Custom Blocks
This is a startup script.
onEvent('block.registry', eevent => {
e.event.create('test_block')
.material('glass')
.hardness(0.5)
.displayName('Test Block') // OPTIONALNo 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'requires_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)
e.event.create('test_block_slab', 'slab').material('glass').hardness(0.5)
})
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.
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
Event callbacks:
RandomTickEvent:
- BlockContainerJS block
- Random random
- LevelJS getLevel()
- ServerJS getServer()
Types
- basic
- detector
- slab
- stairs
- fence
- fence_gate
- wall
- wooden_pressure_plate
- stone_pressure_plate
- wooden_button
- stone_button
- falling
- crop
Detector Block 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')
}