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All Methods
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presetType('string')-> defines if the preset is an Item or block -only block or item are a valid string! -
.texture('string')-> tells the texture location like'minecraft:block/stone' -
.overlay('string)-> same as texture just that the overlay is put over the base texture -works on both items and blocks! -
.dropsPreset('string')-> explained at the bottom of this page ! -
.soundType('string')-> defines the blocks sound type - all valid types are shown in the kubejs wiki -
.hardness('int')-> sets the mining hardness of the block -
.resistance('int')-> sets the resistance of blocks against explosions -
.lightLevel('int')-> lets the block emit light (0-15) -
.hasGravity('boolean')-> when set to true, the block will have falling physics like sand or gravel -
.maxStackSize('int')-> max stacksize of the item -
.rarity('string')-> sets the rarity of the item -
.noItem()-> makes the block not have a item form -
.tagBlock('string')-> adds a tag to the block -
.tagItem('string')-> adds a tag to the item -
.tagBoth('string')-> tags both the item and the item form of the block -
.namePrefix('string')-> adds text before the display name -like'Raw 'now the raw appears before the display name (id leave a space after the text to not make it look like RawIron instead of Raw Iron -
.nameSuffix('string')-> same as prefix just after the display name -
.idSuffix('string')same as nameSuffix just in the item ID
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.presets('string')-> defines which presets you want to use -
.displayName('string')-> defines the name ingame -
.tintOverlay('hex')-> tints the overlay in the hexcode (i would use white overlays to make the tinting easy, for example for ores) -
.tooltip('string')adds a simple tooltip -Text.gray('Shiny Object') for example
drop preset makes blocks drop another preset item, if .dropPreset is used, then the item preset needs to be defined before the block preset for it to work!