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
CTBlockIngredient
.(<block:minecraft:sand> as FallingBlock) | myCTBlockIngredient
Parameters:
Return Type:
BlockIngredient
Members
CTBlockIngredient
representation of this Block.// FallingBlock as BlockIngredient(<block:minecraft:sand> as FallingBlock) 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.
(<block:minecraft:sand> as FallingBlock).asItem();
Return Type:
ItemDefinition
***NOTE:*** Not all Blocks have Items, for instance, a Lit Redstone Lamp does not have an Item.
// FallingBlock as ItemDefinition(<block:minecraft:sand> as FallingBlock) as Item
Return Type:
ItemDefinition
// FallingBlock as ItemDefinition(<block:minecraft:sand> as FallingBlock) as Item
Return Type:
ItemDefinition
E.G.
<block:minecraft:dirt>
// FallingBlock.commandString as string(<block:minecraft:sand> as FallingBlock).commandString
Return Type:
string
E.G.
<block:minecraft:dirt>
Returns: The block bracket handler syntax for this Block.
// FallingBlock.commandString() as string;(<block:minecraft:sand> as FallingBlock).commandString();
Return Type:
string
E.G.
<block:minecraft:dirt>
// FallingBlock as string(<block:minecraft:sand> as FallingBlock) as string
Return Type:
string
BlockState
of this Block.// FallingBlock.defaultState as BlockState(<block:minecraft:sand> as FallingBlock).defaultState
Return Type:
BlockState
BlockState
of this Block.Returns: The default BlockState
of this Block.
(<block:minecraft:sand> as FallingBlock).defaultState();
Return Type:
BlockState
// FallingBlock.descriptionId as string(<block:minecraft:sand> as FallingBlock).descriptionId
Return Type:
string
Returns: The unlocalized name of this block.
// FallingBlock.descriptionId() as string;(<block:minecraft:sand> as FallingBlock).descriptionId();
Return Type:
string
// FallingBlock.dynamicShape as bool(<block:minecraft:sand> as FallingBlock).dynamicShape
Return Type:
bool
Returns: True if this Block has variable opacity. False otherwise.
// FallingBlock.dynamicShape() as bool;(<block:minecraft:sand> as FallingBlock).dynamicShape();
Return Type:
bool
// FallingBlock.explosionResistance as float(<block:minecraft:sand> as FallingBlock).explosionResistance
Return Type:
float
// FallingBlock.explosionResistance = (resistance as float);(<block:minecraft:sand> as FallingBlock).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;(<block:minecraft:sand> as FallingBlock).explosionResistance();
Return Type:
float
// FallingBlock.explosionResistance(resistance as float);(<block:minecraft:sand> as FallingBlock).explosionResistance(2);
Parameters:
resistance: float
Type: float
- The new blast resistance of this Block. // FallingBlock.friction as float(<block:minecraft:sand> as FallingBlock).friction
Return Type:
float
// FallingBlock.friction = (friction as float);(<block:minecraft:sand> as FallingBlock).friction = myFloat;
Parameters:
friction: float
Type: float
- The new friction of this Block. Returns: The friction of this Block.
// FallingBlock.friction() as float;(<block:minecraft:sand> as FallingBlock).friction();
Return Type:
float
// FallingBlock.friction(friction as float);(<block:minecraft:sand> as FallingBlock).friction(2);
Parameters:
friction: float
Type: float
- The new friction of this Block. Returns: The damage source used when this block falls on an entity.
(<block:minecraft:sand> as FallingBlock).getFallDamageSource(myEntity);
Return Type:
DamageSource
// FallingBlock.hasCollision as bool(<block:minecraft:sand> as FallingBlock).hasCollision
Return Type:
bool
// FallingBlock.hasCollision = (canCollide as bool);(<block:minecraft:sand> as FallingBlock).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;(<block:minecraft:sand> as FallingBlock).hasCollision();
Return Type:
bool
// FallingBlock.hasCollision(canCollide as bool);(<block:minecraft:sand> as FallingBlock).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.
(<block:minecraft:sand> as FallingBlock).isPossibleToRespawnInThis(myBlockState);
Parameters:
state: BlockState
Type: BlockState
Return Type:
bool
// FallingBlock.jumpFactor as float(<block:minecraft:sand> as FallingBlock).jumpFactor
Return Type:
float
// FallingBlock.jumpFactor = (jumpFactor as float);(<block:minecraft:sand> as FallingBlock).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;(<block:minecraft:sand> as FallingBlock).jumpFactor();
Return Type:
float
// FallingBlock.jumpFactor(jumpFactor as float);(<block:minecraft:sand> as FallingBlock).jumpFactor(2);
Parameters:
jumpFactor: float
Type: float
- The new jump factor of this Block. // FallingBlock.lootTable as string(<block:minecraft:sand> as FallingBlock).lootTable
Return Type:
string
Returns: The loot table id for this Block.
// FallingBlock.lootTable() as string;(<block:minecraft:sand> as FallingBlock).lootTable();
Return Type:
string
Returns: True if this Block matches the other Block. False otherwise.
(<block:minecraft:sand> as FallingBlock).matches(myBlock);
Return Type:
bool
// FallingBlock.name as MutableComponent(<block:minecraft:sand> as FallingBlock).name
Return Type:
MutableComponent
Returns: The name of this block.
(<block:minecraft:sand> as FallingBlock).name();
Return Type:
MutableComponent
// FallingBlock.onBrokenAfterFall(level as Level, pos as BlockPos, fallingEntity as FallingBlockEntity);(<block:minecraft:sand> as FallingBlock).onBrokenAfterFall(myLevel, myBlockPos, myFallingBlockEntity);
Parameters:
// FallingBlock.onLand(level as Level, pos as BlockPos, fallingState as BlockState, placeState as BlockState, fallingEntity as FallingBlockEntity);(<block:minecraft:sand> as FallingBlock).onLand(myLevel, myBlockPos, myBlockState, myBlockState, myFallingBlockEntity);
Parameters:
placeState: BlockState
Type: BlockState
- The state of the block that the falling block is landing on. BlockState
s for this Block.(<block:minecraft:sand> as FallingBlock).possibleStates
Return Type:
List<BlockState>
BlockState
s for this Block.Returns: A list of valid BlockState
s for this Block.
(<block:minecraft:sand> as FallingBlock).possibleStates();
Return Type:
List<BlockState>
// FallingBlock.registryName as ResourceLocation(<block:minecraft:sand> as FallingBlock).registryName
Return Type:
ResourceLocation
Returns: A ResourceLocation of the registry name of this block.
(<block:minecraft:sand> as FallingBlock).registryName();
Return Type:
ResourceLocation
// FallingBlock.speedFactor as float(<block:minecraft:sand> as FallingBlock).speedFactor
Return Type:
float
// FallingBlock.speedFactor = (speedFactor as float);(<block:minecraft:sand> as FallingBlock).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;(<block:minecraft:sand> as FallingBlock).speedFactor();
Return Type:
float
// FallingBlock.speedFactor(speedFactor as float);(<block:minecraft:sand> as FallingBlock).speedFactor(2);
Parameters:
speedFactor: float
Type: float
- The new speed factor of this Block.