Update to 1.20.1
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@@ -1,21 +1,70 @@
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"material":
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"soundGroup" ~ string
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one of:
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intentionally_empty, wood, gravel, grass, lily_pad, stone,
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metal, glass, wool, sand, snow, powder_snow, ladder, anvil,
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slime, honey, wet_grass, coral, bamboo, bamboo_sapling,
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scaffolding, sweet_berry_bush, crop, stem, vine, nether_wart,
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lantern, nether_stem, nylium, fungus, roots, shroomlight,
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weeping_vines, weeping_vines_low_pitch, soul_sand, soul_soil,
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basalt, wart_block, netherrack, nether_bricks, nether_sprouts,
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nether_ore, bone, netherite, ancient_debris, lodestone, chain,
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nether_gold_ore, gilded_blackstone, candle, amethyst_block,
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amethyst_cluster, small_amethyst_bud, medium_amethyst_bud,
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large_amethyst_bud, tuff, calcite, dripstone_block,
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pointed_dripstone, copper, cave_vines, spore_blossom, azalea,
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flowering_azalea, moss_carpet, pink_petals, moss_block, big_dripleaf,
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small_dripleaf, rooted_dirt, hanging_roots, azalea_leaves,
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sculk_sensor, sculk_catalyst, sculk, sculk_vein, sculk_shrieker,
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glow_lichen, deepslate, deepslate_bricks, deepslate_tiles,
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polished_deepslate, froglight, frogspawn, mangrove_roots,
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muddy_mangrove_roots, mud, mud_bricks, packed_mud, hanging_sign,
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nether_wood_hanging_sign, bamboo_wood_hanging_sign, bamboo_wood,
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nether_wood, cherry_wood, cherry_sapling, cherry_leaves,
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cherry_wood_hanging_sign, chiseled_bookshelf, suspicious_sand,
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suspicious_gravel, decorated_pot, decorated_pot_shatter
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changes how the block sounds
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//controls what happens when a piston pushes this block
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"dropTableId" ~ string
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the id of the drop table to use e.g. "minecraft:blocks/diamond_ore"
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what loot table is used for blockdrops when broken successfully
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"collidable" ~ boolean
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this sets whether the block has collision. if false you (and monsters) can walk throught the block.
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"lightLevel" ~ int
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0-15
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how much light does the block produce
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"explosionResistance" ~ float
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0.0-3600000.0+
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the resistance against explosions 6.0 is stone, 3600000.0 is bedrock, wood is usually 2.0 or 3.0
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"hardness" ~ float
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-1.0-50.0+
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how hard it is to break the block. -1.0 is unbreakable, 50.0 is obsidian, 1.5 is stone, 2.0 cobble
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"pistonBehavior" ~ string
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one of:
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normal, destroy, block, ignore, push_only
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controls what happens when a piston pushes this block
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"slipperiness" ~ float
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"slowDownMultiplier" ~ float
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"jumpVelocityMultiplier" ~ float
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"blocksMovement" ~ boolean
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//this sets whether water can flow away this block if "collidable" is false, otherwise subtily changes how fluids look around it
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"collidable" ~ boolean
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//this sets whether the block has collision. if false you (and monsters) can walk throught the block.
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this sets whether water can flow away this block if "collidable" is false, otherwise subtily changes how fluids look around it
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"burnable" ~ boolean
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//does lava ignite the block
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does lava ignite the block
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"burnChance" ~ int
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//how fast the block burns down (leaves 60, wood 5, flowers 100) if 0, block will never burn down.
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how fast the block burns down (leaves 60, wood 5, flowers 100) if 0, block will never burn down.
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"spreadChance" ~ int
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//how easily this block catches fire ( wood 5, leaves 30, flowers 60) if null, block can only be ignited by lava if burnable.
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how easily this block catches fire ( wood 5, leaves 30, flowers 60) if null, block can only be ignited by lava if burnable.
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"breakByHand" ~ boolean
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//this sets whether the block drops when brocken without tool.
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"requiresTool" ~ boolean
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this sets whether the block drops when broken without tool.
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