Modding:Block Json Properties: Difference between revisions

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     <td>number</td>
     <td>number</td>
     <td>64</td>
     <td>64</td>
     <td>Determines the maximum amount you can stack the block in one slot</td>
     <td>Determines the maximum amount you can stack the block in one slot.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>boolean</td>
     <td>boolean</td>
     <td>true</td>
     <td>true</td>
     <td>If the block will be added to game or not</td>
     <td>If the block will be added to game or not.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>enum</td>
     <td>enum</td>
     <td>opaque</td>
     <td>opaque</td>
     <td>Determines how the block will be drawn</td>
     <td>Determines how the block will be drawn.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>0</td>
     <td>0</td>
     <td>Used for solid blocks with no half transparency</td>
     <td>Used for solid blocks with no half transparency.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>1</td>
     <td>1</td>
     <td>Used for non-solid single faced blocks, such as tall grass</td>
     <td>Used for non-solid single faced blocks, such as tall grass.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>3</td>
     <td>3</td>
     <td>Used for liquids, produces water waves</td>
     <td>Used for liquids, produces waves.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>4</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>Used for grass covered blocks. Allows for a smooth transition from grass to soil, while still allowing climate tinting of grass.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>arrays</td>
     <td>arrays</td>
     <td></td>
     <td></td>
     <td>Allows you define multiple variants of the same block</td>
     <td>Allows you define multiple variants of the same block.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>arrays</td>
     <td>arrays</td>
     <td></td>
     <td></td>
     <td>In which creative inventory tabs the block should be visible in</td>
     <td>In which creative inventory tabs the block should be visible in.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>object</td>
     <td>object</td>
     <td></td>
     <td></td>
     <td>For the json drawtype, the shape definition of the block as shown in the players inventory</td>
     <td>For the json drawtype, the shape definition of the block as shown in the players inventory.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td></td>
     <td></td>
     <td>The path to the shape json file, the base dir is assets/shapes/</td>
     <td>The path to the shape json file, the base dir is ''assets/shapes/''.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>object</td>
     <td>object</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>For the json drawtype, the shape definition of the block as shown in the world, dropped on the ground or held in hand.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td></td>
     <td></td>
     <td>The path to the shape json file, the base dir is assets/shapes/</td>
     <td>The path to the shape json file, the base dir is ''assets/shapes/''.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>object</td>
     <td>object</td>
     <td></td>
     <td></td>
     <td>When defining multiple block variants, use this property to selectively choose the shape of a variant</td>
     <td>When defining multiple block variants, use this property to selectively choose the shape of a variant.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>boolean</td>
     <td>boolean</td>
     <td>true</td>
     <td>true</td>
     <td>If ambient occlusion will be applied to the block</td>
     <td>If ambient occlusion will be applied to the block.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>string</td>
     <td>string</td>
     <td></td>
     <td></td>
     <td>The blocks material, check [[Block Materials]] for a full list. Amongst others, it will affect with what tool it can be mined with quickly</td>
     <td>The blocks material, check [[Block Materials]] for a full list. Amongst others, it will determine how quickly a specific tool can mine it.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>arrays</td>
     <td>arrays</td>
     <td></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</td>
     <td>The texture definitions for the block as seen in the world, when dropped on the ground or held in the hand.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>arrays</td>
     <td>arrays</td>
     <td></td>
     <td></td>
     <td>When defining multiple block variants, use this property to selectively choose the textures of a variant</td>
     <td>When defining multiple block variants, use this property to selectively choose the textures of a variant.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>arrays</td>
     <td>arrays</td>
     <td></td>
     <td></td>
     <td>When defining multiple block variants, use this property to selectively choose the inventory textures of a variant</td>
     <td>When defining multiple block variants, use this property to selectively choose the inventory textures of a variant.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td></td>
     <td></td>
     <td>How many seconds it takes to break the block (excluding speed mining bonus). Can use decimal numbers.</td>
     <td>How many seconds it takes to break the block (excluding speed mining bonus). Decimal numbers are allowed.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>enum</td>
     <td>enum</td>
     <td></td>
     <td></td>
     <td>The sounds to be played when a player interacts with this block</td>
     <td>The sounds to be played when a player interacts with this block.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>player/build</td>
     <td>player/build</td>
     <td>Sound to played when placing this block</td>
     <td>Sound to played when placing this block.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>walk/default</td>
     <td>walk/default</td>
     <td>Sound to played when walking on this block</td>
     <td>Sound to played when walking on this block.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>player/destruct</td>
     <td>player/destruct</td>
     <td>Sound to played when breaking this block</td>
     <td>Sound to played when breaking this block.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>-</td>
     <td>-</td>
     <td>Currently not used</td>
     <td>Currently unused.</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td></td>
     <td></td>
     <td>-</td>
     <td>-</td>
     <td>Sound to played when moving inside block (only works for blocks that have no collisionbox, naturally)</td>
     <td>Sound to played when moving inside block (only works for blocks that have no collisionbox, naturally).</td>
   </tr>
   </tr>
</table>
</table>

Revision as of 12:18, 9 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 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 determine how quickly a specific tool can mine it.
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). Decimal numbers are allowed.
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 unused.
inside
- Sound to played when moving inside block (only works for blocks that have no collisionbox, naturally).