Lucky Block Documentation

Contents

2.3 Blocks

2.3 Blocks


The block type is used to indicate that the Lucky Block will place a block in the world when harvested. It can be specified by setting the type property to 'block'.

Properties

Property Value Type Default Value Example Description
ID* numerical ID/text ID - type=block,ID=pumpkin OR type=block,ID=86 Used to specify the ID of the block that is being placed. Both numerical and text IDs are supported, however text IDs are recommended.
meta/damage/state integer 0 type=block,ID=wool,meta=6 Used to specify the metadata of the bock. 'meta', 'damage' or 'state' can all be used. This value is used to store additional data of a block, such as the direction of stairs or the color of wool. All metadata values can be found here.
tileEntity/NBTTag See 4. NBT Tags - type=item,ID=chest,TileEntity=(...) Used to specify the Tile Entity of the block. Both 'tileEntity' and 'NBTTag' can be used. This property stores additional data about the block in the form of an NBT Tag. A full list of block Tile Entities can be found here.
blockUpdate true/false true type=block,ID=water,blockUpdate=false Used to specify whether the blocks in the structure should be updated once placed. If set to true,water will flow, blocks that cannot stay (such as torches in air) will be dropped and other updates will take place.
All base properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties See 2.1 Base Properties

* Required

 

Basic Examples


type=block,ID=gold_block

This will place a Diamond Block.

type=block,ID=stained_glass,meta=10

This will place purple stained glass. Without the damage, white stained glass would be dropped.

 

Sign Examples


NBT Tag Format: tileEntity=(Text1="text",Text2="text",Text3="text",Text4="text")

type=block,ID=standing_sign,meta=11,tileEntity=(Text1="Hello",Text2="this is",Text3="a custom",Text4="sign!")

This will place a standing sign facing east-northeast with the text 'Hello', 'this is', 'a custom', 'sign' divided amongst four lines. The meta (or damage, or state) specifies the direction of the sign, all values can be found here. The values Text1, Text2, Text3 and Text4 specify, in order, each line of text on the sign. Note that each line of text may not exceed 15 characters.

type=block,ID=standing_sign,meta=4,tileEntity=(Text1="$c$lred bold",Text2="$9$oblue italics",Text3="$a$ngreen underlined",Text4="$6$l$o$ngold!")

This will place a sign facing west with the text 'red bold', 'blue italics', 'green underlined', 'gold!'. Each line of text has specific formatting codes applied to it, see 3.2 Hash Variables for more information. Note that formatting codes are included in the 15-character limit of each line, even though they are not displayed.

 

Chest Examples


Note: This section is for manually creating chest NBT Tags (i.e. specifying each slot). To randomize a chest, use the #chest(...) hash variable (See 3.2 Hash Variables).

 

NBT Tile Entity Format: tileEntity=(Items=[(id=integer,Damage=integer,tag=(...),Count=integer,Slot=integer),(...),(...)])

type=block,ID=chest,tileEntity=(Items=[(id=diamond,Count=6,Slot=5),(id=dye,Damage=9,Count=1,Slot=20)])

This will place a chest containing 6 Diamonds in slot 5 (id=diamond,Count=6,Slot=5) and Pink Dye in slot 20 (id=dye,Damage=9,Slot=20). Each tag in the 'Items' tag list represents an item. The format of the item is as follows. Alternatively, see here.

  • id* - The text ID of the item.
  • Damage - The damage value of the item.
  • tag - The NBT Tag of the item
  • (For more detail on the first three properties, see 2.2 Items)
  • Count* - The amount of items stacked together in this slot within the chest. Always needs to be specified, even 1 for single items, as items with 0 stack size cannot exist.
  • Slot* - The position (slot) within the chest where the item located. Chest slots are numbered 0-26 with 0 in the top left corner.
  • (* Required)

Another example below, containing more items and using of all of the properties.

type=block,ID=chest,NBTTag=(Items=[(id=emerald,Count=4,Slot=3),(id=wool,Damage=5,Count=1,Slot=8),(id=stone_hoe,Count=1,tag=(display=(Name="Caveman's Hoe")),Count=1,Slot=16),(id=fish,Damage=2,Count=10,Slot=24)])

The items contained inside this chest are as follows.

  • 4 Emeralds in slot 3 (id=emerald,Count=4,Slot=3)
  • Lime Wool in slot 8 (id=wool,Damage=5,Count=1,Slot=8)
  • A Stone Hoe with the display name 'Caveman's Hoe' in slot 16 (id=stone_hoe,tag=(display=(Name="Caveman's Hoe")),Count=1,Slot=16)
  • 10 Clown fish in Slot 24 (id=fish,Damage=2,Count=10,Slot=24)

The amount of items that can be added is limited to 26, as that is the amount of slots within the chest. Double chests are simply 2 chests placed beside each other, both with separate Tile Entities.

 

Mob Spawner Examples


NBT Tile Entity Format: tileEntity=(EntityId="string",SpawnData=(...))

type=block,ID=mob_spawner,tileEntity=(EntityId="Cow")

This will place a Mob Spawner that spawns cows (EntityId="Cow"). EntityId is the text ID of the entity, SpawnData is the NBT Tag of the entity, used to specify additional properties. See 2.4 Entities for more information. It is also possible to make a Mob Spawner have multiple types of entities to spawn.

 

NBT Tile Entity Format: tileEntity=(SpawnPotentials=[(Type="text",Weight=integer,Properties=(...)],(...),(...)))

type=block,ID=mob_spawner,tileEntity=(SpawnPotentials=[(Type="Cow",Weight=1),(Type="Pig",Weight=2)])

This will place a mob spawner that will spawn pigs twice as often as it spawns cows. Every tag in the SpawnPotentials tag list specifies a potential entity to spawn. 'Type' is identical to EntityId and Properties is identical to SpawnData. The only other property is Weight, which specifies how likely the enmity is to spawn, relative to the other weights. As the weight of the pig is twice as much as that of the cow, the pig will be twice as likely to spawn. Lastly, there are several other properties affecting the frequency and range of mob spawners, all of which can be found here.

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