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