     <td>Items that are converted into blocks when store in this container.</td>
     <td>sand, gravel</td>  
     <td>bowl</td>  
  </tr>
</tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_bfeed" data-tt-parent="p_attributes_misc">beeFeed</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_cookslots" data-tt-parent="p_attributes_contain">cookingContainerSlots</div></td>
     <td>boolean</td>
     <td>Number</td>
     <td>-</td>
     <td>-</td>
     <td>Whether or not the block is a viable source of bee feeding (IE a flower).</td>
     <td>The number of slots a cooking container has.</td>
     <td>all crops, bigberrybush, flower, smallberrybush</td>  
     <td>crucible, pot</td>  
  </tr>
</tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_butterflyfeed" data-tt-parent="p_attributes_misc">butterflyFeed</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_defaulttype" data-tt-parent="p_attributes_contain">defaultTyped</div></td>
     <td>boolean</td>
     <td>String</td>
     <td>-</td>
     <td>-</td>
     <td>Whether or not the block will attract butterflies.</td>
     <td>Since containers have a unique variant form called "types" this is used to determine what the default type is.</td>
     <td>all crops, bigberrybush, flower, smallberrybush</td>  
     <td>chest, storagevessel</td>  
  </tr>
</tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_bradius" data-tt-parent="p_attributes_misc">blastRadius</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_langcode" data-tt-parent="p_attributes_contain">dialogTitleLangCode</div></td>
     <td>number</td>
     <td>String</td>
     <td>-</td>
     <td>-</td>
     <td>Used by bombs to determine the radius of the blast.</td>
     <td>Gives a container tooltip a "title" in the lang file (EG "Chest Contents").</td>
     <td>oreblastingbomb</td>  
     <td>chest, storagevessel</td>  
  </tr>
</tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_btype" data-tt-parent="p_attributes_misc">blastType</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_casable" data-tt-parent="p_attributes_contain">displaycasable</div></td>
     <td>number, 0, 1 or 2</td>
     <td>boolean</td>
     <td>-</td>
     <td>-</td>
     <td>Used by bombs to determine what type of blocks are broken.</td>
     <td>If true, allows a block to be placed in a display case.</td>
     <td>oreblastingbomb</td>
     <td>crystal-small</td>  
  </tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_btype_info" data-tt-parent="p_alist_btype" data-invisible="true"></div></td>
  <td colspan="4">
  ''0 = Destroys ores, 1 = Destroys stone, 2 = Damages only entities.''
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_canchisel" data-tt-parent="p_attributes_misc">canChisel</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_eatenblock" data-tt-parent="p_attributes_contain">eatenBlock</div></td>
     <td>boolean</td>
     <td>Block Code</td>
     <td>-</td>
     <td>-</td>
     <td>If true, allows the block to be chiseled.</td>
     <td>Used by meal blocks to determine what block to return to when the meal has been completely eaten.</td>
     <td>rock, all slabs</td>  
     <td>bowl</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_" data-tt-parent="p_attributes_misc">canFallSideways</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_emptyblock" data-tt-parent="p_attributes_contain">eatenBlock</div></td>
    <td>Block Code</td>
     <td>-</td>
     <td>-</td>
     <td>-</td>
     <td>Used by meal container blocks to determine what block to return to when the meal has been emptied from it.</td>
    <td>If true, allows a block to move sideways when it falls.</td>
     <td>pot</td>  
     <td>gravel</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_fromcbox" data-tt-parent="p_attributes_misc">chiselShapeFromCollisionBox</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_fillheight" data-tt-parent="p_attributes_contain">fillHeight</div></td>
     <td>boolean</td>
     <td>Number</td>
     <td>-</td>
     <td>-</td>
     <td>If true, uses the collision box as the starting point for chiseling.</td>
     <td>Determines how high to render molten metal in a tool mold.</td>
     <td>most stairs, all slabs</td>  
     <td>toolmold</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_convertfrom" data-tt-parent="p_attributes_misc">convertFrom</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_fillquads" data-tt-parent="p_attributes_contain">fillQuadsByLevel</div></td>
     <td>block</td>
     <td>Array of Coordinates</td>
     <td>-</td>
     <td>-</td>
     <td>If a block converts to another block, this is the block that can be converted.</td>
     <td>Can be used to specify quadrants to render within for tool molds that have higher levels (such as the helve hammer or anvil molds).</td>
     <td>carcass</td>  
     <td>toolmold</td>  
  </tr>
  </tr>
<tr>
<td scope="row"><div class="tt" data-tt-id="p_quad_info" data-tt-parent="p_alist_fillquads" data-invisible="true"></div></td>
<td colspan="4">
We can look at how this is done with the Anvil mold:
<syntaxhighlight lang="json">
"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 },
],
</syntaxhighlight>
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).
</tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_convertto" data-tt-parent="p_attributes_misc">convertTo</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_handlecook" data-tt-parent="p_attributes_contain">handleCookingContainerInteract</div></td>
     <td>block</td>
     <td>boolean</td>
     <td>-</td>
     <td>-</td>
     <td>If a block converts to another block, this is the block that it will turn into.</td>
     <td>If true, can be used to take food from a cooking container.</td>
     <td>carcass</td>  
     <td>crock, pot</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_delaysunlight" data-tt-parent="p_attributes_misc">delayGrowthBelowSunlight</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_handleliquid" data-tt-parent="p_attributes_contain">handleLiquidContainerInteract</div></td>
     <td>number</td>
     <td>boolean</td>
     <td>-</td>
     <td>-</td>
     <td>Used by the farmland block to delay growth when sunlight is below the given value.</td>
     <td>If true, can be used to hold liquids.</td>
     <td>farmland</td>
     <td>crock, pot</td>  
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_tooldrop" data-tt-parent="p_attributes_misc">drop</div></td>
    <td>-</td>
    <td>-</td>
    <td>Used by the toolMold block to determine what item it drops, not to be confused with the '''drops''' property.</td>
    <td>toolMold</td>  
  </tr>
  </tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_infpprops" data-tt-parent="p_attributes_contain">inFirePitProps</div></td>
  <td>-</td>
  <td>-</td>
  <td>Gives an item additional rendering properties when placed in a fire pit.</td>
  <td>crucible, pot</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_fptrans" data-tt-parent="p_alist_infpprops">transform</div></td>
  <td>-</td>
  <td>-</td>
  <td>If the model type shows the item, it can be transformed using this property.</td>
  <td>crucible, pot</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_fpmodel" data-tt-parent="p_alist_infpprops">useFirepitModel</div></td>
  <td>-</td>
  <td>-</td>
  <td>Tell the firepit which model to use when this item is placed into it.</td>
  <td>crucible, pot</td>
</tr>
<tr>
<td scope="row"><div class="tt" data-tt-id="p_firepittrans_ex" data-tt-parent="p_alist_infpprops" data-invisible="true"></div></td>
<td colspan="4">
Here's an example of how the firepit transformation is used by the pot and crucible:
<syntaxhighlight lang="json">
inFirePitProps: {
  transform: {
    translation: { x: 0, y: 0.125, z: 0 }
  },
  useFirepitModel: "Wide"
}
</syntaxhighlight>
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 <code>wide</code> is the only model used with container items. The other option <code>spit</code> is used with cooking meat directly on the firepit.
</tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_fencecon" data-tt-parent="p_attributes_misc">fenceConnect</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_inputface" data-tt-parent="p_attributes_contain">input-face</div></td>
     <td>boolean</td>
     <td>Side ID</td>
     <td>-</td>
     <td>-</td>
     <td>Can be used to prevent a solid block from connecting to fences.</td>
     <td>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).</td>
     <td>-</td>  
     <td>hopper</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_growthblock" data-tt-parent="p_attributes_misc">growthBlockLayer</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_iclassname" data-tt-parent="p_attributes_contain">inventoryClassName</div></td>
     <td>string</td>
     <td>String</td>
     <td>-</td>
     <td>-</td>
     <td>Determines what layers of a block will grow grass, currently only uses "l1soilwithgrass", which grows grass on the first layer only.</td>
     <td>Used to name an inventory during the loading of inventories in the world. Use "chest" for any generic containers.</td>
     <td>soil</td>  
     <td>chest, storagevessel</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_glightlevel" data-tt-parent="p_attributes_misc">growthLightLevel</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_flowrate" data-tt-parent="p_attributes_contain">item-flowrate</div></td>
    <td>Number</td>
     <td>-</td>
     <td>-</td>
    <td>Used by the chute block to determine how many items move through it per second.</td>
    <td>chute</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_liquidcontainer" data-tt-parent="p_attributes_contain">liquidcontainer</div></td>
    <td>boolean</td>
     <td>-</td>
     <td>-</td>
     <td>Used by the soil block to determine what light level is required for it to grow grass on.</td>
     <td>If true, allows the block to hold and take liquids.</td>
     <td>soil</td>  
     <td>bucket</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_gamehours" data-tt-parent="p_attributes_misc">inGameHours</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_maxstackcontain" data-tt-parent="p_attributes_contain">maxContainerSlotStackSize</div></td>
     <td>number</td>
     <td>Number</td>
     <td>-</td>
     <td>-</td>
     <td>If a block converts to another block, this is the amount of time required for it to convert.</td>
     <td>Limits the stacksize of items placed into the container.</td>
     <td>carcass</td>  
     <td>pot</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_injurerad" data-tt-parent="p_attributes_misc">injureRadius</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_maxtemp" data-tt-parent="p_attributes_contain">maxHeatableTemp</div></td>
     <td>number</td>
     <td>Number</td>
     <td>-</td>
     <td>-</td>
     <td>Used by bombs to determine the radius that it will cause injury to entities.</td>
     <td>The highest temperature that the container can be heated.</td>
     <td>oreblastingbomb</td>  
     <td>pot, crucible</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_lossplevel" data-tt-parent="p_attributes_misc">lossPerLevel</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_mealblock" data-tt-parent="p_attributes_contain">mealBlockCode</div></td>
    <td>Block Code</td>
     <td>-</td>
     <td>-</td>
    <td>Used by meal blocks to determine which variant is used when filled with a meal.</td>
    <td>bowl</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_mealcontainer" data-tt-parent="p_attributes_contain">mealContainer</div></td>
    <td>boolean</td>
     <td>-</td>
     <td>-</td>
     <td>Used in combination with '''delayGrowthBelowSunlight''' to determine how much growth progression is lost per light level.</td>
     <td>Allows the block to function as a meal container (can pull from meal blocks like crocks).</td>
     <td>farmland</td>  
     <td>bowl</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_mechpower" data-tt-parent="p_attributes_misc">mechanicalPower</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_opensound" data-tt-parent="p_attributes_contain">openSound</div></td>
    <td>Path to Sound</td>
     <td>-</td>
     <td>-</td>
    <td>Determines what sound is played when a container is opened. Generally used in tandem with '''closeSound'''.</td>
    <td>chest, storagevessel</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_outputface" data-tt-parent="p_attributes_contain">output-face</div></td>
    <td>Direction ID</td>
     <td>-</td>
     <td>-</td>
     <td>Used by the angled gear block to determine how to render gears in the different orientations.</td>
     <td>Used by the chute block to determine which face of the block is used as an output for transferring items.</td>
     <td>angledgears</td>  
     <td>chute</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_downvariant" data-tt-parent="p_attributes_misc">noDownVariant</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_pandrops" data-tt-parent="p_attributes_contain">panningDrops</div></td>
     <td>-</td>
     <td>-</td>
     <td>-</td>
     <td>-</td>
     <td>When giving a block variants based off the orientation library, this can be used to prevent a "down" variant from being used.</td>
     <td>If a block can be used for panning (using the BlockPan class), these are its potential drops.</td>
     <td>-</td>  
     <td>pan</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_panning_info" data-tt-parent="p_alist_pandrops" data-invisible="true"></div></td>
  <td colspan="4">
You can add all sorts of items using the following format:
    <syntaxhighlight lang="json">
{ type: "item", code: "nugget-nativecopper",  chance: { avg: 0.15, var: 0 }  },
    </syntaxhighlight>
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_blockbelow" data-tt-parent="p_attributes_misc">placeBelowBlockCode</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_quantityslots" data-tt-parent="p_attributes_contain">quantitySlots</div></td>
     <td>block</td>
     <td>number</td>
     <td>-</td>
     <td>-</td>
     <td>Used by the '''BlockSoilDeposit''' class to place specific blocks beneath it during world generation.</td>
     <td>The number of slots a generic container has.</td>
     <td>clay, peat</td>  
     <td>chest, storagevessel</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_preventdecay" data-tt-parent="p_attributes_misc">preventsDecay</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_requiredunits" data-tt-parent="p_attributes_contain">requiredUnits</div></td>
     <td>boolean</td>
     <td>number</td>
     <td>-</td>
     <td>-</td>
     <td>If true, prevents nearby leaves from "decaying", IE disappearing.</td>
     <td>The number of units required to fill a tool mold with molten metal.</td>
     <td>log, soil</td>  
     <td>toolmold</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_rotateint" data-tt-parent="p_attributes_misc">rotatableInterval</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_retrieveonly" data-tt-parent="p_attributes_contain">retrieveOnly</div></td>
     <td>string</td>
     <td>boolean</td>
     <td>-</td>
     <td>-</td>
     <td>Gives some blocks additional rotation properties when placed (currently "22.5degnot45deg" and "22.tdeg" are the only two options).</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>chest</td>  
     <td>lootvessel</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_grasspread" data-tt-parent="p_attributes_misc">spreadGrass</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_servingcapacity" data-tt-parent="p_attributes_contain">servingCapacity</div></td>
     <td>boolean</td>
     <td>number</td>
     <td>-</td>
     <td>-</td>
     <td>If true, can spread grass to other soil blocks.</td>
     <td>The number of servings of a meal a block can hold.</td>
     <td>-</td>  
     <td>crock, bowl</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_stackable" data-tt-parent="p_attributes_misc">stackable</div></td>
     <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>boolean</td>
     <td>-</td>
     <td>-</td>
     <td>Used by berry bushes to determine whether they can be stacked atop each other.</td>
     <td>If true, allows the block to be placed on a shelf.</td>
     <td>-</td>  
     <td>crystal-small, seashell</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_growchance" data-tt-parent="p_attributes_misc">tallGrassGrowChance</div></td>
     <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>number (decimal)</td>
     <td>-</td>
     <td>-</td>
     <td>Used by the soil block to determine how often it will grow tall grass on top of it.</td>
     <td>Used by flower pots to determine how high the incorporated block should be rendered.</td>
     <td>clay, peat, soil</td>  
     <td>flowerpot, planter</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_temp" data-tt-parent="p_attributes_misc">temperature</div></td>
     <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>-</td>
     <td>-</td>
     <td>Used by liquids to determine the temperature of the core block.</td>
     <td>Used to make food spoil slower or faster when stored in a container.</td>
     <td>lava</td>  
     <td>storagevessel</td>  
  </tr>
  </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>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_temploss" data-tt-parent="p_attributes_misc">tempLossPerMeter</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_storagetype" data-tt-parent="p_attributes_contain">storageType</div></td>
     <td>number</td>
     <td>Number (Storage Flag)</td>
     <td>-</td>
     <td>-</td>
     <td>How much temperature is lost for a liquid as it moves away from a source block.</td>
     <td>The storage flag of the container, which can limit what types of items or blocks can be stored within it.</td>
     <td>lava</td>  
     <td>storagevessel</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_tickgrowth" data-tt-parent="p_attributes_misc">tickGrowthProbability</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_storagetype" data-tt-parent="p_attributes_contain">textureMapping</div></td>
     <td>number (decimal)</td>
     <td>-</td>
     <td>-</td>
     <td>-</td>
     <td>Used by crops to determine how often it will randomly progress its growth stage per tick.</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>all crops</td>  
     <td>pot</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_tooltrans" data-tt-parent="p_attributes_misc">toolTransforms</div></td>
     <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>-</td>
     <td>-</td>
     <td>Used to set default transformation on the toolrack, though all tools generally use their own.</td>
     <td>A secondary method of variant categorization used by containers to help with assigning attributes.</td>
     <td>toolrack</td>  
     <td>chest</td>  
  </tr>
  </tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_weedblock" data-tt-parent="p_attributes_misc">weedBlockCodes</div></td>
     <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>-</td>
     <td>-</td>
     <td>Used by the farmland block to determine what "weeds" can grow on it.</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>farmland</td>  
     <td>chest</td>  
  </tr>
  </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_weedblock_info" data-tt-parent="p_alist_weedblock" data-invisible="true"></div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_varaintbygroupinv" data-tt-parent="p_attributes_contain">variantByGroupInventory</div></td>
     <td colspan="4">
     <td>-</td>
We can see here that this property allows tallgrass and horsetails to grow on farmland with varying degrees of likelihood:
     <td>-</td>
    <syntaxhighlight lang="json">
     <td>A subtype inventory name that can be assigned to types (usually this is "null").</td>
weedBlockCodes: [
    <td>chest</td>  
{ code: "tallgrass-veryshort", chance: 1 },
</tr>
{ code: "tallgrass-short", chance: 1 },
<tr>
{ code: "tallgrass-mediumshort", chance: 1 },
  <td scope="row"><div class="tt" data-tt-id="p_alist_waterprops" data-tt-parent="p_attributes_contain">waterTightContainerProps</div></td>
{ code: "tallgrass-medium", chance: 1 },
  <td>-</td>
{ code: "flower-horsetail", chance: 0.2 },
  <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>
     </syntaxhighlight>
  <td>water</td>
  </tr>
</tr>
  <tr>
<tr>
     <td colspan="5" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Rendering</b></td>
  <td scope="row"><div class="tt" data-tt-id="p_alist_liquidcontain" data-tt-parent="p_alist_waterprops">containable</div></td>
  </tr>
  <td>boolean</td>
  <tr>
  <td>-</td>
    <td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td>
  <td>If true, the liquid can be placed into liquid containers, such as barrels and buckets.</td>
    <td>key: string, value: object</td>
  <td>water</td>
    <td></td>
</tr>
    <td>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") </td>
<tr>
  </tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_iperlitre" data-tt-parent="p_alist_waterprops">itemsPerLitre</div></td>
  <tr>
  <td>number (int)</td>
    <td scope="row" valign="top"><div class="tt" data-tt-id="p_textures_base" data-tt-parent="p_textures">base</div><br><br><div class="tt" data-tt-id="p_textures_overlays" data-tt-parent="p_textures">overlays</div><br><br><div class="tt" data-tt-id="p_textures_base" data-tt-parent="p_textures">alternates</div></td>
  <td>-</td>
    <td colspan="4">{{:json:block:texture}}</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>
  </tr>
  <td>water</td>
  <tr>
</tr>
    <td scope="row"><div class="tt" data-tt-id="p_texturesinventory" data-tt-parent="root">texturesinventory</div></td>
<tr>
    <td>key: string, value: object</td>
  <td scope="row"><div class="tt" data-tt-id="p_alist_liqtex" data-tt-parent="p_alist_waterprops">texture</div></td>
    <td></td>
  <td>Path to Texture</td>
    <td>The texture definitions for the block as seen in the player inventory. Overrides the textures.</td>
  <td>-</td>
  </tr>
  <td>A "block" texture given to a liquid when it's rendered in containers or other items.</td>
  <tr>
  <td>waterportion, honeyportion</td>
    <td scope="row"><div class="tt" data-tt-id="p_shape" data-tt-parent="root">shape</div></td>
</tr>
     <td>object</td>
<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>-</td>
    <td>For the json drawtype, the shape definition of the block as shown in the world, dropped on the ground or held in hand.</td>
  <td>waterportion, limewater</td>
  </tr>
</tr>
  <tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_base" data-tt-parent="p_shape">base</div></td>
  <td scope="row"><div class="tt" data-tt-id="p_alist_whenfill" data-tt-parent="p_alist_waterprops">whenFilled</div></td>
    <td></td>
  <td>Item or Block Code</td>
    <td></td>
  <td>-</td>
    <td>The path to the shape json file, the base dir is ''assets/shapes/''.</td>
  <td>Determines what is stored in a liquid container when interacted with.</td>
  </tr>
  <td>water</td>
  <tr>
</tr>
    <td scope="row"><div class="tt" data-tt-id="p_rotateX" data-tt-parent="p_shape">rotatex</div></td>
<tr>
    <td>float</td>
  <td scope="row"><div class="tt" data-tt-id="p_alist_whenspill" data-tt-parent="p_alist_waterprops">whenSpilled</div></td>
    <td>0</td>
  <td>-</td>
    <td>Only 90 degree rotations are possible.</td>
  <td>-</td>
  </tr>
  <td>Determines what happens when the "spill" interaction is used. Only works if the allowSpill property is set to true.</td>
  <tr>
  <td>waterportion, limewater</td>
    <td scope="row"><div class="tt" data-tt-id="p_rotateY" data-tt-parent="p_shape">rotatey</div></td>
</tr>
    <td>float</td>
<tr>
    <td>0</td>
  <td scope="row"><div class="tt" data-tt-id="p_alist_spillact" data-tt-parent="p_alist_whenspill">action</div></td>
    <td>Only 90 degree rotations are possible.</td>
  <td>string</td>
  </tr>
  <td>-</td>
  <tr>
  <td>Code identifier that determines what happens when the liquid is spilled from a container.</td>
     <td scope="row"><div class="tt" data-tt-id="p_rotateZ" data-tt-parent="p_shape">rotatez</div></td>
  <td>waterportion, limewater</td>
     <td>float</td>
</tr>
     <td>0</td>
<tr>
     <td>Only 90 degree rotations are possible.</td>
  <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>
<td scope="row"><div class="tt" data-tt-id="p_attributes_render" data-tt-parent="root">(Rendering Attributes)</div></td>
<td colspan="4">
Attributes that define additional rendering information.
</tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_tintinventory" data-tt-parent="p_attributes_render">ignoreTintInventory</div></td>
     <td>boolean</td>
     <td>-</td>
     <td>If true, does not apply texture tints to the block model as an inventory item.</td>
    <td>soil</td>  
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_shapeinventory" data-tt-parent="root">shapeinventory</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_mechpower" data-tt-parent="p_attributes_render">mechancialPower</div></td>
     <td>object</td>
     <td>boolean</td>
     <td>-</td>
     <td>-</td>
     <td>For the json drawtype, the shape definition of the block as shown in the players inventory.</td>
     <td>A special category of values reserved for mechanical power. Currently only "renderer" is used by the angled gears block to determine which combination of gears to render.</td>
    <td>angledgears</td>  
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_drawtype" data-tt-parent="root">drawtype</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_pushvec" data-tt-parent="p_attributes_render">pushVector</div></td>
     <td>string</td>
     <td>vector coordinates</td>
     <td>&quot;cube&quot;</td>
     <td>-</td>
     <td>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.</td>
     <td>Allows the vector shape of a block to be altered for slopes.</td>
    <td>lava, water</td>  
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_1" data-tt-parent="p_drawtype">blockLayer_1</div></td>
<td scope="row"><div class="tt" data-tt-id="p_attributes_misc" data-tt-parent="root">(Misc Attributes)</div></td>
     <td></td>
<td colspan="4">
     <td>0</td>
Miscellaneous, unsorted attributes.
     <td></td>
</tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_unstableplace" data-tt-parent="p_attributes_misc">allowUnstablePlacement</div></td>
     <td>boolean</td>
     <td>-</td>
    <td>If the block has the "unstable" behavior, this allows it to be generated in positions that it can fall from.</td>
     <td>sand, gravel</td>  
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_2" data-tt-parent="p_drawtype">blockLayer_2</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_bfeed" data-tt-parent="p_attributes_misc">beeFeed</div></td>
     <td></td>
     <td>boolean</td>
     <td>1</td>
     <td>-</td>
     <td></td>
    <td>Whether or not the block is a viable source of bee feeding (IE a flower).</td>
     <td>all crops, bigberrybush, flower, smallberrybush</td>  
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_3" data-tt-parent="p_drawtype">blockLayer_3</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_butterflyfeed" data-tt-parent="p_attributes_misc">butterflyFeed</div></td>
     <td></td>
     <td>boolean</td>
     <td>2</td>
     <td>-</td>
     <td></td>
    <td>Whether or not the block will attract butterflies.</td>
     <td>all crops, bigberrybush, flower, smallberrybush</td>  
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_4" data-tt-parent="p_drawtype">blockLayer_4</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_bradius" data-tt-parent="p_attributes_misc">blastRadius</div></td>
     <td></td>
     <td>number</td>
     <td>3</td>
     <td>-</td>
     <td></td>
    <td>Used by bombs to determine the radius of the blast.</td>
     <td>oreblastingbomb</td>  
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_5" data-tt-parent="p_drawtype">blockLayer_5</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_btype" data-tt-parent="p_attributes_misc">blastType</div></td>
     <td></td>
     <td>number, 0, 1 or 2</td>
    <td>4</td>
     <td>-</td>
    <td></td>
     <td>Used by bombs to determine what type of blocks are broken.</td>
  </tr>
     <td>oreblastingbomb</td>  
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_6" data-tt-parent="p_drawtype">blockLayer_6</div></td>
    <td></td>
    <td>5</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_7" data-tt-parent="p_drawtype">blockLayer_7</div></td>
    <td></td>
    <td>6</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_json" data-tt-parent="p_drawtype">json</div></td>
    <td></td>
    <td>7</td>
    <td>Will draw a json model.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_empty" data-tt-parent="p_drawtype">empty</div></td>
    <td></td>
    <td>8</td>
    <td>Nothing will be drawn.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_cube" data-tt-parent="p_drawtype">cube</div></td>
    <td></td>
    <td>9</td>
    <td>Draws an ordinary cube.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_cross" data-tt-parent="p_drawtype">cross</div></td>
    <td></td>
    <td>10</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_transparent" data-tt-parent="p_drawtype">transparent</div></td>
    <td></td>
    <td>11</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_liquid" data-tt-parent="p_drawtype">liquid</div></td>
    <td></td>
    <td>12</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_crossandsnowlayer" data-tt-parent="p_drawtype">crossandsnowlayer</div></td>
    <td></td>
    <td>13</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_renderpass" data-tt-parent="root">renderpass</div></td>
    <td>string</td>
    <td>&quot;opaque&quot;</td>
    <td>Determines how the block will be drawn.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_opaque" data-tt-parent="p_renderpass">opaque</div></td>
    <td></td>
    <td>0</td>
    <td>Used for solid blocks with no half transparency.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_opaquenocull" data-tt-parent="p_renderpass">opaquenocull</div></td>
    <td></td>
    <td>1</td>
    <td>Used for non-solid single faced blocks, such as tall grass.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_transparent" data-tt-parent="p_renderpass">transparent</div></td>
    <td></td>
    <td>2</td>
     <td>Use for solid halftransparent blocks, such as glass</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_liquid" data-tt-parent="p_renderpass">liquid</div></td>
    <td></td>
    <td>3</td>
     <td>Used for liquids, produces waves.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_topsoil" data-tt-parent="p_renderpass">topsoil</div></td>
    <td></td>
    <td>4</td>
    <td>Used for grass covered blocks. Allows for a smooth transition from grass to soil, while still allowing climate tinting of grass.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_ambientocclusion" data-tt-parent="root">ambientocclusion</div></td>
     <td>boolean</td>
    <td>true</td>
    <td>If ambient occlusion will be applied to the block.</td>
   </tr>
   </tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_btype_info" data-tt-parent="p_alist_btype" data-invisible="true"></div></td>
  <td colspan="4">
  ''0 = Destroys ores, 1 = Destroys stone, 2 = Damages only entities.''
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_canchisel" data-tt-parent="p_attributes_misc">canChisel</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>If true, allows the block to be chiseled.</td>
    <td>rock, all slabs</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_" data-tt-parent="p_attributes_misc">canFallSideways</div></td>
    <td>-</td>
    <td>-</td>
    <td>If true, allows a block to move sideways when it falls.</td>
    <td>gravel</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_fromcbox" data-tt-parent="p_attributes_misc">chiselShapeFromCollisionBox</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>If true, uses the collision box as the starting point for chiseling.</td>
    <td>most stairs, all slabs</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_convertfrom" data-tt-parent="p_attributes_misc">convertFrom</div></td>
    <td>block</td>
    <td>-</td>
    <td>If a block converts to another block, this is the block that can be converted.</td>
    <td>carcass</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_convertto" data-tt-parent="p_attributes_misc">convertTo</div></td>
    <td>block</td>
    <td>-</td>
    <td>If a block converts to another block, this is the block that it will turn into.</td>
    <td>carcass</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_delaysunlight" data-tt-parent="p_attributes_misc">delayGrowthBelowSunlight</div></td>
    <td>number</td>
    <td>-</td>
    <td>Used by the farmland block to delay growth when sunlight is below the given value.</td>
    <td>farmland</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_tooldrop" data-tt-parent="p_attributes_misc">drop</div></td>
    <td>-</td>
    <td>-</td>
    <td>Used by the toolMold block to determine what item it drops, not to be confused with the '''drops''' property.</td>
    <td>toolMold</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_fencecon" data-tt-parent="p_attributes_misc">fenceConnect</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>Can be used to prevent a solid block from connecting to fences.</td>
    <td>-</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_grinding" data-tt-parent="p_attributes_misc">grindingProps</div></td>
  <td>-</td>
  <td>-</td>
  <td>Gives the block a grinding recipe in a quern.</td>
  <td>ore-ungraded</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_gprops_type" data-tt-parent="p_alist_grinding">type</div></td>
  <td>object</td>
  <td>-</td>
  <td>Type of stack produced, either a <code>block</code> or <code>item</code>.</td>
  <td>-</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_gprops_code" data-tt-parent="p_alist_grinding">code</div></td>
  <td>string</td>
  <td>-</td>
  <td>Name of the item or block produced by the recipe.''</td>
  <td>ore-ungraded</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_gprops_stacksize" data-tt-parent="p_alist_grinding">stacksize</div></td>
  <td>number</td>
  <td>-</td>
  <td>The amount of the output produced after grinding.''</td>
  <td>ore-ungraded</td>
</tr>
  <tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_tintindex" data-tt-parent="root">tintindex</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_growthblock" data-tt-parent="p_attributes_misc">growthBlockLayer</div></td>
     <td>integer</td>
     <td>string</td>
    <td>0</td>
    <td>'''''0''''' for no tint, '''''1''''' for plant climate tint, '''''2''''' for water climate tint.</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>Determines what layers of a block will grow grass, currently only uses "l1soilwithgrass", which grows grass on the first layer only.</td>
  <tr>
    <td>soil</td>
     <td scope="row"><div class="tt" data-tt-id="p_renderflags" data-tt-parent="root">renderflags</div></td>
</tr>
    <td>0 ... 255</td>
<tr>
    <td>0</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_glightlevel" data-tt-parent="p_attributes_misc">growthLightLevel</div></td>
    <td>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.</td>
     <td>-</td>
     <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode" data-tt-parent="root">facecullmode</div></td>
    <td>string</td>
    <td>&quot;default&quot;</td>
    <td>Determines which sides of the blocks should be rendered.</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>Used by the soil block to determine what light level is required for it to grow grass on.</td>
  <tr>
    <td>soil</td>
     <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">default</div></td>
</tr>
     <td></td>
<tr>
    <td>0</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_gamehours" data-tt-parent="p_attributes_misc">inGameHours</div></td>
    <td>Culls faces if they are opaque faces adjacent to opaque faces.</td>
     <td>number</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>If a block converts to another block, this is the amount of time required for it to convert.</td>
  <tr>
    <td>carcass</td>
     <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">nevercull</div></td>
</tr>
     <td></td>
<tr>
    <td>1</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_injurerad" data-tt-parent="p_attributes_misc">injureRadius</div></td>
    <td>Never culls any faces.</td>
     <td>number</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>Used by bombs to determine the radius that it will cause injury to entities.</td>
  <tr>
    <td>oreblastingbomb</td>
     <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">merge</div></td>
</tr>
    <td></td>
<tr>
    <td>2</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_lossplevel" data-tt-parent="p_attributes_misc">lossPerLevel</div></td>
    <td>Culls all faces that are adjacent to opaque faces and faces adjacent to blocks of the same id (Example usage: Ice blocks).</td>
     <td>-</td>
     <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">collapse</div></td>
    <td></td>
    <td>3</td>
    <td>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.</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>Used in combination with '''delayGrowthBelowSunlight''' to determine how much growth progression is lost per light level.</td>
  <tr>
    <td>farmland</td>
     <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">mergematerial</div></td>
</tr>
     <td></td>
<tr>
     <td>4</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_mechpower" data-tt-parent="p_attributes_misc">mechanicalPower</div></td>
     <td>Same as Merge but checks for equal material (Example usage: Plain glass and all colored glass blocks).</td>
     <td>-</td>
     <td>-</td>
     <td>Used by the angled gear block to determine how to render gears in the different orientations.</td>
    <td>angledgears</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_downvariant" data-tt-parent="p_attributes_misc">noDownVariant</div></td>
     <td>-</td>
     <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">collapsematerial</div></td>
    <td></td>
    <td>5</td>
    <td>Same as Collapse but checks for equal material (Example usage: All leaves blocks).</td>
     <td>-</td>
     <td>-</td>
  </tr>
     <td>When giving a block variants based off the orientation library, this can be used to prevent a "down" variant from being used.</td>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">liquid</div></td>
    <td></td>
    <td>6</td>
    <td>Same as CollapseMaterial but also culls faces towards opaque blocks.</td>
     <td>-</td>  
     <td>-</td>  
  </tr>
  </tr>
   <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_sideopaque" data-tt-parent="root">sideopaque</div></td>
    <td scope="row"><div class="tt" data-tt-id="p_alist_blockbelow" data-tt-parent="p_attributes_misc">placeBelowBlockCode</div></td>
    <td>block</td>
    <td>-</td>
    <td>Used by the '''BlockSoilDeposit''' class to place specific blocks beneath it during world generation.</td>
    <td>clay, peat</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_preventdecay" data-tt-parent="p_attributes_misc">preventsDecay</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>If true, prevents nearby leaves from "decaying", IE disappearing.</td>
    <td>log, soil</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_rotateint" data-tt-parent="p_attributes_misc">rotatableInterval</div></td>
    <td>string</td>
    <td>-</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>
</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>
    <td scope="row"><div class="tt" data-tt-id="p_alist_grasspread" data-tt-parent="p_attributes_misc">spreadGrass</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>If true, can spread grass to other soil blocks.</td>
    <td>-</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_stackable" data-tt-parent="p_attributes_misc">stackable</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>Used by berry bushes to determine whether they can be stacked atop each other.</td>
    <td>-</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_growchance" data-tt-parent="p_attributes_misc">tallGrassGrowChance</div></td>
    <td>number (decimal)</td>
    <td>-</td>
    <td>Used by the soil block to determine how often it will grow tall grass on top of it.</td>
    <td>clay, peat, soil</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_temp" data-tt-parent="p_attributes_misc">temperature</div></td>
    <td>-</td>
    <td>-</td>
    <td>Used by liquids to determine the temperature of the core block.</td>
    <td>lava</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_temploss" data-tt-parent="p_attributes_misc">tempLossPerMeter</div></td>
    <td>number</td>
    <td>-</td>
    <td>How much temperature is lost for a liquid as it moves away from a source block.</td>
    <td>lava</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_tickgrowth" data-tt-parent="p_attributes_misc">tickGrowthProbability</div></td>
    <td>number (decimal)</td>
    <td>-</td>
    <td>Used by crops to determine how often it will randomly progress its growth stage per tick.</td>
    <td>all crops</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_tooltrans" data-tt-parent="p_attributes_misc">toolTransforms</div></td>
    <td>-</td>
    <td>-</td>
    <td>Used to set default transformation on the toolrack, though all tools generally use their own.</td>
    <td>toolrack</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_weedblock" data-tt-parent="p_attributes_misc">weedBlockCodes</div></td>
    <td>-</td>
    <td>-</td>
    <td>Used by the farmland block to determine what "weeds" can grow on it.</td>
    <td>farmland</td>
</tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_weedblock_info" data-tt-parent="p_alist_weedblock" data-invisible="true"></div></td>
    <td colspan="4">
We can see here that this property allows tallgrass and horsetails to grow on farmland with varying degrees of likelihood:
    <syntaxhighlight lang="json">
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 },
]
    </syntaxhighlight>
  </tr>
  <tr>
    <td colspan="5" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Rendering</b></td>
  </tr>
 
 
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td>
    <td>key: string, value: object</td>
    <td></td>
    <td>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") </td>
    <td>all blocks</td>
  </tr>
  <tr>
    <td scope="row" valign="top"><div class="tt" data-tt-id="p_textures_base" data-tt-parent="p_textures">base</div><br><br><div class="tt" data-tt-id="p_textures_overlays" data-tt-parent="p_textures">overlays</div><br><br><div class="tt" data-tt-id="p_textures_base" data-tt-parent="p_textures">alternates</div></td>
    <td colspan="4">{{:json:block:texture}}</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_texturesinventory" data-tt-parent="root">texturesinventory</div></td>
    <td>key: string, value: object</td>
    <td></td>
    <td>The texture definitions for the block as seen in the player inventory. Overrides the textures.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_shape" data-tt-parent="root">shape</div></td>
    <td>object</td>
    <td>-</td>
    <td>For the json drawtype, the shape definition of the block as shown in the world, dropped on the ground or held in hand.</td>
    <td>Barrel, firepit</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_base" data-tt-parent="p_shape">base</div></td>
    <td></td>
    <td></td>
    <td>The path to the shape json file, the base dir is ''assets/shapes/''.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_rotateX" data-tt-parent="p_shape">rotatex</div></td>
    <td>float</td>
    <td>0</td>
    <td>Only 90 degree rotations are possible.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_rotateY" data-tt-parent="p_shape">rotatey</div></td>
    <td>float</td>
    <td>0</td>
    <td>Only 90 degree rotations are possible.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_rotateZ" data-tt-parent="p_shape">rotatez</div></td>
    <td>float</td>
    <td>0</td>
    <td>Only 90 degree rotations are possible.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_shapeinventory" data-tt-parent="root">shapeinventory</div></td>
    <td>object</td>
    <td>-</td>
    <td>For the json drawtype, the shape definition of the block as shown in the players inventory.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_drawtype" data-tt-parent="root">drawtype</div></td>
    <td>string</td>
    <td>&quot;cube&quot;</td>
    <td>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.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_1" data-tt-parent="p_drawtype">blockLayer_1</div></td>
    <td></td>
    <td>0</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_2" data-tt-parent="p_drawtype">blockLayer_2</div></td>
    <td></td>
    <td>1</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_3" data-tt-parent="p_drawtype">blockLayer_3</div></td>
    <td></td>
    <td>2</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_4" data-tt-parent="p_drawtype">blockLayer_4</div></td>
    <td></td>
    <td>3</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_5" data-tt-parent="p_drawtype">blockLayer_5</div></td>
    <td></td>
    <td>4</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_6" data-tt-parent="p_drawtype">blockLayer_6</div></td>
    <td></td>
    <td>5</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_7" data-tt-parent="p_drawtype">blockLayer_7</div></td>
    <td></td>
    <td>6</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_json" data-tt-parent="p_drawtype">json</div></td>
    <td></td>
    <td>7</td>
    <td>Will draw a json model.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_empty" data-tt-parent="p_drawtype">empty</div></td>
    <td></td>
    <td>8</td>
    <td>Nothing will be drawn.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_cube" data-tt-parent="p_drawtype">cube</div></td>
    <td></td>
    <td>9</td>
    <td>Draws an ordinary cube.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_cross" data-tt-parent="p_drawtype">cross</div></td>
    <td></td>
    <td>10</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_transparent" data-tt-parent="p_drawtype">transparent</div></td>
    <td></td>
    <td>11</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_liquid" data-tt-parent="p_drawtype">liquid</div></td>
    <td></td>
    <td>12</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_crossandsnowlayer" data-tt-parent="p_drawtype">crossandsnowlayer</div></td>
    <td></td>
    <td>13</td>
    <td></td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_renderpass" data-tt-parent="root">renderpass</div></td>
    <td>string</td>
    <td>&quot;opaque&quot;</td>
    <td>Determines how the block will be drawn.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_opaque" data-tt-parent="p_renderpass">opaque</div></td>
    <td></td>
    <td>0</td>
    <td>Used for solid blocks with no half transparency.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_opaquenocull" data-tt-parent="p_renderpass">opaquenocull</div></td>
    <td></td>
    <td>1</td>
    <td>Used for non-solid single faced blocks, such as tall grass.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_transparent" data-tt-parent="p_renderpass">transparent</div></td>
    <td></td>
    <td>2</td>
    <td>Use for solid halftransparent blocks, such as glass</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_liquid" data-tt-parent="p_renderpass">liquid</div></td>
    <td></td>
    <td>3</td>
    <td>Used for liquids, produces waves.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_topsoil" data-tt-parent="p_renderpass">topsoil</div></td>
    <td></td>
    <td>4</td>
    <td>Used for grass covered blocks. Allows for a smooth transition from grass to soil, while still allowing climate tinting of grass.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_ambientocclusion" data-tt-parent="root">ambientocclusion</div></td>
    <td>boolean</td>
    <td>true</td>
    <td>If ambient occlusion will be applied to the block.</td>
    <td>-</td>
  </tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_tintindex" data-tt-parent="root">tintindex</div></td>
    <td>integer</td>
    <td>0</td>
    <td>'''''0''''' for no tint, '''''1''''' for plant climate tint, '''''2''''' for water climate tint.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_renderflags" data-tt-parent="root">renderflags</div></td>
    <td>0 ... 255</td>
    <td>0</td>
    <td>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.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode" data-tt-parent="root">facecullmode</div></td>
    <td>string</td>
    <td>&quot;default&quot;</td>
    <td>Determines which sides of the blocks should be rendered.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">default</div></td>
    <td></td>
    <td>0</td>
    <td>Culls faces if they are opaque faces adjacent to opaque faces.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">nevercull</div></td>
    <td></td>
    <td>1</td>
    <td>Never culls any faces.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">merge</div></td>
    <td></td>
    <td>2</td>
    <td>Culls all faces that are adjacent to opaque faces and faces adjacent to blocks of the same id (Example usage: Ice blocks).</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">collapse</div></td>
    <td></td>
    <td>3</td>
    <td>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.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">mergematerial</div></td>
    <td></td>
    <td>4</td>
    <td>Same as Merge but checks for equal material (Example usage: Plain glass and all colored glass blocks).</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">collapsematerial</div></td>
    <td></td>
    <td>5</td>
    <td>Same as Collapse but checks for equal material (Example usage: All leaves blocks).</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">liquid</div></td>
    <td></td>
    <td>6</td>
    <td>Same as CollapseMaterial but also culls faces towards opaque blocks.</td>
    <td>-</td>
</tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_sideopaque" data-tt-parent="root">sideopaque</div></td>
    <td>key: string, value: boolean</td>
    <td>-</td>
    <td>Determines if given block face is fully opaque. If yes, the opposite face of the adjacent block will not be drawn for efficiency reasons.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sideopauqe_info" data-tt-parent="p_sideopaque" data-invisible="true"></div></td>
    <td colspan="4">
Sides include: ''all; horizontals, verticals; east, west, up, down, north, south''.
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sideao" data-tt-parent="root">sideao</div></td>
    <td>key: string, value: boolean</td>
    <td>-</td>
    <td>If AmbientOcclusion will be applied for each side.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_ao_info" data-tt-parent="p_sideao" data-invisible="true"></div></td>
    <td colspan="4">
Sides include: ''all; horizontals, verticals; east, west, up, down, north, south''.
  </tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_sideemitao" data-tt-parent="root">sideEmitAo</div></td>
    <td>key: string, value: boolean</td>
    <td>-</td>
    <td>Defines which of the 6 block neighbours should receive AO if this block is in front of them.</td>
    <td>-</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sideemitao_info" data-tt-parent="p_sideemitao" data-invisible="true"></div></td>
    <td colspan="4">
Sides include: ''all; horizontals, verticals; east, west, up, down, north, south''.
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sidesolid" data-tt-parent="root">sidesolid</div></td>
     <td>key: string, value: boolean</td>
     <td>key: string, value: boolean</td>
     <td>-</td>
     <td>-</td>
     <td>Determines if given block face is fully opaque. If yes, the opposite face of the adjacent block will not be drawn for efficiency reasons.</td>
     <td>Determines if given block side is solid. If true, other blocks like torches can be attached to it.</td>
  </tr>
<td>all stairs</td>
  <tr>
   </tr>
    <td scope="row">
   <tr>
        <div class="tt" data-tt-id="p_sideopaque_all" data-tt-parent="p_sideopaque">all</div><br>
     <td scope="row"><div class="tt" data-tt-id="p_sidesolid_info" data-tt-parent="p_sidesolid" data-invisible="true"></div></td>
<div class="tt" data-tt-id="p_sideopaque_horizontals" data-tt-parent="p_sideopaque">horizontals</div><br>
     <td colspan="4">
<div class="tt" data-tt-id="p_sideopaque_verticals" data-tt-parent="p_sideopaque">verticals</div><br>
Sides include: ''all; horizontals, verticals; east, west, up, down, north, south''.
        <div class="tt" data-tt-id="p_sideopaque_east" data-tt-parent="p_sideopaque">east</div><br>
        <div class="tt" data-tt-id="p_sideopaque_west" data-tt-parent="p_sideopaque">west</div><br>
        <div class="tt" data-tt-id="p_sideopaque_up" data-tt-parent="p_sideopaque">up</div><br>
        <div class="tt" data-tt-id="p_sideopaque_down" data-tt-parent="p_sideopaque">down</div><br>
        <div class="tt" data-tt-id="p_sideopaque_north" data-tt-parent="p_sideopaque">north</div><br>
        <div class="tt" data-tt-id="p_sideopaque_south" data-tt-parent="p_sideopaque">south</div>
    </td>
    <td></td>
    <td></td>
    <td></td>
   </tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_sideao" data-tt-parent="root">sideao</div></td>
    <td>key: string, value: boolean</td>
    <td>-</td>
    <td>If AmbientOcclusion will be applied for each side.</td>
  </tr>
  <tr>
    <td scope="row">
        <div class="tt" data-tt-id="p_sideao_all" data-tt-parent="p_sideao">all</div><br>
<div class="tt" data-tt-id="p_sideao_horizontals" data-tt-parent="p_sideao">horizontals</div><br>
<div class="tt" data-tt-id="p_sideao_verticals" data-tt-parent="p_sideao">verticals</div><br>
        <div class="tt" data-tt-id="p_sideao_east" data-tt-parent="p_sideao">east</div><br>
        <div class="tt" data-tt-id="p_sideao_west" data-tt-parent="p_sideao">west</div><br>
        <div class="tt" data-tt-id="p_sideao_up" data-tt-parent="p_sideao">up</div><br>
        <div class="tt" data-tt-id="p_sideao_down" data-tt-parent="p_sideao">down</div><br>
        <div class="tt" data-tt-id="p_sideao_north" data-tt-parent="p_sideao">north</div><br>
        <div class="tt" data-tt-id="p_sideao_south" data-tt-parent="p_sideao">south</div>
    </td>
    <td></td>
    <td></td>
    <td></td>
  </tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_sidesolid" data-tt-parent="root">sidesolid</div></td>
    <td>key: string, value: boolean</td>
    <td>-</td>
    <td>Determins if given block side is solid. If true, other blocks like torches can be attached to it.</td>
  </tr>
  <tr>
    <td scope="row">
        <div class="tt" data-tt-id="p_sidesolid_all" data-tt-parent="p_sidesolid">all</div><br>
<div class="tt" data-tt-id="p_sidesolid_horizontals" data-tt-parent="p_sidesolid">horizontals</div><br>
<div class="tt" data-tt-id="p_sidesolid_verticals" data-tt-parent="p_sidesolid">verticals</div><br>
        <div class="tt" data-tt-id="p_sidesolid_east" data-tt-parent="p_sidesolid">east</div><br>
        <div class="tt" data-tt-id="p_sidesolid_west" data-tt-parent="p_sidesolid">west</div><br>
        <div class="tt" data-tt-id="p_sidesolid_up" data-tt-parent="p_sidesolid">up</div><br>
        <div class="tt" data-tt-id="p_sidesolid_down" data-tt-parent="p_sidesolid">down</div><br>
        <div class="tt" data-tt-id="p_sidesolid_north" data-tt-parent="p_sidesolid">north</div><br>
        <div class="tt" data-tt-id="p_sidesolid_south" data-tt-parent="p_sidesolid">south</div>
    </td>
    <td></td>
    <td></td>
    <td></td>
   </tr>
   </tr>
   <tr>
   <tr>
Line 1,926: Line 2,546:
     <td>boolean</td>
     <td>boolean</td>
     <td>false</td>
     <td>false</td>
     <td>If true then the block will be randomly rotated when placed.</td>
     <td>If true then the block will be randomly rotated when placed. Note: Many random rotated blocks in one chunk will slow down block placement updates. You can increase efficieny by defining alternate shapes with random rotations instead.</td>
     <td>flower</td>
     <td>flower</td>
   </tr>
   </tr>
Line 2,080: Line 2,700:
   </tr>
   </tr>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_zoffset" data-tt-parent="p_vertexflags">sOffset</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_zoffset" data-tt-parent="p_vertexflags">zOffset</div></td>
     <td>boolean</td>
     <td>boolean</td>
     <td>number</td>
     <td>number</td>
     <td>-</td>
     <td>-</td>
     <td>-</td>
     <td>Used to prevent rendering conflicts when blocks are drawn at a distance (IE z-fighting).</td>
   </tr>
   </tr>
</table>
</table>
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