Redstone Wire. Placed Redstone wiring. Diamond Ore. Crafting Table. Provides redstone signal. Found in Jungle Temple as part of trapdoor puzzle. Redstone Ore. Common ores found underground below layer Drop Redstone Dust when mined. Snow block. Clay Block. Commonly found as part of Abandoned Mineshafts, behind Village Houses and tables. Rare blocks that found in small patches in Plain, Taiga or Savannah biomes. Redstone Repeater. Boosts and delays Redstone signals.
Monster Egg. Commonly found in Extreme Hill Biomes and strongholds. Spawns Silverfish when mined. Brown Mushroom Block. Commonly found on Giant Brown Mushrooms. Drops Brown Mushroom when mined. Red Mushroom Block. Commonly found on Giant Red Mushrooms. Drops Red Mushroom when mined. Glass Pane. Melon Block. Commonly found on Mushroom Island Biomes.
End Portal Frame. Cocoa Bean. Rare ore found underground in Extreme Hill Biomes. Drops Emerald when mined. Tripwire Hook. Sea Lantern. Hardened Clay. Packed Ice. Commonly found in small patches in Plain and Extreme Hill Biomes. These are two blocks high. Commonly found on layers and , Protects players from falling into the void, cannot be obtained in survival. Common block found underground and on the surface.
Can only be obtained through Inventory Editors. Changes back to lava when adjacent block is updated. Nether Brick Block.
Nether Brick Fence. Nether Wart. Nether Quartz Ore. Common Ore can found anywhere in the Nether. Drops Nether Quartz when mined. This file allows the special drop tables to be modified. The file contains three JSON arrays, tier1 , tier2 , and tier3.
Each array contains the item IDs of items that can be dropped in each special drop tier. All other fields follow a similar format, but allow for multiple drops with different rarities and quantities to be defined. JSON keys are created by combining a drop type and a data type. Drop quantities are chosen uniformly randomly between min and max , inclusive of both numbers.
NPC JSON files that contain dialogue must have file names suffixed by an underscore and the language code that correspond to the language that the dialogue is written in. Files in other languages are only used to obtain translation-specific data such as dialogue. This array contains the rarities of each type of naturally spawning NPC NPC Trainers , move tutors , move relearners , traders , and spawn shopkeepers.
The Bug Catcher 's entry is shown below. All other arrays in the npcs. The only field of each array object is a name field, which defines the name of the JSON file to register. This name field should not contain the language code or. This is a list of item IDs for items that are possible to buy from or sell to shopkeepers , along with the base buying price and the selling price of the item. Existing buy and sell prices for items can be modified or removed.
If an item has no sell price, the item cannot be sold to a shopkeeper. Items can also be removed from the list, although removing an item with a buy price also necessitates the removal of the item from all shopkeepers who offer the item in question. An item with a sell price will always be able to be sold to all types of shopkeepers; it is not possible to restrict an item to be sellable to only certain shopkeepers.
The same applies to all the other faces of the block. This example describes the fundamental structure used by all saplings , without assigning a specific texture.
The model is specified in cross. To create the usual shape of the saplings , both elements are being rotated by 45 degrees. Therefore, the origin and the axis of rotation are set to the specified values, the angle is set to 45 degrees and "rescale" is set to true. The latter causes the model to be scaled on the axes it has not been rotated on, so that it takes up the same space as it did before rotating it see comparison images.
Using the "uv" compound, textures can be read from one file and parts of the file can be used for each side of the block. For three textures, this code can be used:. In this example, only two textures are condensed into one file, in this case for a bone block.
For two textures, this code can be used:. In this example, four textures are condensed into one file, in this case for a barrel. For four textures, this code can be used:. As items do not have different variants, there is no need to specify them.
The names of the files are hardcoded and should not be changed. This example replaces the bed item render with the textures currently found in Bedrock Edition and formerly found in Java Edition , such as. The " red " can be changed out for all other colors of bed, but each must be put in a separate JSON file e.
Make sure to match the layer0 reference to the name of the item texture. Some items support additional predicates for model overrides. Below is a full list of available predicates. This example describes the torch as an item. The model can be found in the torch. The icon is specified with the "layer0" -tag and the texture, that has already been used for the block model, is used for the icon as well. As there is just one layer hard coded for the torch, there cannot be any more layers added.
Furthermore, the display properties for the torch are specified, so that it displays correctly in every possible situation. The torch cannot be placed on a players head and uses the specified icon in the inventory, so there is no need to adjust the model for these situations. To line the model up with the players left or right hand in first and third person view, the model needs to be rotated, moved and scaled, which is done for each of the two situation separately.
This example describes the fishing rod as of Java Edition 1. While most blocks and items can have their model changed, there are a multitude of things that cannot:. Most blocks have particle textures defined in dedicated model files, however it still stands that actual visual models cannot be changed. Minecraft Wiki. Minecraft Wiki Explore. Main Page All Pages. Minecraft Minecraft Earth Minecraft Dungeons. Useful pages.
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History Talk This feature is exclusive to Java Edition. The root tag variants : Holds the names of all the variants of the block. A block with just one variant uses "" as a name for its variant. Each variant can have one model or an array of models and contains their properties. If set to an array, the model is chosen randomly from the options given, with each option being specified in separate subsidiary -tags. A model : Contains the properties of a model, if more than one model is used for the same variant.
All specified models alternate in the game. Locks the rotation of the texture of a block, if set to true. This way the texture does not rotate with the block when using the x and y-tags above.
If more than one model is used for the same variant, the probability is calculated by dividing the individual model's weight by the sum of the weights of all models. A case Determines a case and the model that should apply in that case. If unset, the model always applies. OR : Matches if any of the contained cases return true.
Cannot be set alongside other cases. A condition A list of cases that all have to match the block to return true. State Name of a block state. A single case that has to match one of the block states.
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