Modding:Block Json Properties: Difference between revisions
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Revision as of 12:42, 5 January 2017
Overview
A complete list of all available properties:
Property | Type | Default | Usage |
---|---|---|---|
json |
|||
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 |
renderpass |
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 water waves | |
topsoil |
4 | Used for grass covered blocks. Allows for a smooth transition from grass to soil, while still allowing climate tinting of grass | |
variantgroups |
arrays | Allows you define multiple variants of the same block | |
creativeinventory |
arrays | In which creative inventory tabs the block should be visible in | |
shapeinventory |
object | 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/ | ||
shape |
object | For the json drawtype, the shape definition of the block as shown in the world, dropped on the ground or held in hand | |
base |
The path to the shape json file, the base dir is assets/shapes/ | ||
shapebytype |
object | 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 |
blockmaterial |
string | The blocks material, check Block Materials for a full list. Amongst others, it will affect with what tool it can be mined with quickly | |
drawtype |
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 | ||
empty |
8 | ||
cube |
9 | ||
cross |
10 | ||
transparent |
11 | ||
liquid |
12 | ||
crossandsnowlayer |
13 | ||
textures |
arrays | The texture definitions for the block as seen in the world, when dropped on the ground or held in the hand | |
texturesinventory |
arrays | The texture definitions for the block as seen in the player inventory. Overrides the textures definition if set. | |
texturesbytype |
arrays | When defining multiple block variants, use this property to selectively choose the textures of a variant | |
texturesinventorybytype |
arrays | When defining multiple block variants, use this property to selectively choose the inventory textures of a variant | |
resistance |
How many seconds it takes to break the block (excluding speed mining bonus). Can use decimal numbers. | ||
sounds |
enum | 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 not used | |
inside |
- | Sound to played when moving inside block (only works for blocks that have no collisionbox, naturally) |