OptionalbaseVanilla block ID to inherit some of the properties.
Optionalcan_Whether or not block may overlay different block, like water overlapping fillable blocks.
Optionalcan_Whether or not block may filled by water bucket or other custom fillable liquids.
Optionalcolor_Makes block use biome color source when displayed on the vanilla maps.
OptionaldestroytimeSpecifies the time required to destroy the block, in ticks.
OptionalexplosionresSpecifies how block resists to the explosions.
OptionalfrictionSpecifies how player walks on this block. The higher the friction is, the more difficult it is to change speed and direction.
OptionallightlevelIf 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.
OptionallightopacitySpecifies how opaque the block is. Default is transparent, use values from 1 to 15 to make the block opaque.
OptionalmapcolorBlock color when displayed on the vanilla maps.
OptionalmaterialBlock material constant to be inherited.
OptionalnameUnique string identifier of the SpecialType.
OptionalrenderallfacesIf true, all block faces are rendered, otherwise back faces are not
rendered, like for glass.
OptionalrenderlayerSpecifies the layer that is used to render the block.
OptionalrendertypeSets render type of the block. Default is full block, use other values to change block's shape.
OptionalsolidIf true, the block is not transparent.
OptionalsoundSpecifies sounds of the block, one of Block.Sound.
OptionaltranslucencyIf 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.