FallingBlock
Importing the class
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.type.falling.FallingBlock;
Description
Extends
FallingBlock extends Block
.
Implements
FallingBlock
implements the following interfaces:
Undocumented Interfaces
IBlockExtension
,FeatureElement
Operators
myFallingBlock | myCTBlockIngredient
Parameters:
other: BlockIngredient
Type: BlockIngredient
Return Type:
BlockIngredient
Members
// FallingBlock as BlockIngredientmyFallingBlock as CTBlockIngredient
Return Type:
BlockIngredient
***NOTE:*** Not all Blocks have Items, for instance, a Lit Redstone Lamp does not have an Item.
Returns: The Item representation of this Block.
myFallingBlock.asItem();
Return Type:
ItemDefinition
***NOTE:*** Not all Blocks have Items, for instance, a Lit Redstone Lamp does not have an Item.
// FallingBlock as ItemDefinitionmyFallingBlock as Item
Return Type:
ItemDefinition
// FallingBlock as ItemDefinitionmyFallingBlock as Item
Return Type:
ItemDefinition
E.G.
<block:minecraft:dirt>
// FallingBlock.commandString as stringmyFallingBlock.commandString
Return Type:
string
E.G.
<block:minecraft:dirt>
Returns: The block bracket handler syntax for this Block.
// FallingBlock.commandString() as string;myFallingBlock.commandString();
Return Type:
string
E.G.
<block:minecraft:dirt>
// FallingBlock as stringmyFallingBlock as string
Return Type:
string
BlockState
of this Block.// FallingBlock.defaultState as BlockStatemyFallingBlock.defaultState
Return Type:
BlockState
BlockState
of this Block.Returns: The default BlockState
of this Block.
myFallingBlock.defaultState();
Return Type:
BlockState
// FallingBlock.descriptionId as stringmyFallingBlock.descriptionId
Return Type:
string
Returns: The unlocalized name of this block.
// FallingBlock.descriptionId() as string;myFallingBlock.descriptionId();
Return Type:
string
// FallingBlock.dynamicShape as boolmyFallingBlock.dynamicShape
Return Type:
bool
Returns: True if this Block has variable opacity. False otherwise.
// FallingBlock.dynamicShape() as bool;myFallingBlock.dynamicShape();
Return Type:
bool
// FallingBlock.explosionResistance as floatmyFallingBlock.explosionResistance
Return Type:
float
// FallingBlock.explosionResistance = (resistance as float);myFallingBlock.explosionResistance = myFloat;
Parameters:
resistance: float
Type: float
- The new blast resistance of this Block. Returns: The blast resistance of this Block.
// FallingBlock.explosionResistance() as float;myFallingBlock.explosionResistance();
Return Type:
float
// FallingBlock.explosionResistance(resistance as float);myFallingBlock.explosionResistance(2);
Parameters:
resistance: float
Type: float
- The new blast resistance of this Block. // FallingBlock.friction as floatmyFallingBlock.friction
Return Type:
float
// FallingBlock.friction = (friction as float);myFallingBlock.friction = myFloat;
Parameters:
friction: float
Type: float
- The new friction of this Block. Returns: The friction of this Block.
// FallingBlock.friction() as float;myFallingBlock.friction();
Return Type:
float
// FallingBlock.friction(friction as float);myFallingBlock.friction(2);
Parameters:
friction: float
Type: float
- The new friction of this Block. myFallingBlock.getDustColor(myBlockState, myLevel, myBlockPos);
Parameters:
Return Type:
int
Returns: The damage source used when this block falls on an entity.
myFallingBlock.getFallDamageSource(myEntity);
Return Type:
DamageSource
// FallingBlock.hasCollision as boolmyFallingBlock.hasCollision
Return Type:
bool
// FallingBlock.hasCollision = (canCollide as bool);myFallingBlock.hasCollision = myBool;
Parameters:
canCollide: bool
Type: bool
- Can entities collide with this Block. Returns: True if entities will collide with this Block. False otherwise.
// FallingBlock.hasCollision() as bool;myFallingBlock.hasCollision();
Return Type:
bool
// FallingBlock.hasCollision(canCollide as bool);myFallingBlock.hasCollision(true);
Parameters:
canCollide: bool
Type: bool
- Can entities collide with this Block. Returns: True if the blockstate can be fallen through, false otherwise.
FallingBlock.isFree(<blockstate:minecraft:dirt>);
Parameters:
Return Type:
bool
This is used to find valid spawn locations for players.
Returns: True if an entity can be spawned in this Block. False Otherwise.
myFallingBlock.isPossibleToRespawnInThis(myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// FallingBlock.jumpFactor as floatmyFallingBlock.jumpFactor
Return Type:
float
// FallingBlock.jumpFactor = (jumpFactor as float);myFallingBlock.jumpFactor = myFloat;
Parameters:
jumpFactor: float
Type: float
- The new jump factor of this Block. Returns: The jump factor of this Block.
// FallingBlock.jumpFactor() as float;myFallingBlock.jumpFactor();
Return Type:
float
// FallingBlock.jumpFactor(jumpFactor as float);myFallingBlock.jumpFactor(2);
Parameters:
jumpFactor: float
Type: float
- The new jump factor of this Block. // FallingBlock.lootTable as stringmyFallingBlock.lootTable
Return Type:
string
Returns: The loot table id for this Block.
// FallingBlock.lootTable() as string;myFallingBlock.lootTable();
Return Type:
string
Returns: True if this Block matches the other Block. False otherwise.
myFallingBlock.matches(myBlock);
Return Type:
bool
// FallingBlock.name as MutableComponentmyFallingBlock.name
Return Type:
MutableComponent
Returns: The name of this block.
myFallingBlock.name();
Return Type:
MutableComponent
// FallingBlock.onBrokenAfterFall(level as Level, pos as BlockPos, fallingEntity as FallingBlockEntity);myFallingBlock.onBrokenAfterFall(myLevel, myBlockPos, myFallingBlockEntity);
Parameters:
fallingEntity: FallingBlockEntity
Type: FallingBlockEntity
// FallingBlock.onLand(level as Level, pos as BlockPos, fallingState as BlockState, placeState as BlockState, fallingEntity as FallingBlockEntity);myFallingBlock.onLand(myLevel, myBlockPos, myBlockState, myBlockState, myFallingBlockEntity);
Parameters:
fallingState: BlockState
Type: BlockState
placeState: BlockState
Type: BlockState
fallingEntity: FallingBlockEntity
Type: FallingBlockEntity
BlockState
s for this Block.myFallingBlock.possibleStates
Return Type:
List<BlockState>
BlockState
s for this Block.Returns: A list of valid BlockState
s for this Block.
myFallingBlock.possibleStates();
Return Type:
List<BlockState>
// FallingBlock.registryName as ResourceLocationmyFallingBlock.registryName
Return Type:
ResourceLocation
Returns: A ResourceLocation of the registry name of this block.
myFallingBlock.registryName();
Return Type:
ResourceLocation
// FallingBlock.speedFactor as floatmyFallingBlock.speedFactor
Return Type:
float
// FallingBlock.speedFactor = (speedFactor as float);myFallingBlock.speedFactor = myFloat;
Parameters:
speedFactor: float
Type: float
- The new speed factor of this Block. Returns: The speed factor of this Block.
// FallingBlock.speedFactor() as float;myFallingBlock.speedFactor();
Return Type:
float
// FallingBlock.speedFactor(speedFactor as float);myFallingBlock.speedFactor(2);
Parameters:
speedFactor: float
Type: float
- The new speed factor of this Block.