Modding:Block Json Properties: Difference between revisions

From Vintage Story Wiki
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     <td>0</td>
     <td>0</td>
     <td>'''''0''''' for no tint, '''''1''''' for plant climate tint, '''''2''''' for water climate tint.</td>
     <td>'''''0''''' for no tint, '''''1''''' for plant climate tint, '''''2''''' for water climate tint.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>0</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>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>
   <tr>
   <tr>
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     <td>&quot;default&quot;</td>
     <td>&quot;default&quot;</td>
     <td>Determines which sides of the blocks should be rendered.</td>
     <td>Determines which sides of the blocks should be rendered.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>0</td>
     <td>0</td>
     <td>Culls faces if they are opaque faces adjacent to opaque faces.</td>
     <td>Culls faces if they are opaque faces adjacent to opaque faces.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>1</td>
     <td>1</td>
     <td>Never culls any faces.</td>
     <td>Never culls any faces.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>2</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>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>
   <tr>
   <tr>
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     <td>3</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>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>
   <tr>
   <tr>
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     <td>4</td>
     <td>4</td>
     <td>Same as Merge but checks for equal material (Example usage: Plain glass and all colored glass blocks).</td>
     <td>Same as Merge but checks for equal material (Example usage: Plain glass and all colored glass blocks).</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>5</td>
     <td>5</td>
     <td>Same as Collapse but checks for equal material (Example usage: All leaves blocks).</td>
     <td>Same as Collapse but checks for equal material (Example usage: All leaves blocks).</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>6</td>
     <td>6</td>
     <td>Same as CollapseMaterial but also culls faces towards opaque blocks.</td>
     <td>Same as CollapseMaterial but also culls faces towards opaque blocks.</td>
  </tr>
    <td>-</td>
</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_sideopaque" data-tt-parent="root">sideopaque</div></td>
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     <td>false</td>
     <td>false</td>
     <td>If true then the block will be randomly offseted by 1/3 of a block when placed.</td>
     <td>If true then the block will be randomly offseted by 1/3 of a block when placed.</td>
    <td>flower</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_randomrotations" data-tt-parent="root">randomRotations</div></td>
    <td>boolean</td>
    <td>false</td>
    <td>If true then the block will be randomly rotated when placed.</td>
    <td>flower</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>-</td>
     <td>-</td>
     <td>For light emitting blocks: hue, saturation and brightness value.</td>
     <td>For light emitting blocks: hue, saturation and brightness value.</td>
    <td>torch, oillamp, lantern</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>99</td>
     <td>99</td>
     <td>For light blocking blocks. Any value above 32 will completely block all light.</td>
     <td>For light blocking blocks. Any value above 32 will completely block all light.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>block default</td>
     <td>block default</td>
     <td>Used for scaling, rotation or offseting the block when rendered in guis.</td>
     <td>Used for scaling, rotation or offseting the block when rendered in guis.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>block default</td>
     <td>block default</td>
     <td>Used for scaling, rotation or offseting the block when rendered in the first person mode hand.</td>
     <td>Used for scaling, rotation or offseting the block when rendered in the first person mode hand.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>block default</td>
     <td>block default</td>
     <td>Used for scaling, rotation or offseting the block when rendered in the third person mode hand.</td>
     <td>Used for scaling, rotation or offseting the block when rendered in the third person mode hand.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>block default</td>
     <td>block default</td>
     <td>Used for scaling, rotation or offseting the rendered as a dropped item on the ground.</td>
     <td>Used for scaling, rotation or offseting the rendered as a dropped item on the ground.</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>&quot;xyz&quot;</td>
     <td>&quot;xyz&quot;</td>
     <td>Random texture selection - whether or not to use the Y axis during randomization (for multiblock plants).</td>
     <td>Random texture selection - whether or not to use the Y axis during randomization (for multiblock plants).</td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>0</td>
     <td>0</td>
     <td></td>
     <td></td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>1</td>
     <td>1</td>
     <td></td>
     <td></td>
    <td>-</td>
   </tr>
   </tr>
   <tr>
   <tr>
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     <td>boolean</td>
     <td>boolean</td>
     <td>number</td>
     <td>number</td>
     <td>If true, applies the water wave effect to block.</td>
     <td>-</td>
     <td>waterlily</td>
     <td>-</td>
   </tr>
   </tr>
</table>
</table>