164 lines
6.7 KiB
Plaintext
164 lines
6.7 KiB
Plaintext
"itemGroup" ~ string
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one of:
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minecraft:building_blocks, minecraft:colored_blocks,
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minecraft:natural_blocks, minecraft:functional_blocks,
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minecraft:redstone_blocks, minecraft:hotbar, minecraft:search,
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minecraft:tools_and_utilities, minecraft:combat,
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minecraft:food_and_drinks, minecraft:ingredients, minecraft:spawn_eggs,
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minecraft:op_blocks, minecraft:inventory
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the creative inventory tab
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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, tuff_bricks, polished_tuff, calcite,
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dripstone_block, pointed_dripstone, copper, copper_bulb,
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copper_grate, cave_vines, spore_blossom, azalea, flowering_azalea,
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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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trial_spawner, sponge, wet_sponge, vault, heavy_core,
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cobweb
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changes how the block sounds
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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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"slipperiness" ~ float
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"movementVelocityMultiplier" ~ float
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"jumpVelocityMultiplier" ~ float
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"opaque" ~ boolean
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"allowsSpawning" ~ boolean
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"solidBlock" ~ boolean
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"suffocates" ~ boolean
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"blockVision" ~ boolean
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"postProcess" ~ boolean
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"emissiveLighting" ~ boolean
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whether the block texture is always rendered as if in bright light.
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"modelOffset" ~ string
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one of:
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none, xz, xyz
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slightly moves the model randomly. used e.g. for grass.
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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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"instrument" ~ string
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one of:
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harp, basedrum, snare, hat, bass, flute, bell, guitar, chime,
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xylophone, iron_xylophone, cow_bell, didgeridoo, bit, banjo,
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pling, zombie, skeleton, creeper, dragon, wither_skeleton, piglin,
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custom_head
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"burnable" ~ boolean
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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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"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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"replaceable" ~ boolean
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can be replaced like grass
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"noBlockBreakParticles" ~ boolean
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"requiresTool" ~ boolean
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this sets whether the block drops when broken without tool.
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"breaksInstantly" ~ boolean
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"mapColor" ~ string
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one of:
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clear (0x000000), pale_green (0x7FB238), pale_yellow (0xF7E9A3),
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white_gray (0xC7C7C7), bright_red (0xFF0000), pale_purple (0xA0A0FF),
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iron_gray (0xA7A7A7), dark_green (0x007C00), white (0xFFFFFF),
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light_blue_gray (0xA4A8B8), dirt_brown (0x976D4D),
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stone_gray (0x707070), water_blue (0x4040FF), oak_tan (9402184),
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off_white (0xFFFCF5), orange (14188339), magenta (11685080),
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light_blue (6724056), YELLOW (0xE5E533), lime (0x7FCC19),
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pink (0xF27FA5), gray (0x4C4C4C), light_gray (0x999999),
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cyan (0x4C7F99), purple (0x7F3FB2), blue (0x334CB2),
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brown (0x664C33), green (0x667F33), red (0x993333),
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black (0x191919), gold (0xFAEE4D), diamond_blue (0x5CDBD5),
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lapis_blue (0x4A80FF), emerald_green (0x00D93A),
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spruce_brown (0x815631), dark_red (0x700200),
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terracotta_white (0xD1B1A1), terracotta_orange (0x9F5224),
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terracotta_magenta (0x95576C), terracotta_light_blue (0x706C8A),
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terracotta_yellow (0xBA8524), terracotta_lime (0x677535),
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terracotta_pink (0xA04D4E), terracotta_gray (0x392923),
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terracotta_light_gray (0x876B62), TERRACOTTA_CYAN (0x575C5C),
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terracotta_purple (0x7A4958), terracotta_blue (0x4C3E5C),
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terracotta_brown (0x4C3223), terracotta_green (0x4C522A),
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terracotta_red (0x8E3C2E), terracotta_black (0x251610),
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dull_red (0xBD3031), dull_pink (0x943F61), dark_crimson (0x5C191D),
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teal (0x167E86), dark_aqua (0x3A8E8C), dark_dull_pink (0x562C3E),
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bright_teal (0x14B485), deepslate_gray (0x646464),
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raw_iron_pink (0xD8AF93), lichen_green (0x7FA796)
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"renderLayer" ~ string
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one of:
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solid, cutout_mipped, cutout, translucent,
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translucent_moving_block, translucent_no_crumbling,
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leash, water_mask, armor_glint, armor_entity_glint, glint_translucent,
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glint, direct_glint, entity_glint, direct_entity_glint, text_background,
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text_background_see_through, lightning, tripwire, end_portal,
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end_gateway, lines, line_strip, debug_filled_box, debug_quads,
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debug_section_quads, gui, gui_overlay, gui_text_highlight,
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gui_ghost_recipe_overlay
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different renderLayers allow different graphical effects.
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Only the first 4 are interesting
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solid = solid block no transparency
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stone ...
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cutout_mipped = 100% or no transparency, ?gets softened far away when mipmapping is enabled?
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glass, leaves and similar
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cutout = 100% or no transparency
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flowers, saplings...
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translucent = full alpha support
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ice, stained glass, portal...
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