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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An easy example would be a bowl, which can either be raw or burned:
An easy example would be a bowl, which can either be raw or burned:
<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
code: "bowl",
variantgroups: [
variantgroups: [
{ code:"type", states: ["raw", "burned"] },
{ code:"type", states: ["raw", "burned"] },
Line 72: Line 92:


<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
code: "barrel",
variantgroups: [
variantgroups: [
{ code:"state", states: ["closed", "opened"] },
{ code:"state", states: ["closed", "opened"] },
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----
----


Furthermore there are other ways of combining groups together. So far we covered the default combination mode, which is <code>multiplicative</code> (the total count of variants is the product of all states). There are two other methods, Additive and SelectiveMultiply.  
Furthermore there are other ways of combining groups together. So far we covered the default combination mode, which is <code>Multiply</code> (the total count of variants is the product of all states). There are two other methods, Add and SelectiveMultiply.  


Let's take a look at the <code>additive</code> combination mode used in the flowerpot block:
Let's take a look at the <code>Add</code> combination mode used in this example of a flowerpot block:


<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
code: "flowerpot",
variantgroups: [
variantgroups: [
{ code: "type", states: ["raw"] },
{ code: "type", states: ["raw"] },
{ code: "empty", states: ["empty"], combine: "additive" },
{ code: "empty", states: ["empty"], combine: "Add" },
{ code: "flower", loadFromProperties: "block/flower", combine: "additive" },
{ code: "flower", loadFromProperties: "block/flower", combine: "Add" },
{ code: "mushroom", loadFromProperties: "block/mushroom", combine: "additive" },
{ code: "mushroom", loadFromProperties: "block/mushroom", combine: "Add" },
{ code: "sapling", loadFromProperties: "block/wood", combine: "additive" },
{ code: "sapling", loadFromProperties: "block/wood", combine: "Add" },
],
],
</syntaxhighlight>
</syntaxhighlight>
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The variants are <code>flowerpot-raw</code>, <code>flowerpot-empty</code>, <code>flowerpot-{all flowers}</code>, <code>flowerpot-{all mushrooms}</code> and <code>flowerpot-{all saplings}</code>.
The variants are <code>flowerpot-raw</code>, <code>flowerpot-empty</code>, <code>flowerpot-{all flowers}</code>, <code>flowerpot-{all mushrooms}</code> and <code>flowerpot-{all saplings}</code>.


<code>Additive</code> mode could also be called separate, since it defines a variant separate from all the other groups:
<code>Add</code> mode could also be called separate, since it defines a variant separate from all the other groups:


<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
code: "thingy",
variantgroups: [
variantgroups: [
{ code: "something", states: ["same", "different"] },
{ code: "something", states: ["same", "different"] },
{ code: "type", states: ["raw", "baked"] },
{ code: "type", states: ["raw", "baked"] },
{ code: "empty", states: ["red", "green"], "combine": "additive" },
{ code: "empty", states: ["red", "green"], "combine": "Add" },
],
],
</syntaxhighlight>
</syntaxhighlight>


In this case, the result would be <code>same-raw</code>, <code>same-baked</code>, <code>different-raw</code>, <code>different-baked</code>, <code>red</code> and <code>green</code>
In this case, the result would be <code>thingy-same-raw</code>, <code>thingy-same-baked</code>, <code>thingy-different-raw</code>, <code>thingy-different-baked</code>, <code>thingy-red</code> and <code>thingy-green</code>


The third combination mode <code>"SelectiveMultiply"</code> which allows you to specify which variant groups you want to combine multiplicatively with. There are many examples of this in the clothing item JSONS, as shown below with the lowerbody asset:
The third combination mode <code>"SelectiveMultiply"</code> which allows you to specify which variant groups you want to combine multiplicatively with. There are many examples of this in the clothing item JSONS, as shown below with this example of a lowerbody asset:


<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
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</syntaxhighlight>
</syntaxhighlight>


The function <code>onVariant</code> specifies which variant group to selectively combine with, ignoring all other variants without it (in case some are combined additively).  
The parameter <code>onVariant</code> specifies which variant group (by using that groups <code>code</code>) to target and the <code>code</code> specifies which of the target variant groups <code>states</code> (only one) to selectively combine with, ignoring all other variants without that specific state.  


Using this will result items called <code>clothes-lowerbody-aristocrat-leggings</code>, <code>clothes-lowerbody-dirty-linen-trousers</code>, etc.
Using this will result items called <code>clothes-lowerbody-aristocrat-leggings</code>, <code>clothes-lowerbody-dirty-linen-trousers</code>, etc.
'''Variant group placeholder:'''
Since Vintagestory v1.8 it is also possible to use the variantgroups codes as placeholders (<code>{variant_group_code}</code>) in for example paths to textures.:
<syntaxhighlight lang="json">
code: "axe",
variantgroups: [
{ code: "metal", states: ["copper", "tinbronze", "bismuthbronze", "blackbronze", "gold", "silver", "iron" ] },
],
textures: {
"metal": { base: "block/metal/ingot/{metal}" },
"wood": { base: "item/tool/material/wood" }
},
</syntaxhighlight>
Now the <code>metal</code> texture path will change based on the variant. For example the variant <code>axe-copper</code> will use <code>block/metal/ingot/copper</code> as its <code>metal</code> texture.


     </td>
     </td>
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</syntaxhighlight>
</syntaxhighlight>


Since Vintagestory v1.8 it is also possible to use the variantgroup as a placeholder:
    </td>
<syntaxhighlight lang="json">
  </tr>
variantgroups: [
<tr>
{ code: "metal", states: ["copper", "tinbronze", "bismuthbronze", "blackbronze", "gold", "silver", "iron" ] },
  <td scope="row"><div class="tt" data-tt-id="p_allowedVariants" data-tt-parent="root">allowedVariants</div></td>
  <td>array of strings</td>
  <td>-</td>
  <td>Used to trim unnecessary items generated by combined variants. </td>
  <td>crystalizedore-graded, ore-graded, ore-ungraded</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_allowedVariants_info" data-tt-parent="p_allowedVariants" data-invisible="true"></div></td>
    <td colspan="4">
By using the <code>allowedVariants</code> you can specify which variants you want to be generated. Looks at this example of different armor parts (uses both <code>allowedVariants</code> and <code>skipVariants</code>):
<syntaxhighlight lang="json">
code: "armor",
variantgroups: [
{ code: "bodypart",  states: ["head", "body", "legs"] },
{ code: "construction",  states: [
"improvised",
"jerkin",
"lamellar",
"sewn",
"brigandine",
"chain",
"scale",
"plate"
]},
{ code: "material", states: [
"wood",
"leather",
"linen",
"copper",
"tinbronze",
"bismuthbronze",
"blackbronze",
"iron",
"steel",
"gold",
"silver"
]},
],
skipVariants: [
"armor-*-brigandine-leather",
"armor-*-brigandine-linen",
"armor-*-brigandine-wood",
"armor-*-brigandine-gold",
"armor-*-brigandine-silver",
"armor-*-chain-leather",
"armor-*-chain-linen",
"armor-*-chain-wood",
"armor-*-scale-leather",
"armor-*-scale-linen",
"armor-*-scale-wood",
"armor-*-scale-gold",
"armor-*-scale-silver",
"armor-*-plate-leather",
"armor-*-plate-linen",
"armor-*-plate-wood",
"armor-*-sewn-wood",
],
],
textures: {
allowedVariants: [
"metal": { base: "block/metal/ingot/{metal}" },
"armor-body-improvised-wood",
"wood": { base: "item/tool/material/wood" }
},
"armor-body-jerkin-leather",
</syntaxhighlight>
"armor-legs-jerkin-leather",
</td>
"armor-*-lamellar-wood",
"armor-*-lamellar-copper",
"armor-*-lamellar-tinbronze",
"armor-*-lamellar-bismuthbronze",
"armor-*-lamellar-blackbronze",
 
"armor-*-sewn-linen",
"armor-*-sewn-leather",
"armor-*-scale-*",
"armor-*-chain-*",
"armor-*-plate-*",
"armor-*-brigandine-*",
],</syntaxhighlight>
 
The wildcard char '''<code>*</code>''' stands for anything, and can be used to target many variants with one string instead of having to write them all down.
    </td>
   </tr>
   </tr>
  <tr>
  <td scope="row"><div class="tt" data-tt-id="p_enabled" data-tt-parent="root">allowedVariants</div></td>
  <td>array of objects</td>
  <td>-</td>
  <td>Used to trim unnecessary items generated by combined variants. </td>
  <td>crystalizedore-graded, ore-graded, ore-ungraded</td>
</tr>
<tr>
<tr>
   <td scope="row"><div class="tt" data-tt-id="p_enabled" data-tt-parent="root">skipVariants</div></td>
   <td scope="row"><div class="tt" data-tt-id="p_skipVariants" data-tt-parent="root">skipVariants</div></td>
   <td>array of object</td>
   <td>array of strings</td>
   <td>-</td>
   <td>-</td>
   <td>Similar to allowedVariants, but instead skips the creation of listed variants rather than assigning which are allowed. </td>
   <td>Similar to allowedVariants, but instead skips the creation of listed variants rather than assigning which are allowed. </td>
   <td>armor</td>
   <td>armor</td>
</tr>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_skipVariants_info" data-tt-parent="p_skipVariants" data-invisible="true"></div></td>
    <td colspan="4">
By using the <code>skipVariants</code> you can specify which variants you do NOT want to be generated. For an example look above under <code>allowedVariants</code> which shows both <code>allowedVariants</code> and <code>skipVariants</code> in use at the same time.
    </td>
  </tr>
   <tr>
   <tr>
     <td colspan="5" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Specific</b></td>
     <td colspan="5" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Specific</b></td>
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Block entity behaviors are expanded capabilities that regular behaviors cannot accomplish. At the moment they are only used for Mechanical Power blocks, but if you're looking to make your own you can look through the existing files at the Vintage Story Github [https://github.com/anegostudios/vssurvivalmod/tree/master/Systems/MechanicalPower/BlockEntityBehavior here ].
Block entity behaviors are expanded capabilities that regular behaviors cannot accomplish. At the moment they are only used for Mechanical Power blocks, but if you're looking to make your own you can look through the existing files at the Vintage Story Github [https://github.com/anegostudios/vssurvivalmod/tree/master/Systems/MechanicalPower/BlockEntityBehavior here ].


To see all of the current block entity behaviors in the game see [[Json:block:behaviors|All Block Behaviors]].
To see all of the current block entity behaviors in the game see [[Modding:Block_Entity_Behaviors|All Block Entity Behaviors]].
</td>
</td>
   </tr>
   </tr>
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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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     <td>-</td>
     <td>-</td>
     <td>The sounds played for this block during step, break, build and walk.</td>
     <td>The sounds played for this block during step, break, build and walk.</td>
    <td>anvil, rock, water</td>
   </tr>
   </tr>
   <tr>
   <tr>
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   </tr>
   </tr>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_sounds_ambient" data-tt-parent="p_sounds">ambient</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_sounds_bytool" data-tt-parent="p_sounds">byTool</div></td>
     <td colspan="4">Played from time to time if the player is close to it.</td>
     <td colspan="4">Allows different sounds to be made based off the tool that's being used.</td>
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_sounds_info" data-tt-parent="p_sounds" data-invisible="true"></div></td>
     <td scope="row"><div class="tt" data-tt-id="p_bytool_info" data-tt-parent="p_sounds_bytool" data-invisible="true"></div></td>
     <td colspan="4">
     <td colspan="4">
'''Anvil''':
 
We'll use the "rock" block as an example:
 
<syntaxhighlight lang="json">
sounds: {
  walk: "walk/stone",
  byTool: {
    "Pickaxe": { hit: "block/rock-hit-pickaxe", break: "block/rock-break-pickaxe" }
  }
},
</syntaxhighlight>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_ambient" data-tt-parent="p_sounds">ambient</div></td>
    <td colspan="4">Played from time to time if the player is close to it.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_ambient" data-tt-parent="p_sounds">ambientBlockCount</div></td>
    <td colspan="4">The max number of blocks allowed to produce ambient sounds.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_info" data-tt-parent="p_sounds" data-invisible="true"></div></td>
    <td colspan="4">
Here's a few examples of how different blocks have their own sound properties:
 
'''Anvil''':
<syntaxhighlight lang="json">
<syntaxhighlight lang="json">
     sounds: {
     sounds: {
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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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     <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>
    <td>all blocks</td>
   </tr>
   </tr>
   <tr>
   <tr>
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   </tr>
   </tr>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_maxstacksize" data-tt-parent="root">maxstacksize</div></td>
    <td scope="row"><div class="tt" data-tt-id="p_creativestacks" data-tt-parent="root">CreativeInventoryStacks</div></td>
     <td>integer</td>
    <td>-</td>
     <td>64</td>
    <td>-</td>
     <td>Determines the maximum amount you can stack the block in one slot.</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>
     <td scope="row"><div class="tt" data-tt-id="p_maxstacksize" data-tt-parent="root">maxstacksize</div></td>
     <td>integer</td>
     <td>64</td>
     <td>Determines the maximum amount you can stack the block in one slot.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>0.5</td>
     <td>0.5</td>
     <td>The damage the deals when hitting an entity.</td>
     <td>The damage the deals when hitting an entity.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>1.5</td>
     <td>1.5</td>
     <td>The maximum distance you can hit an entity.</td>
     <td>The maximum distance you can hit an entity.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>9999</td>
     <td>9999</td>
     <td>Determines on whether an object floats on liquids or not.</td>
     <td>Determines on whether an object floats on liquids or not.</td>
    <td>hay, planks, lava, water</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td colspan="4">
     <td colspan="4">
Water has a density of 1000, meaning everything below or equal will float on water. The same goes for lava which has a density of 5000.
Water has a density of 1000, meaning everything below or equal will float on water. The same goes for lava which has a density of 5000.
Vintage story uses real world densities for each material (where 1000 = 1 g/cm^3). To give an idea of the current range of densities, gold has a density of 19300, iron's is 7870, and a feather is 20.
</td>
</td>
   </tr>
   </tr>
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     <td>false</td>
     <td>false</td>
     <td>If the block can select a liquid while holding it in hand.</td>
     <td>If the block can select a liquid while holding it in hand.</td>
    <td>bucket</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>key: string, value: decimal number</td>
     <td>key: string, value: decimal number</td>
     <td>-</td>
     <td>-</td>
     <td>The mining speed for each material.</td>
     <td>The mining speed for each material. Not to be confused with ''resistance'', which determines how long it takes to mine the block.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>0</td>
     <td>0</td>
     <td>Determines which blocks it can break. If the required miningtier is above the defined one there will be no drop from it.</td>
     <td>Determines which blocks it can break. If the required miningtier is above the defined one there will be no drop from it.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_attributes" data-tt-parent="root">attributes</div></td>
    <td>key: string, value: object</td>
     <td>-</td>
     <td>-</td>
    <td>Custom Attributes associated with this block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_attributes_info" data-tt-parent="p_attributes" data-invisible="true"></div></td>
    <td colspan="4">
Extra attributes added to a block. Those are final and cannot be modified. It's a good way to keep things organized and and modifiable. The '''oreblastingbomb''' for example has attributes, which define its radius and type. These can be used by behaviors and blockentities:
<syntaxhighlight lang="json">
    attributes: {
"blastRadius": 4,
"blastType": 0,
},
</syntaxhighlight>
</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <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>
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     <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>
Line 1,119: Line 1,280:
     <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>
Line 1,150: Line 1,312:
     <td>-</td>
     <td>-</td>
     <td>Information about the blocks nutrients.</td>
     <td>Information about the blocks nutrients.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
Line 1,156: Line 1,319:
     <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>
Line 1,162: Line 1,326:
     <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>
Line 1,168: Line 1,333:
     <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>
   <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_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>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_tprops_type_cure" data-tt-parent="p_tprops_type">Cure</div></td>
     <td>key: string, value: object</td>
     <td>string</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. 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>Will "cure" an item by showing percent progress until cured.</td>
    <td>hide</td>
   </tr>
   </tr>
   <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 scope="row"><div class="tt" data-tt-id="p_tprops_type_perish" data-tt-parent="p_tprops_type">Perish</div></td>
     <td colspan="4">{{:json:block:texture}}</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>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_texturesinventory" data-tt-parent="root">texturesinventory</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_tprops_fresh" data-tt-parent="p_transprops">freshHours</div></td>
     <td>key: string, value: object</td>
     <td>number (hours)</td>
     <td></td>
     <td>-</td>
     <td>The texture definitions for the block as seen in the player inventory. Overrides the textures.</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>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_shape" data-tt-parent="root">shape</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_tprops_ttime" data-tt-parent="p_transprops">transitionHours</div></td>
     <td>object</td>
     <td>number (hours)</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>Number of hours before the item transitions into a different item.</td>
    <td>redmeat, hide</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_tprops_stack" data-tt-parent="p_transprops">transitionedStack</div></td>
     <td></td>
     <td>object (item or block)</td>
     <td></td>
     <td>-</td>
     <td>The path to the shape json file, the base dir is ''assets/shapes/''.</td>
     <td>The item or block that the item will transition into.</td>
    <td>redmeat, hide</td>
   </tr>
   </tr>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_rotateX" data-tt-parent="p_shape">rotatex</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_tprops_ratio" data-tt-parent="p_transprops">transitionRatio</div></td>
     <td>float</td>
     <td>number</td>
     <td>0</td>
     <td>-</td>
     <td>Only 90 degree rotations are possible.</td>
     <td>The quantity of the item that will be consumed after the transition period.</td>
    <td>redmeat, hide</td>
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_rotateY" data-tt-parent="p_shape">rotatey</div></td>
     <td colspan="5" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Attributes</b></td>
    <td>float</td>
    <td>0</td>
    <td>Only 90 degree rotations are possible.</td>
   </tr>
   </tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_rotateZ" data-tt-parent="p_shape">rotatez</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_attributes_list" data-tt-parent="root">attributes</div></td>
     <td>float</td>
     <td>-</td>
     <td>0</td>
     <td>-</td>
     <td>Only 90 degree rotations are possible.</td>
     <td>Custom Attributes associated with this item.</td>
    <td>barrel, chest, pot, skep</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_attributes_info" data-tt-parent="p_attributes_list" data-invisible="true"></div></td>
     <td>object</td>
     <td colspan="4">
     <td>-</td>
Attributes constitute a large number of custom properties that an block can have, many of which are specific to unique blocks that rely on a C# class for additional functionality. If you wish to add your own JSON attributes to an item generally you must also have a class to utilize them.
    <td>For the json drawtype, the shape definition of the block as shown in the players inventory.</td>
 
Values placed here are final and cannot be modified. For example, if you made a new type of block, say one that damages people when they get close you could define them here:
 
<syntaxhighlight lang="json">
     attributes: {
"touchDamage": 0.1,
"sneakAvoidTouchDamage": true,
},
</syntaxhighlight>
 
Here we have made two new attributes called "touchDamage" and "sneakAvoidTouchDamage" and have given them their own static values to be used in code. As is, these cannot do anything without the usage of C# code in a class. Regardless, we can see that this is a convenient way to create extra properties that can easily be used by other blocks that use the same class.  
   </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_attributes_contain" data-tt-parent="root">(Container Attributes)</div></td>
<td colspan="4">
Attributes that define additional container information.
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_allowheat" data-tt-parent="p_attributes_contain">allowHeating</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>Used by the pot block to allow it to be heated in either the output or input slot.</td>
    <td>pot</td>
</tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_bowlcontent" data-tt-parent="p_attributes_contain">bowlContents</div></td>
     <td>string</td>
     <td>string</td>
     <td>&quot;cube&quot;</td>
     <td>null</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>The item code of the contents contained in the bowl, by default this value is '''null''' since most bowls will start with nothing inside them.</td>
  </tr>
    <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>
<tr>
     <td></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_" data-tt-parent="p_attributes_contain">canHold</div></td>
     <td>0</td>
     <td>string (blockcode)</td>
     <td></td>
     <td>-</td>
  </tr>
    <td>What blocks (liquids) a liquid container can hold.</td>
  <tr>
     <td>bucket</td>  
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_2" data-tt-parent="p_drawtype">blockLayer_2</div></td>
</tr>
     <td></td>
<tr>
     <td>1</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_caplitres" data-tt-parent="p_attributes_contain">capacityLitres</div></td>
     <td></td>
     <td>number</td>
  </tr>
     <td>-</td>
  <tr>
     <td>The amount of litres that a liquid container can hold.</td>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_3" data-tt-parent="p_drawtype">blockLayer_3</div></td>
    <td>bucket</td>  
     <td></td>
</tr>
     <td>2</td>
<tr>
     <td></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_csound" data-tt-parent="p_attributes_contain">closeSound</div></td>
  </tr>
     <td>Path to sound</td>
  <tr>
     <td>-</td>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_4" data-tt-parent="p_drawtype">blockLayer_4</div></td>
    <td>The sound that plays when a container is opened.</td>
     <td></td>
     <td>chest, storagevessel</td>  
     <td>3</td>
</tr>
     <td></td>
<tr>
  </tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_contentblock" data-tt-parent="p_attributes_contain">contentBlockCode</div></td>
  <tr>
     <td>-</td>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_5" data-tt-parent="p_drawtype">blockLayer_5</div></td>
     <td>-</td>
     <td></td>
     <td>Used by the flowerpot to manually store the block contained in each variant, which drops when the block is broken.</td>
     <td>4</td>
    <td>flowerpot, planter</td>
     <td></td>
</tr>
  </tr>
<tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_contentconfig" data-tt-parent="p_attributes_contain">contentConfig</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_6" data-tt-parent="p_drawtype">blockLayer_6</div></td>
     <td>-</td>
     <td></td>
     <td>-</td>
     <td>5</td>
     <td>Used by food troughs to determine the properties of each content type.</td>
     <td></td>
    <td>trough-large, trough-small</td>
  </tr>
</tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_blockLayer_7" data-tt-parent="p_drawtype">blockLayer_7</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_ccprops_code" data-tt-parent="p_alist_contentconfig">code</div></td>
     <td></td>
     <td>String</td>
     <td>6</td>
    <td>-</td>
     <td></td>
     <td>Identifier used for referencing in the JSON.</td>
  </tr>
     <td>trough-large, trough-small</td>  
  <tr>
</tr>
     <td scope="row"><div class="tt" data-tt-id="p_json" data-tt-parent="p_drawtype">json</div></td>
<tr>
     <td></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_ccprops_content" data-tt-parent="p_alist_contentconfig">content</div></td>
     <td>7</td>
     <td>Item or Block code</td>
     <td>Will draw a json model.</td>
     <td>-</td>
  </tr>
     <td>The item or block placed in the trough.</td>
  <tr>
    <td>trough-large, trough-small</td>
     <td scope="row"><div class="tt" data-tt-id="p_empty" data-tt-parent="p_drawtype">empty</div></td>
</tr>
     <td></td>
<tr>
     <td>8</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_ccprops_foodfor" data-tt-parent="p_alist_contentconfig">foodFor</div></td>
     <td>Nothing will be drawn.</td>
     <td>Entity Code</td>
  </tr>
     <td>-</td>
  <tr>
     <td>The entity that can interact with (eat) the contents.</td>
     <td scope="row"><div class="tt" data-tt-id="p_cube" data-tt-parent="p_drawtype">cube</div></td>
    <td>trough-large, trough-small</td>
     <td></td>
</tr>
     <td>9</td>
<tr>
     <td>Draws an ordinary cube.</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_ccprops_quant" data-tt-parent="p_alist_contentconfig">quantityPerFillLevel</div></td>
  </tr>
     <td>number</td>
  <tr>
     <td>-</td>
     <td scope="row"><div class="tt" data-tt-id="p_cross" data-tt-parent="p_drawtype">cross</div></td>
     <td>The number of the item or block required to fill a "portion" of the trough.</td>
     <td></td>
    <td>trough-large, trough-small</td>
     <td>10</td>
</tr>
     <td></td>
<tr>
  </tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_ccprops_max" data-tt-parent="p_alist_contentconfig">maxFillLevels</div></td>
  <tr>
     <td>number</td>
     <td scope="row"><div class="tt" data-tt-id="p_transparent" data-tt-parent="p_drawtype">transparent</div></td>
     <td>-</td>
     <td></td>
     <td>The maximum number of portions that the trough can be filled with.</td>
     <td>11</td>
    <td>trough-large, trough-small</td>
     <td></td>
</tr>
  </tr>
<tr>
  <tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_ccprops_shapes" data-tt-parent="p_alist_contentconfig">shapesPerFillLevel</div></td>
    <td scope="row"><div class="tt" data-tt-id="p_liquid" data-tt-parent="p_drawtype">liquid</div></td>
     <td>Array of Shape Paths</td>
    <td></td>
     <td>-</td>
    <td>12</td>
    <td>A list of shapes for each level of the trough, with first being empty, the second with one layer etc.</td>
    <td></td>
     <td>trough-large, trough-small</td>  
   </tr>
</tr>
  <tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_crossandsnowlayer" data-tt-parent="p_drawtype">crossandsnowlayer</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_ccprops_texture" data-tt-parent="p_alist_contentconfig">textureCode</div></td>
     <td></td>
     <td>Path to texture</td>
     <td>13</td>
     <td>-</td>
    <td></td>
     <td>The flat texture used for the contents in the trough.</td>
  </tr>
    <td>trough-large, trough-small</td>  
  <tr>
</tr>
    <td scope="row"><div class="tt" data-tt-id="p_renderpass" data-tt-parent="root">renderpass</div></td>
<tr>
    <td>string</td>
<td scope="row"><div class="tt" data-tt-id="p_cconfig_info" data-tt-parent="p_alist_contentconfig" data-invisible="true"></div></td>
    <td>&quot;opaque&quot;</td>
<td colspan="4">
    <td>Determines how the block will be drawn.</td>
 
  </tr>
The large trough is a good example of how the contentConfig attribute is used, since it uses two different shape progressions for regular seed and dry grass:
  <tr>
<syntaxhighlight lang="json">
    <td scope="row"><div class="tt" data-tt-id="p_opaque" data-tt-parent="p_renderpass">opaque</div></td>
contentConfig: [
     <td></td>
   {
     <td>0</td>
    code: "flax",
     <td>Used for solid blocks with no half transparency.</td>
     content: { type: "item", code: "grain-flax" },
  </tr>
    foodFor: ["pig-*", "sheep-*"],
  <tr>
    quantityPerFillLevel: 2,
     <td scope="row"><div class="tt" data-tt-id="p_opaquenocull" data-tt-parent="p_renderpass">opaquenocull</div></td>
     maxFillLevels: 8,
    <td></td>
     shapesPerFillLevel: ["block/wood/trough/large/grainfill1", "block/wood/trough/large/grainfill1", "block/wood/trough/large/grainfill2", "block/wood/trough/large/grainfill2", "block/wood/trough/large/grainfill3", "block/wood/trough/large/grainfill3", "block/wood/trough/large/grainfill4", "block/wood/trough/large/grainfill4"],
    <td>1</td>
    textureCode: "contents-flax"
    <td>Used for non-solid single faced blocks, such as tall grass.</td>
  },
  </tr>
  {
  <tr>
    code: "drygrass",
    <td scope="row"><div class="tt" data-tt-id="p_transparent" data-tt-parent="p_renderpass">transparent</div></td>
     content: { type: "item", code: "drygrass" },
    <td></td>
     quantityPerFillLevel: 8,
     <td>2</td>
     maxFillLevels: 8,
    <td>Use for solid halftransparent blocks, such as glass</td>
     shapesPerFillLevel: ["block/wood/trough/large/hayfill1", "block/wood/trough/large/hayfill1", "block/wood/trough/large/hayfill2", "block/wood/trough/large/hayfill2", "block/wood/trough/large/hayfill3", "block/wood/trough/large/hayfill3", "block/wood/trough/large/hayfill4", "block/wood/trough/large/hayfill4"],
  </tr>
    foodFor: ["pig-*", "sheep-*"]
  <tr>
  }
     <td scope="row"><div class="tt" data-tt-id="p_liquid" data-tt-parent="p_renderpass">liquid</div></td>
]
    <td></td>
</syntaxhighlight>
     <td>3</td>
</tr>
     <td>Used for liquids, produces waves.</td>
<tr>
  </tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_contentitemcode" data-tt-parent="p_attributes_contain">contentItemCode</div></td>
  <tr>
    <td>Item</td>
     <td scope="row"><div class="tt" data-tt-id="p_topsoil" data-tt-parent="p_renderpass">topsoil</div></td>
    <td>-</td>
    <td></td>
     <td>The id of an item stored in a container.</td>
    <td>4</td>
    <td>-</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>
     <td scope="row"><div class="tt" data-tt-id="p_alist_contentitem2block" data-tt-parent="p_attributes_contain">contentItem2BlockCode</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_ambientocclusion" data-tt-parent="root">ambientocclusion</div></td>
     <td>Item</td>
    <td>-</td>
    <td>Items that are converted into blocks when store in this container.</td>
    <td>bowl</td>
</tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_cookslots" data-tt-parent="p_attributes_contain">cookingContainerSlots</div></td>
    <td>Number</td>
    <td>-</td>
    <td>The number of slots a cooking container has.</td>
    <td>crucible, pot</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_defaulttype" data-tt-parent="p_attributes_contain">defaultTyped</div></td>
    <td>String</td>
    <td>-</td>
    <td>Since containers have a unique variant form called "types" this is used to determine what the default type is.</td>
    <td>chest, storagevessel</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_langcode" data-tt-parent="p_attributes_contain">dialogTitleLangCode</div></td>
    <td>String</td>
    <td>-</td>
    <td>Gives a container tooltip a "title" in the lang file (EG "Chest Contents").</td>
    <td>chest, storagevessel</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_casable" data-tt-parent="p_attributes_contain">displaycasable</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>If true, allows a block to be placed in a display case.</td>
    <td>crystal-small</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_eatenblock" data-tt-parent="p_attributes_contain">eatenBlock</div></td>
    <td>Block Code</td>
    <td>-</td>
    <td>Used by meal blocks to determine what block to return to when the meal has been completely eaten.</td>
    <td>bowl</td>
</tr>
<tr>
    <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>Used by meal container blocks to determine what block to return to when the meal has been emptied from it.</td>
    <td>pot</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_fillheight" data-tt-parent="p_attributes_contain">fillHeight</div></td>
    <td>Number</td>
    <td>-</td>
    <td>Determines how high to render molten metal in a tool mold.</td>
    <td>toolmold</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_fillquads" data-tt-parent="p_attributes_contain">fillQuadsByLevel</div></td>
    <td>Array of Coordinates</td>
    <td>-</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>toolmold</td>
</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>
    <td scope="row"><div class="tt" data-tt-id="p_alist_handlecook" data-tt-parent="p_attributes_contain">handleCookingContainerInteract</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>If true, can be used to take food from a cooking container.</td>
    <td>crock, pot</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_handleliquid" data-tt-parent="p_attributes_contain">handleLiquidContainerInteract</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>If true, can be used to hold liquids.</td>
    <td>crock, pot</td>
</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>
    <td scope="row"><div class="tt" data-tt-id="p_alist_inputface" data-tt-parent="p_attributes_contain">input-face</div></td>
    <td>Side ID</td>
    <td>-</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>hopper</td>
</tr>
<tr>
    <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>-</td>
    <td>Used to name an inventory during the loading of inventories in the world. Use "chest" for any generic containers.</td>
    <td>chest, storagevessel</td>
</tr>
<tr>
    <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>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>boolean</td>
     <td>true</td>
     <td>-</td>
     <td>If ambient occlusion will be applied to the block.</td>
     <td>If true, allows the block to hold and take liquids.</td>
  </tr>
    <td>bucket</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_maxstackcontain" data-tt-parent="p_attributes_contain">maxContainerSlotStackSize</div></td>
     <td>integer</td>
     <td>Number</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>Limits the stacksize of items placed into the container.</td>
  <tr>
    <td>pot</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_maxtemp" data-tt-parent="p_attributes_contain">maxHeatableTemp</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>Number</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>The highest temperature that the container can be heated.</td>
  <tr>
    <td>pot, crucible</td>
     <td scope="row"><div class="tt" data-tt-id="p_facecullmode" data-tt-parent="root">facecullmode</div></td>
</tr>
     <td>string</td>
<tr>
    <td>&quot;default&quot;</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_mealblock" data-tt-parent="p_attributes_contain">mealBlockCode</div></td>
    <td>Determines which sides of the blocks should be rendered.</td>
     <td>Block Code</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>Used by meal blocks to determine which variant is used when filled with a meal.</td>
  <tr>
    <td>bowl</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_mealcontainer" data-tt-parent="p_attributes_contain">mealContainer</div></td>
    <td>Culls faces if they are opaque faces adjacent to opaque faces.</td>
     <td>boolean</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>Allows the block to function as a meal container (can pull from meal blocks like crocks).</td>
  <tr>
    <td>bowl</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_opensound" data-tt-parent="p_attributes_contain">openSound</div></td>
    <td>Never culls any faces.</td>
     <td>Path to Sound</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>Determines what sound is played when a container is opened. Generally used in tandem with '''closeSound'''.</td>
  <tr>
    <td>chest, storagevessel</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_outputface" data-tt-parent="p_attributes_contain">output-face</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>Direction ID</td>
     <td>-</td>
     <td>-</td>
  </tr>
    <td>Used by the chute block to determine which face of the block is used as an output for transferring items.</td>
  <tr>
    <td>chute</td>
     <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">collapse</div></td>
</tr>
    <td></td>
<tr>
    <td>3</td>
     <td scope="row"><div class="tt" data-tt-id="p_alist_pandrops" data-tt-parent="p_attributes_contain">panningDrops</div></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>
  <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>
     <td>-</td>
  </tr>
    <td>If a block can be used for panning (using the BlockPan class), these are its potential drops.</td>
  <tr>
    <td>pan</td>
     <td scope="row"><div class="tt" data-tt-id="p_facecullmode_default" data-tt-parent="p_facecullmode">collapsematerial</div></td>
</tr>
     <td></td>
<tr>
     <td>5</td>
  <td scope="row"><div class="tt" data-tt-id="p_panning_info" data-tt-parent="p_alist_pandrops" data-invisible="true"></div></td>
     <td>Same as Collapse but checks for equal material (Example usage: All leaves blocks).</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>
     <td scope="row"><div class="tt" data-tt-id="p_alist_quantityslots" data-tt-parent="p_attributes_contain">quantitySlots</div></td>
     <td>number</td>
    <td>-</td>
    <td>The number of slots a generic container has.</td>
    <td>chest, storagevessel</td>
</tr>
<tr>
     <td scope="row"><div class="tt" data-tt-id="p_alist_requiredunits" data-tt-parent="p_attributes_contain">requiredUnits</div></td>
     <td>number</td>
    <td>-</td>
    <td>The number of units required to fill a tool mold with molten metal.</td>
    <td>toolmold</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_retrieveonly" data-tt-parent="p_attributes_contain">retrieveOnly</div></td>
    <td>boolean</td>
    <td>-</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>lootvessel</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_servingcapacity" data-tt-parent="p_attributes_contain">servingCapacity</div></td>
    <td>number</td>
     <td>-</td>
     <td>-</td>
  </tr>
     <td>The number of servings of a meal a block can hold.</td>
  <tr>
     <td>crock, bowl</td>  
    <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>
  <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_shelvable" data-tt-parent="p_attributes_contain">shelvable</div></td>
     <td>key: string, value: boolean</td>
     <td>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>If true, allows the block to be placed on a shelf.</td>
    <td>crystal-small, seashell</td>
</tr>
<tr>
    <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>-</td>
    <td>Used by flower pots to determine how high the incorporated block should be rendered.</td>
    <td>flowerpot, planter</td>
</tr>
<tr>
    <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>Used to make food spoil slower or faster when stored in a container.</td>
    <td>storagevessel</td>
</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>
    <td scope="row"><div class="tt" data-tt-id="p_alist_storagetype" data-tt-parent="p_attributes_contain">storageType</div></td>
    <td>Number (Storage Flag)</td>
    <td>-</td>
    <td>The storage flag of the container, which can limit what types of items or blocks can be stored within it.</td>
    <td>storagevessel</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_storagetype" data-tt-parent="p_attributes_contain">textureMapping</div></td>
    <td>-</td>
    <td>-</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>pot</td>
</tr>
<tr>
    <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>A secondary method of variant categorization used by containers to help with assigning attributes.</td>
    <td>chest</td>
</tr>
<tr>
    <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>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>chest</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_varaintbygroupinv" data-tt-parent="p_attributes_contain">variantByGroupInventory</div></td>
    <td>-</td>
    <td>-</td>
    <td>A subtype inventory name that can be assigned to types (usually this is "null").</td>
    <td>chest</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_waterprops" data-tt-parent="p_attributes_contain">waterTightContainerProps</div></td>
  <td>-</td>
  <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>
  <td>water</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_liquidcontain" data-tt-parent="p_alist_waterprops">containable</div></td>
  <td>boolean</td>
  <td>-</td>
  <td>If true, the liquid can be placed into liquid containers, such as barrels and buckets.</td>
  <td>water</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_iperlitre" data-tt-parent="p_alist_waterprops">itemsPerLitre</div></td>
  <td>number (int)</td>
  <td>-</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>
  <td>water</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_liqtex" data-tt-parent="p_alist_waterprops">texture</div></td>
  <td>Path to Texture</td>
  <td>-</td>
  <td>A "block" texture given to a liquid when it's rendered in containers or other items.</td>
  <td>waterportion, honeyportion</td>
</tr>
<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>waterportion, limewater</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_whenfill" data-tt-parent="p_alist_waterprops">whenFilled</div></td>
  <td>Item or Block Code</td>
  <td>-</td>
  <td>Determines what is stored in a liquid container when interacted with.</td>
  <td>water</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_whenspill" data-tt-parent="p_alist_waterprops">whenSpilled</div></td>
  <td>-</td>
  <td>-</td>
  <td>Determines what happens when the "spill" interaction is used. Only works if the allowSpill property is set to true.</td>
  <td>waterportion, limewater</td>
</tr>
<tr>
  <td scope="row"><div class="tt" data-tt-id="p_alist_spillact" data-tt-parent="p_alist_whenspill">action</div></td>
  <td>string</td>
  <td>-</td>
  <td>Code identifier that determines what happens when the liquid is spilled from a container.</td>
  <td>waterportion, limewater</td>
</tr>
<tr>
  <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">
     <td scope="row"><div class="tt" data-tt-id="p_alist_mechpower" data-tt-parent="p_attributes_render">mechancialPower</div></td>
        <div class="tt" data-tt-id="p_sideopaque_all" data-tt-parent="p_sideopaque">all</div><br>
    <td>boolean</td>
<div class="tt" data-tt-id="p_sideopaque_horizontals" data-tt-parent="p_sideopaque">horizontals</div><br>
    <td>-</td>
<div class="tt" data-tt-id="p_sideopaque_verticals" data-tt-parent="p_sideopaque">verticals</div><br>
    <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>
        <div class="tt" data-tt-id="p_sideopaque_east" data-tt-parent="p_sideopaque">east</div><br>
    <td>angledgears</td>  
        <div class="tt" data-tt-id="p_sideopaque_west" data-tt-parent="p_sideopaque">west</div><br>
  </tr>
        <div class="tt" data-tt-id="p_sideopaque_up" data-tt-parent="p_sideopaque">up</div><br>
<tr>
        <div class="tt" data-tt-id="p_sideopaque_down" data-tt-parent="p_sideopaque">down</div><br>
    <td scope="row"><div class="tt" data-tt-id="p_alist_pushvec" data-tt-parent="p_attributes_render">pushVector</div></td>
        <div class="tt" data-tt-id="p_sideopaque_north" data-tt-parent="p_sideopaque">north</div><br>
    <td>vector coordinates</td>
        <div class="tt" data-tt-id="p_sideopaque_south" data-tt-parent="p_sideopaque">south</div>
    <td>-</td>
     </td>
    <td>Allows the vector shape of a block to be altered for slopes.</td>
     <td></td>
    <td>lava, water</td>
     <td></td>
  </tr>
     <td></td>
<tr>
   </tr>
<td scope="row"><div class="tt" data-tt-id="p_attributes_misc" data-tt-parent="root">(Misc Attributes)</div></td>
  <tr>
<td colspan="4">
     <td scope="row"><div class="tt" data-tt-id="p_sideao" data-tt-parent="root">sideao</div></td>
Miscellaneous, unsorted attributes.
     <td>key: string, value: boolean</td>
</tr>
     <td>-</td>
<tr>
     <td>If AmbientOcclusion will be applied for each side.</td>
    <td scope="row"><div class="tt" data-tt-id="p_alist_unstableplace" data-tt-parent="p_attributes_misc">allowUnstablePlacement</div></td>
  </tr>
     <td>boolean</td>
   <tr>
     <td>-</td>
     <td scope="row">
     <td>If the block has the "unstable" behavior, this allows it to be generated in positions that it can fall from.</td>
        <div class="tt" data-tt-id="p_sideao_all" data-tt-parent="p_sideao">all</div><br>
     <td>sand, gravel</td>  
<div class="tt" data-tt-id="p_sideao_horizontals" data-tt-parent="p_sideao">horizontals</div><br>
   </tr>
<div class="tt" data-tt-id="p_sideao_verticals" data-tt-parent="p_sideao">verticals</div><br>
<tr>
        <div class="tt" data-tt-id="p_sideao_east" data-tt-parent="p_sideao">east</div><br>
     <td scope="row"><div class="tt" data-tt-id="p_alist_bfeed" data-tt-parent="p_attributes_misc">beeFeed</div></td>
        <div class="tt" data-tt-id="p_sideao_west" data-tt-parent="p_sideao">west</div><br>
     <td>boolean</td>
        <div class="tt" data-tt-id="p_sideao_up" data-tt-parent="p_sideao">up</div><br>
     <td>-</td>
        <div class="tt" data-tt-id="p_sideao_down" data-tt-parent="p_sideao">down</div><br>
     <td>Whether or not the block is a viable source of bee feeding (IE a flower).</td>
        <div class="tt" data-tt-id="p_sideao_north" data-tt-parent="p_sideao">north</div><br>
    <td>all crops, bigberrybush, flower, smallberrybush</td>  
        <div class="tt" data-tt-id="p_sideao_south" data-tt-parent="p_sideao">south</div>
   </tr>
    </td>
<tr>
     <td></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></td>
    <td>-</td>
  </tr>
    <td>Whether or not the block will attract butterflies.</td>
  <tr>
    <td>all crops, bigberrybush, flower, smallberrybush</td>  
     <td scope="row"><div class="tt" data-tt-id="p_sidesolid" data-tt-parent="root">sidesolid</div></td>
  </tr>
     <td>key: string, value: boolean</td>
<tr>
     <td>-</td>
    <td scope="row"><div class="tt" data-tt-id="p_alist_bradius" data-tt-parent="p_attributes_misc">blastRadius</div></td>
     <td>Determins if given block side is solid. If true, other blocks like torches can be attached to it.</td>
    <td>number</td>
  </tr>
    <td>-</td>
  <tr>
    <td>Used by bombs to determine the radius of the blast.</td>
     <td scope="row">
    <td>oreblastingbomb</td>
        <div class="tt" data-tt-id="p_sidesolid_all" data-tt-parent="p_sidesolid">all</div><br>
  </tr>
<div class="tt" data-tt-id="p_sidesolid_horizontals" data-tt-parent="p_sidesolid">horizontals</div><br>
<tr>
<div class="tt" data-tt-id="p_sidesolid_verticals" data-tt-parent="p_sidesolid">verticals</div><br>
    <td scope="row"><div class="tt" data-tt-id="p_alist_btype" data-tt-parent="p_attributes_misc">blastType</div></td>
        <div class="tt" data-tt-id="p_sidesolid_east" data-tt-parent="p_sidesolid">east</div><br>
    <td>number, 0, 1 or 2</td>
        <div class="tt" data-tt-id="p_sidesolid_west" data-tt-parent="p_sidesolid">west</div><br>
    <td>-</td>
        <div class="tt" data-tt-id="p_sidesolid_up" data-tt-parent="p_sidesolid">up</div><br>
    <td>Used by bombs to determine what type of blocks are broken.</td>
        <div class="tt" data-tt-id="p_sidesolid_down" data-tt-parent="p_sidesolid">down</div><br>
    <td>oreblastingbomb</td>  
        <div class="tt" data-tt-id="p_sidesolid_north" data-tt-parent="p_sidesolid">north</div><br>
  </tr>
        <div class="tt" data-tt-id="p_sidesolid_south" data-tt-parent="p_sidesolid">south</div>
<tr>
    </td>
  <td scope="row"><div class="tt" data-tt-id="p_btype_info" data-tt-parent="p_alist_btype" data-invisible="true"></div></td>
     <td></td>
  <td colspan="4">
     <td></td>
  ''0 = Destroys ores, 1 = Destroys stone, 2 = Damages only entities.''
     <td></td>
</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>
    <td scope="row"><div class="tt" data-tt-id="p_alist_growthblock" data-tt-parent="p_attributes_misc">growthBlockLayer</div></td>
    <td>string</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>soil</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_glightlevel" data-tt-parent="p_attributes_misc">growthLightLevel</div></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>soil</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_gamehours" data-tt-parent="p_attributes_misc">inGameHours</div></td>
    <td>number</td>
    <td>-</td>
    <td>If a block converts to another block, this is the amount of time required for it to convert.</td>
    <td>carcass</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_injurerad" data-tt-parent="p_attributes_misc">injureRadius</div></td>
    <td>number</td>
    <td>-</td>
    <td>Used by bombs to determine the radius that it will cause injury to entities.</td>
    <td>oreblastingbomb</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_lossplevel" data-tt-parent="p_attributes_misc">lossPerLevel</div></td>
    <td>-</td>
    <td>-</td>
    <td>Used in combination with '''delayGrowthBelowSunlight''' to determine how much growth progression is lost per light level.</td>
    <td>farmland</td>
</tr>
<tr>
    <td scope="row"><div class="tt" data-tt-id="p_alist_mechpower" data-tt-parent="p_attributes_misc">mechanicalPower</div></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>
    <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>-</td>
</tr>
<tr>
    <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>-</td>
    <td>Determines if given block side is solid. If true, other blocks like torches can be attached to it.</td>
<td>all stairs</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sidesolid_info" data-tt-parent="p_sidesolid" data-invisible="true"></div></td>
    <td colspan="4">
Sides include: ''all; horizontals, verticals; east, west, up, down, north, south''.
   </tr>
   </tr>
   <tr>
   <tr>
Line 1,500: Line 2,636:
   </tr>
   </tr>
   <tr>
   <tr>
     <td scope="row"><div class="tt" data-tt-id="p_randomrotations" data-tt-parent="root">randomRotations</div></td>
     <td scope="row"><div class="tt" data-tt-id="p_randomrotations" data-tt-parent="root">randomizeRotations</div></td>
     <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 1,657: Line 2,793:
   </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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