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Custom Blocks


This is a startup script.

onEvent('block.registry', event => {
  event.create('test_block')
  	   .material('glass')
       .hardness(0.5)
       .displayName('Test Block') // No longer required in 1.18.2+
       .tagBlock('minecraft:mineable/shovel') // Make it mine faster using a shovel in 1.18.2+
  	   .tagBlock('minecraft:needs_iron_tool') // Make it require an iron or higher level tool on 1.18.2+
  	   .requiresTool(true) // Make it require a tool to drop ay loot
  
  // Block with custom type (see below for list of types)types for 1.18 (use .type for 1.16))
  event.create('test_block_slab', 'slab').material('glass').hardness(0.5)
  
  
  //uses a combo of properties (things you might consider blockstate) and random tick to make the block eventually change to test_block, but only progresses if waterlogged
  event.create('test_block_2').material('glass').hardness(0.2).property(BlockProperties.WATERLOGGED).property(BlockProperties.AGE_7).randomTick(tick => {
    const block = tick.block
    const properties = block.properties
    const age = Number(properties.age)
    if (properties.waterlogged == 'false') return
    if (age == 7) {
      block.set('kubejs:test_block')
    } else {
      block.set('kubejs:test_block_2',{waterlogged:'true',age:`${age+1}`})
  })
})


The texture for this block has to be placed in kubejs/assets/kubejs/textures/block/test_block.png.
If you want a custom block model, you can create one in Blockbench and put it in kubejs/assets/kubejs/models/block/test_block.json.


List of available materials - to change break/walk sounds and to change some properties.properties.

Materials (1.18.2)
air
wood
stone
metal
grass

dirt

water
lava
leaves
plant
sponge
wool
sand
glass
explosive
ice
snow
clay
vegetable
dragon_egg
portal
cake
web
slime
honey
berry_bush
lantern


Other methods block builder supports:  

  • displayName('name')
    • Not required for 1.18.2+
  • material('material')
    • See list above
  • type('basic')
    • See available types below.
    • Do not use for 1.18.2, use the syntax in the second example above
  • hardness(float)
    • >= 0.0
  • resistance(float)
    • >= 0.0
  • unbreakable()  
    • Sets the resistance to MAX_VALUE and hardness to -1, like bedrock
  • lightLevel(int)  
    • 0.0 - 1.0
  • harvestTool('tool', level)  
    • Available tools: pickaxe, axe, hoe, shovel
    • level >= 0
    • Not used in 1.18.2+, see tag in example above
  • opaque(boolean)
  • fullBlock(boolean)
  • requiresTool(boolean)
  • renderType('type')
    • Available types: solid, cutout, translucent
    • cutout required for blocks with texture like glass
    • translucent required for blocks like stained glass
  • color(tintindex, color)
  • textureAll('texturepath')
  • texture('side', 'texturepath')
  • model('modelpath')
  • noItem()
  • box(x0, y0, z0, x1, y1, z1, true)  
    • 0.0 - 16.0
    • default is (0,0,0,16,16,16, true)
  • box(x0, y0, z0, x1, y1, z1, false)
    • Same as above, but in 0.0 - 1.0 scale
    • default is (0,0,0,1,1,1, false)
  • noCollision()
  • notSolid()
  • waterlogged()
  • noDrops()
  • slipperiness(float)
  • speedFactor(float)
  • jumpFactor(float)
  • randomTick(randomTickEvent => {})
    • see below
  • item(itemBuilder => {})
  • setLootTableJson(json)
  • setBlockstateJson(json)
  • setModelJson(json)
  • noValidSpawns(boolean)
  • suffocating(boolean)
  • viewBlocking(boolean)
  • redstoneConductor(boolean)
  • transparent(boolean)
  • defaultCutout()
    • batches a bunch of methods to make blocks such as glass
  • defaultTranslucent()
    • similar to defaultCutout() but using translucent layer instead
  • tagBlock('forge:something')
    • adds a block tag
  • tagItem('forge:something_better')
    • adds an item tag
  • tagBoth('forge:something')
    • adds both block and item tag
  • property(BlockProperty)
    • See example above, but adds in more "blockstates" to the block
    Example: BlockProperties.WATERLOGGED You can add as many or few as you desire
    Event
    callbacks:

    RandomTickEvent:

    RandomTickEvent callback properties

    • BlockContainerJS block
    • Random random
    • LevelJS getLevel()level
    • ServerJS getServer()server

    Block Properties

    The default 1.18 properties are:

      "MAX_RESPAWN_ANCHOR_CHARGES" "BAMBOO_LEAVES" "HANGING" "WEST_WALL" "BOTTOM" "EYE" "HALF" "DRAG" "MAX_ROTATIONS_16" "SOUTH" "MIN_RESPAWN_ANCHOR_CHARGES" "DISTANCE" "LOCKED" "EXTENDED" "SCULK_SENSOR_PHASE" "LEVEL" "DOOR_HINGE" "STAIRS_SHAPE" "EGGS" "LAYERS" "CONDITIONAL" "EAST_WALL" "HATCH" "ORIENTATION" "LEVEL_CAULDRON" "RAIL_SHAPE_STRAIGHT" "SIGNAL_FIRE" "STRUCTUREBLOCK_MODE" "PISTON_TYPE" "MIN_LEVEL" "HAS_BOOK" "ATTACH_FACE" "WATERLOGGED" "FALLING" "AGE_25" "TRIGGERED" "MAX_LEVEL_8" "UNSTABLE" "CHEST_TYPE" "AGE_5" "SOUTH_WALL" "AGE_7" "STABILITY_MAX_DISTANCE" "BELL_ATTACHMENT" "AGE_1" "MAX_LEVEL_3" "ATTACHED" "AGE_3" "STAGE" "AGE_2" "POWER" "MAX_DISTANCE" "HAS_BOTTLE_1" "HAS_BOTTLE_0" "PICKLES" "HAS_BOTTLE_2" "OPEN" "DRIPSTONE_THICKNESS" "AGE_15" "LEVEL_HONEY" "CANDLES" "LEVEL_COMPOSTER" "LIT" "EAST_REDSTONE" "OCCUPIED" "MODE_COMPARATOR" "NORTH_REDSTONE" "IN_WALL" "SNOWY" "DOWN" "WEST" "NORTH_WALL" "MIN_LEVEL_CAULDRON" "BED_PART" "NORTH" "LEVEL_FLOWING" "TILT" "UP" "SOUTH_REDSTONE" "MAX_AGE_15" "HORIZONTAL_FACING" "BITES" "SLAB_TYPE" "MAX_AGE_2" "MAX_AGE_1" "ROTATION_16" "MAX_AGE_7" "STABILITY_DISTANCE" "MAX_AGE_5" "MAX_AGE_3" "MAX_AGE_25" "DELAY" "AXIS" "MAX_LEVEL_15" "HORIZONTAL_AXIS" "RAIL_SHAPE" "MOISTURE" "VERTICAL_DIRECTION" "DOUBLE_BLOCK_HALF" "NOTE" "BERRIES" "RESPAWN_ANCHOR_CHARGES" "EAST" "PERSISTENT" "HAS_RECORD" "FACING_HOPPER" "NOTEBLOCK_INSTRUMENT" "POWERED" "SHORT" "VINE_END" "WEST_REDSTONE" "ENABLED" "INVERTED" "FACING" "DISARMED"

      You can make your own also using the following example:

      const $BooleanProperty = Java.loadClass('net.minecraft.world.level.block.state.properties.BooleanProperty')
      const $IntegerProperty = Java.loadClass('net.minecraft.world.level.block.state.properties.IntegerProperty')
      
      onEvent('block.registry', event => {
         event.create('my_block').property($IntegerProperty.create("uses", 0, 2)).property($BooleanProperty.create("empty"))
      })

      Types

      • basic
      • detector detector 
      • slab
      • stairs
      • fence
      • fence_gate
      • wall
      • wooden_pressure_plate
      • stone_pressure_plate
      • wooden_button
      • stone_button
      • falling
      • crop

      Detector Block Types:Types

      The detector block type can be used to run code when the block is powered with redstone signal.

      Startup script code:

      onEvent('block.registry', event => {
        event.create('test_block','detector').detectorId('myDetector')
      }

      Server script code:

      onEvent('block.detector.myDetector.unpowered', event => { // you can also use powered and changed instead of upowered
              event.block.set('tnt')
      }