If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.block . Block;
Block extends BlockBehaviour
.
Block
implements the following interfaces:
ItemLike
Undocumented Interfaces IBlockExtension
, FeatureElement
// (Block | (other as CTBlockIngredient)) as CTBlockIngredient
myBlock | myCTBlockIngredient
Return Type:
BlockIngredient
Checks whether this Block matches another Block. // (Block == (other as Block)) as bool
Parameters:
other: Block
Type: Block
- The other Block to check if this Block matches.
Return Type:
bool
// Block as CTBlockIngredient
myBlock as CTBlockIngredient
Return Type:
BlockIngredient
Gets the Item representation of this Block. ***NOTE:*** Not all Blocks have Items, for instance, a Lit Redstone Lamp does not have an Item. Returns : The Item representation of this Block.
// Block.asItem() as Item;
Return Type:
ItemDefinition
Gets the Item representation of this Block. ***NOTE:*** Not all Blocks have Items, for instance, a Lit Redstone Lamp does not have an Item.
Return Type:
ItemDefinition
Gets the block bracket handler syntax for this Block. E.G. <block:minecraft:dirt>
// Block.commandString as string
Return Type:
string
Gets the block bracket handler syntax for this Block. E.G. <block:minecraft:dirt>
Returns : The block bracket handler syntax for this Block.
// Block.commandString() as string;
Return Type:
string
Gets the block bracket handler syntax for this Block. E.G. <block:minecraft:dirt>
Return Type:
string
Gets the default BlockState
of this Block. // Block.defaultState as BlockState
Return Type:
BlockState
Gets the default BlockState
of this Block. Returns : The default BlockState
of this Block.
// Block.defaultState() as BlockState;
Return Type:
BlockState
Gets the translation key that is used to localize this Block. // Block.descriptionId as string
Return Type:
string
Gets the translation key that is used to localize this Block. Returns : The unlocalized name of this block.
// Block.descriptionId() as string;
Return Type:
string
Checks if the opacity of this block is different in different areas of the Block. // Block.dynamicShape as bool
Return Type:
bool
Checks if the opacity of this block is different in different areas of the Block. Returns : True if this Block has variable opacity. False otherwise.
// Block.dynamicShape() as bool;
Return Type:
bool
Gets the blast resistance of this Block. // Block.explosionResistance as float
myBlock . explosionResistance
Return Type:
float
Sets the blast resistance of this Block. // Block.explosionResistance = (resistance as float);
myBlock . explosionResistance = myFloat;
Parameters:
resistance: float
Type: float
- The new blast resistance of this Block.
Gets the blast resistance of this Block. Returns : The blast resistance of this Block.
// Block.explosionResistance() as float;
myBlock . explosionResistance();
Return Type:
float
Sets the blast resistance of this Block. // Block.explosionResistance(resistance as float);
myBlock . explosionResistance( 2 );
Parameters:
resistance: float
Type: float
- The new blast resistance of this Block.
Gets the friction of this Block. // Block.friction as float
Return Type:
float
Sets the friction of this Block. // Block.friction = (friction as float);
myBlock . friction = myFloat;
Parameters:
friction: float
Type: float
- The new friction of this Block.
Gets the friction of this Block. Returns : The friction of this Block.
// Block.friction() as float;
Return Type:
float
Sets the friction of this Block. // Block.friction(friction as float);
Parameters:
friction: float
Type: float
- The new friction of this Block.
Checks if entities can collide with this Block. // Block.hasCollision as bool
Return Type:
bool
Sets whether entities can collide with this Block. // Block.hasCollision = (canCollide as bool);
myBlock . hasCollision = myBool;
Parameters:
canCollide: bool
Type: bool
- Can entities collide with this Block.
Checks if entities can collide with this Block. Returns : True if entities will collide with this Block. False otherwise.
// Block.hasCollision() as bool;
Return Type:
bool
Sets whether entities can collide with this Block. // Block.hasCollision(canCollide as bool);
myBlock . hasCollision( true );
Parameters:
canCollide: bool
Type: bool
- Can entities collide with this Block.
Checks if an entity can be spawned inside this Block. This is used to find valid spawn locations for players. Returns : True if an entity can be spawned in this Block. False Otherwise.
// Block.isPossibleToRespawnInThis(state as BlockState) as bool;
myBlock . isPossibleToRespawnInThis(myBlockState);
Return Type:
bool
Gets the jump factor of this Block. // Block.jumpFactor as float
Return Type:
float
Sets the jump factor of this Block. // Block.jumpFactor = (jumpFactor as float);
myBlock . jumpFactor = myFloat;
Parameters:
jumpFactor: float
Type: float
- The new jump factor of this Block.
Gets the jump factor of this Block. Returns : The jump factor of this Block.
// Block.jumpFactor() as float;
Return Type:
float
Sets the jump factor of this Block. // Block.jumpFactor(jumpFactor as float);
Parameters:
jumpFactor: float
Type: float
- The new jump factor of this Block.
Gets the loot table id for this Block. // Block.lootTable as string
Return Type:
string
Gets the loot table id for this Block. Returns : The loot table id for this Block.
// Block.lootTable() as string;
Return Type:
string
Checks whether this Block matches another Block. Returns : True if this Block matches the other Block. False otherwise.
// Block.matches(other as Block) as bool;
myBlock . matches(myBlock);
Parameters:
other: Block
Type: Block
- The other Block to check if this Block matches.
Return Type:
bool
Gets the name of this Block // Block.name as MutableComponent
Return Type:
MutableComponent
Gets the name of this Block Returns : The name of this block.
// Block.name() as MutableComponent;
Return Type:
MutableComponent
Gets a list of valid BlockState
s for this Block. // Block.possibleStates as List<BlockState>
Return Type:
List <BlockState >
Gets a list of valid BlockState
s for this Block. Returns : A list of valid BlockState
s for this Block.
// Block.possibleStates() as List<BlockState>;
myBlock . possibleStates();
Return Type:
List <BlockState >
Gets the registry name of this block. // Block.registryName as ResourceLocation
Return Type:
ResourceLocation
Gets the registry name of this block. Returns : A ResourceLocation of the registry name of this block.
// Block.registryName() as ResourceLocation;
Return Type:
ResourceLocation
Gets the speed factor of this Block. // Block.speedFactor as float
Return Type:
float
Sets the speed factor of this Block. // Block.speedFactor = (speedFactor as float);
myBlock . speedFactor = myFloat;
Parameters:
speedFactor: float
Type: float
- The new speed factor of this Block.
Gets the speed factor of this Block. Returns : The speed factor of this Block.
// Block.speedFactor() as float;
Return Type:
float
Sets the speed factor of this Block. // Block.speedFactor(speedFactor as float);
Parameters:
speedFactor: float
Type: float
- The new speed factor of this Block.