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[EN] TFG Custom Kubejs Scripts
There are two methods available for creating particle emitting blocks; tfg:particle_emitter_decoration
and tfg:particle_emitter
. Creating a particle_emitter_decoration with make a block with properties similar to a grass block--With random offset, smaller box size, canSurvive conditions, etc. Creating a particle_emitter will create a normal minecraft block.
event.create(string name, 'tfg:particle_emitter_decoration') // or 'tfg:particle_emitter'
.particleOffset(double x, double y, double z) // Determines the offset from the block that the particles spawn at. (default: 0.25, 1.0, 0.25)
.particleVelocity(double x, double y, double z) // Determines the velocity of the particles. (default: 0.0, 0.07, 0.0)
.particle(string simpleParticleType) // Determines the type of particle
.dustColor(float r, float g, float b, float scale) // Optional. If particle type is 'minecraft:dust', assigns color and scale. (float from 0.0 to 1.0)
.particleCount(int) // Determines the number of particles spawning per tick. (Default: 1)
.particleForced(boolean) // Determines if the particles will be visible from a far distance. (Default: false)
event.create('tfg:test', 'tfg:particle_emitter_decoration')
.particleOffset(0.3, 2, 0.3) //x, y, z
.particleVelocity(0, 0.1, 0) //x, y, z
.particle('minecraft:dust')
.dustColor(0.0, 1.0, 0.2, 1.5) //r, g, b, scale
.particleCount(6)
.particleForced(true)
The above example will make a decoration block that spawns green minecraft:dust
particles above the block. v
Notes:
- Other kubejs binders still work with this e.g.
.tagBlock()
- Forcing particles will enable them to appear at far distances, but they will not generate if the player is not within range.
- All binders are optional, the builder method has pre set defaults.
- Particles in Minecraft behave with their own custom hard-coded physics on a per-particle basis. A particle may not generate as you might expect.
There are two methods available for decorative plant blocks tfg:decorative_plant
and tfg:double_decorative_plant
. Decorative_plant will create a block with typical plant block attributes like random offset, instant break, non place able on unsupported faces, and smaller box size. While the double_decorative block does the same thing but as a two-block tall plant. By default the builder will automatically make loot tables for harvesting the plant with knives, hoes, and scythes.
event.create(string name, 'tfg:decorative_plant') // Default box size (3, 0, 3, 13, 7, 13)
event.create(string name, 'tfg:double_decorative_plant') // Default box size (2, 0, 2, 14, 16, 14)
event.create('tfg:test', 'tfg:decorative_plant')
.soundType('nether_wart')
.tagItem('tfg:venus_plants')
.box(3, 0, 3, 13, 14, 13)
event.create('tfg:test', 'tfg:double_decorative_plant')
.soundType('nether_wart')
.tagItem('tfg:venus_plants')
.lightLevel(0.4)
.renderType('translucent')
You will also need to proved a blockstate file for the double_decorative_plant, like this:
{
"variants": {
"half=lower": {
"model": "tfg:block/test_bottom"
},
"half=upper": {
"model": "tfg:block/test_top"
}
}
}
An example of tfg:decorative_plant
. v
An example of
tfg:double_decorative_plant
. v