Optional
baseVanilla block ID to inherit some of the properties.
Optional
can_Whether or not block may overlay different block, like water overlapping fillable blocks.
Optional
can_Whether or not block may filled by water bucket or other custom fillable liquids.
Optional
color_Makes block use biome color source when displayed on the vanilla maps.
Optional
destroytimeSpecifies the time required to destroy the block, in ticks.
Optional
explosionresSpecifies how block resists to the explosions.
Optional
frictionSpecifies how player walks on this block. The higher the friction is, the more difficult it is to change speed and direction.
Optional
lightlevelIf non-zero value is used, the block emits light of that value. Default is no lighting, use values from 1 to 15 to set light level.
Optional
lightopacitySpecifies how opaque the block is. Default is transparent, use values from 1 to 15 to make the block opaque.
Optional
mapcolorBlock color when displayed on the vanilla maps.
Optional
materialBlock material constant to be inherited.
Optional
nameUnique string identifier of the SpecialType.
Optional
renderallfacesIf true
, all block faces are rendered, otherwise back faces are not
rendered, like for glass.
Optional
renderlayerSpecifies the layer that is used to render the block.
Optional
rendertypeSets render type of the block. Default is full block, use other values to change block's shape.
Optional
solidIf true
, the block is not transparent.
Optional
soundSpecifies sounds of the block, one of Block.Sound.
Optional
translucencyIf non-zero value is used, the shadows will be rendered on the block. Default is zero, allows float values from 0 to 1.
Copyright © 2024 Nernar. Copyright © 2020 #mineprogramming. Built with ❤ and TypeDoc.
Special types are used to set properties to the block. Unlike items, blocks properties are defined using special types, due to old Inner Core's block IDs limitations.