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## net.minecraft.src
Class Block

    java.lang.Object
      net.minecraft.src.Block

Direct Known Subclasses:
  BlockBookshelf, BlockBreakable, BlockButton, BlockCactus, BlockCake, BlockCauldron, BlockClay, BlockCloth, BlockContainer, BlockDirectional, BlockDirt, BlockDoor, BlockDragonEgg, BlockEndPortalFrame, BlockFarmland, BlockFence, BlockFire, BlockFlower, BlockFlowerPot, BlockFluid, BlockGlowStone, BlockGrass, BlockHalfSlab, BlockLadder, BlockLeavesBase, BlockLever, BlockLockedChest, BlockLog, BlockMelon, BlockMushroomCap, BlockMycelium, BlockNetherrack, BlockOre, BlockOreStorage, BlockPane, BlockPistonBase, BlockPistonExtension, BlockPressurePlate, BlockRail, BlockRedstoneLight, BlockRedstoneOre, BlockRedstoneWire, BlockReed, BlockSand, BlockSandStone, BlockSilverfish, BlockSnow, BlockSnowBlock, BlockSoulSand, BlockSponge, BlockStairs, BlockStone, BlockStoneBrick, BlockTNT, BlockTorch, BlockTrapDoor, BlockTripWire, BlockTripWireSource, BlockVine, BlockWall, BlockWeb, BlockWood, BlockWorkbench

    public class Block

extends Object

Field Summary
`static Block` | `anvil`
`static Block` | `beacon`
`static Block` | `bed`
`static Block` | `bedrock`
`static Block` | `blockClay`
`static Block` | `blockDiamond`
`static Block` | `blockEmerald`
`static Block` | `blockGold`
`int` | `blockID` ID of the block.
`int` | `blockIndexInTexture` The index of the texture to be displayed for this block.
`static Block` | `blockLapis`
`Material` | `blockMaterial` Block material definition.
`float` | `blockParticleGravity`
`static Block[]` | `blocksList` List of ly/ff (BlockType) containing the already registered blocks.
`static Block` | `blockSnow`
`static Block` | `blockSteel`
`static Block` | `bookShelf`
`static Block` | `brewingStand`
`static Block` | `brick`
`static Block` | `cactus`
`static Block` | `cake`
`static boolean[]` | `canBlockGrass` Array of booleans that tells if a block can grass
`static Block` | `carrot`
`static Block` | `cauldron`
`static Block` | `chest`
`static Block` | `cloth`
`static Block` | `cobblestone`
`static Block` | `cobblestoneMossy`
`static Block` | `cobblestoneWall`
`static Block` | `cocoaPlant`
`static Block` | `commandBlock`
`static Block` | `crops`
`static BlockDeadBush` | `deadBush`
`static Block` | `dirt`
`static Block` | `dispenser`
`static Block` | `doorSteel`
`static Block` | `doorWood`
`static Block` | `dragonEgg`
`static Block` | `enchantmentTable`
`static Block` | `enderChest`
`static Block` | `endPortal`
`static Block` | `endPortalFrame`
`static Block` | `fence`
`static Block` | `fenceGate`
`static Block` | `fenceIron`
`static BlockFire` | `fire`
`static Block` | `flowerPot`
`static Block` | `glass`
`static Block` | `glowStone`
`static BlockGrass` | `grass`
`static Block` | `gravel`
`static Block` | `ice`
`boolean` | `isDefaultTexture`
`static Block` | `jukebox`
`static Block` | `ladder`
`static Block` | `lavaMoving`
`static Block` | `lavaStill` Stationary lava source block
`static BlockLeaves` | `leaves`
`static Block` | `lever`
`static int[]` | `lightOpacity` How much light is subtracted for going through this block
`static int[]` | `lightValue` Amount of light emitted
`static Block` | `lockedChest` April fools secret locked chest, only spawns on new chunks on 1st April.
`static Block` | `melon`
`static Block` | `melonStem`
`static Block` | `mobSpawner`
`static BlockFlower` | `mushroomBrown`
`static Block` | `mushroomCapBrown`
`static Block` | `mushroomCapRed`
`static BlockFlower` | `mushroomRed`
`static Block` | `music`
`static BlockMycelium` | `mycelium`
`static Block` | `netherBrick`
`static Block` | `netherFence`
`static Block` | `netherrack`
`static Block` | `netherStalk`
`static Block` | `obsidian`
`static boolean[]` | `opaqueCubeLookup` An array of 4096 booleans corresponding to the result of the isOpaqueCube() method for each block ID
`static Block` | `oreCoal`
`static Block` | `oreDiamond`
`static Block` | `oreEmerald`
`static Block` | `oreGold`
`static Block` | `oreIron`
`static Block` | `oreLapis`
`static Block` | `oreRedstone`
`static Block` | `oreRedstoneGlowing`
`static Block` | `pistonBase`
`static BlockPistonExtension` | `pistonExtension`
`static BlockPistonMoving` | `pistonMoving`
`static Block` | `pistonStickyBase`
`static Block` | `planks`
`static BlockFlower` | `plantRed`
`static BlockFlower` | `plantYellow`
`static BlockPortal` | `portal` The purple teleport blocks inside the obsidian circle
`static Block` | `potatoe`
`static Block` | `pressurePlatePlanks`
`static Block` | `pressurePlateStone`
`static Block` | `pumpkin`
`static Block` | `pumpkinLantern`
`static Block` | `pumpkinStem`
`static Block` | `rail`
`static Block` | `railDetector`
`static Block` | `railPowered`
`static Block` | `redstoneLampActive`
`static Block` | `redstoneLampIdle`
`static Block` | `redstoneRepeaterActive`
`static Block` | `redstoneRepeaterIdle`
`static Block` | `redstoneWire`
`static Block` | `reed`
`static boolean[]` | `requiresSelfNotify`
`static Block` | `sand`
`static Block` | `sandStone`
`static Block` | `sapling`
`static Block` | `signPost`
`static Block` | `signWall`
`static Block` | `silverfish`
`static Block` | `skull`
`float` | `slipperiness` Determines how much velocity is maintained while moving on top of this block
`static Block` | `slowSand`
`static Block` | `snow`
`static StepSound` | `soundAnvilFootstep`
`static StepSound` | `soundClothFootstep`
`static StepSound` | `soundGlassFootstep`
`static StepSound` | `soundGrassFootstep`
`static StepSound` | `soundGravelFootstep`
`static StepSound` | `soundLadderFootstep`
`static StepSound` | `soundMetalFootstep`
`static StepSound` | `soundPowderFootstep`
`static StepSound` | `soundSandFootstep`
`static StepSound` | `soundSnowFootstep`
`static StepSound` | `soundStoneFootstep`
`static StepSound` | `soundWoodFootstep`
`static Block` | `sponge`
`static Block` | `stairCompactCobblestone`
`static Block` | `stairCompactPlanks`
`static Block` | `stairsBrick`
`static Block` | `stairsNetherBrick`
`static Block` | `stairsSandStone`
`static Block` | `stairsStoneBrickSmooth`
`static Block` | `stairsWoodBirch`
`static Block` | `stairsWoodJungle`
`static Block` | `stairsWoodSpruce`
`StepSound` | `stepSound` Sound of stepping on the block
`static Block` | `stone`
`static Block` | `stoneBrick`
`static Block` | `stoneButton`
`static BlockHalfSlab` | `stoneDoubleSlab` stoneDoubleSlab
`static Block` | `stoneOvenActive`
`static Block` | `stoneOvenIdle`
`static BlockHalfSlab` | `stoneSingleSlab` stoneSingleSlab
`static BlockTallGrass` | `tallGrass`
`static Block` | `thinGlass`
`static Block` | `tilledField`
`static Block` | `tnt`
`static Block` | `torchRedstoneActive`
`static Block` | `torchRedstoneIdle`
`static Block` | `torchWood`
`static Block` | `trapdoor`
`static Block` | `tripWire`
`static BlockTripWireSource` | `tripWireSource`
`static boolean[]` | `useNeighborBrightness` Flag if block ID should use the brightest neighbor light value as its own
`static Block` | `vine`
`static Block` | `waterlily`
`static Block` | `waterMoving`
`static Block` | `waterStill`
`static Block` | `web`
`static Block` | `whiteStone`
`static Block` | `wood`
`static BlockHalfSlab` | `woodDoubleSlab`
`static Block` | `woodenButton`
`static BlockHalfSlab` | `woodSingleSlab`
`static Block` | `workbench`

Constructor Summary
`Block(int par1, int par2, Material par3Material)`
`Block(int par1, Material par2Material)`

Method Summary
`boolean` | `addBlockDestroyEffects(World world, int x, int y, int z, int meta, EffectRenderer effectRenderer)` Spawn particles for when the block is destroyed.
`boolean` | `addBlockHitEffects(World worldObj, MovingObjectPosition target, EffectRenderer effectRenderer)` Spawn a digging particle effect in the world, this is a wrapper around EffectRenderer.addBlockHitEffects to allow the block more control over the particles.
`void` | `addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)` if the specified block is in the given AABB, add its collision bounding box to the given list
`void` | `addCreativeItems(ArrayList itemList)` Called when a new CreativeContainer is opened, populate the list with all of the items for this block you want a player in creative mode to have access to.
`void` | `beginLeavesDecay(World world, int x, int y, int z)` Called when a leaf should start its decay process.
`void` | `breakBlock(World par1World, int par2, int par3, int par4, int par5, int par6)` ejects contained items into the world, and notifies neighbours of an update, as appropriate
`boolean` | `canBeReplacedByLeaves(World world, int x, int y, int z)` Used during tree growth to determine if newly generated leaves can replace this block.
`boolean` | `canBlockStay(World par1World, int par2, int par3, int par4)` Can this block stay at this position.
`boolean` | `canCollideCheck(int par1, boolean par2)` Returns whether this block is collideable based on the arguments passed in Args: blockMetaData, unknownFlag
`boolean` | `canConnectRedstone(IBlockAccess world, int x, int y, int z, int side)` Determine if this block can make a redstone connection on the side provided, Useful to control which sides are inputs and outputs for redstone wires.
`boolean` | `canCreatureSpawn(EnumCreatureType type, World world, int x, int y, int z)` Determines if a specified mob type can spawn on this block, returning false will prevent any mob from spawning on the block.
`boolean` | `canDragonDestroy(World world, int x, int y, int z)` Determines if this block is destroyed when a ender dragon tries to fly through it.
`boolean` | `canHarvestBlock(EntityPlayer player, int meta)` Determines if the player can harvest this block, obtaining it's drops when the block is destroyed.
`boolean` | `canPlaceBlockAt(World par1World, int par2, int par3, int par4)` Checks to see if its valid to put this block at the specified coordinates.
`boolean` | `canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5)` checks to see if you can place this block can be placed on that side of a block: BlockLever overrides
`boolean` | `canPlaceTorchOnTop(World world, int x, int y, int z)` Determines if a torch can be placed on the top surface of this block.
`boolean` | `canProvidePower()` Can this block provide power.
`boolean` | `canRenderInPass(int pass)` Determines if this block should render in this pass.
`boolean` | `canSilkHarvest(World world, EntityPlayer player, int x, int y, int z, int metadata)` Return true from this function if the player with silk touch can harvest this block directly, and not it's normal drops.
`boolean` | `canSustainLeaves(World world, int x, int y, int z)` Determines if this block can prevent leaves connected to it from decaying.
`boolean` | `canSustainPlant(World world, int x, int y, int z, ForgeDirection direction, IPlantable plant)` Determines if this block can support the passed in plant, allowing it to be planted and grow.
`MovingObjectPosition` | `collisionRayTrace(World par1World, int par2, int par3, int par4, Vec3 par5Vec3, Vec3 par6Vec3)` Ray traces through the blocks collision from start vector to end vector returning a ray trace hit.
`int` | `colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`TileEntity` | `createTileEntity(World world, int metadata)` Called throughout the code as a replacement for BlockContainer.getBlockEntity Return the same thing you would from that function.
`int` | `damageDropped(int par1)` Determines the damage on the item the block drops.
`void` | `dropBlockAsItem(World par1World, int par2, int par3, int par4, int par5, int par6)` Drops the specified block items
`void` | `dropBlockAsItemWithChance(World par1World, int par2, int par3, int par4, int par5, float par6, int par7)` Drops the block items with a specified chance of dropping the specified items
`void` | `fillWithRain(World par1World, int par2, int par3, int par4)` currently only used by BlockCauldron to incrament meta-data during rain
`boolean` | `func_82505_u_()`
`boolean` | `func_82506_l()`
`boolean` | `func_85103_a(Explosion par1Explosion)`
`int` | `func_85104_a(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)`
`void` | `func_85105_g(World par1World, int par2, int par3, int par4, int par5)`
`float` | `getAmbientOcclusionLightValue(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`int` | `getBedDirection(IBlockAccess world, int x, int y, int z)` Returns the direction of the block.
`ChunkCoordinates` | `getBedSpawnPosition(World world, int x, int y, int z, EntityPlayer player)` Returns the position that the player is moved to upon waking up, or respawning at the bed.
`double` | `getBlockBoundsMaxX()` returns the block bounderies maxX value
`double` | `getBlockBoundsMaxY()` returns the block bounderies maxY value
`double` | `getBlockBoundsMaxZ()` returns the block bounderies maxZ value
`double` | `getBlockBoundsMinX()` returns the block bounderies minX value
`double` | `getBlockBoundsMinY()` returns the block bounderies minY value
`double` | `getBlockBoundsMinZ()` returns the block bounderies minZ value
`float` | `getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`int` | `getBlockColor()`
`ArrayList<ItemStack>` | `getBlockDropped(World world, int x, int y, int z, int metadata, int fortune)` This returns a complete list of items dropped from this block.
`float` | `getBlockHardness(World par1World, int par2, int par3, int par4)` Returns the block hardness at a location.
`String` | `getBlockName()`
`boolean` | `getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`int` | `getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
`int` | `getBlockTextureFromSide(int par1)` Returns the block texture based on the side being looked at.
`int` | `getBlockTextureFromSideAndMetadata(int par1, int par2)` From the specified side and block metadata retrieves the blocks texture.
`AxisAlignedBB` | `getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)` Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
`CreativeTabs` | `getCreativeTabToDisplayOn()`
`int` | `getDamageValue(World par1World, int par2, int par3, int par4)` Get the block's damage value (for use with pick block).
`boolean` | `getEnableStats()` Return the state of blocks statistics flags - if the block is counted for mined and placed.
`float` | `getExplosionResistance(Entity par1Entity)` Returns how much this block can resist explosions from the passed in entity.
`float` | `getExplosionResistance(Entity par1Entity, World world, int x, int y, int z, double explosionX, double explosionY, double explosionZ)` Location sensitive version of getExplosionRestance
`int` | `getFireSpreadSpeed(World world, int x, int y, int z, int metadata, ForgeDirection face)` Called when fire is updating on a neighbor block.
`int` | `getFlammability(IBlockAccess world, int x, int y, int z, int metadata, ForgeDirection face)` Chance that fire will spread and consume this block.
`int` | `getLightOpacity(World world, int x, int y, int z)` Location aware and overrideable version of the lightOpacity array, return the number to subtract from the light value when it passes through this block.
`int` | `getLightValue(IBlockAccess world, int x, int y, int z)` Get a light value for this block, normal ranges are between 0 and 15
`int` | `getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
`int` | `getMobilityFlag()` Returns the mobility information of the block, 0 = free, 1 = can't push but can move over, 2 = total immobility and stop pistons
`ItemStack` | `getPickBlock(MovingObjectPosition target, World world, int x, int y, int z)` Called when a user uses the creative pick block button on this block
`float` | `getPlayerRelativeBlockHardness(EntityPlayer par1EntityPlayer, World par2World, int par3, int par4, int par5)` Gets the hardness of block at the given coordinates in the given world, relative to the ability of the given EntityPlayer.
`int` | `getRenderBlockPass()`
`int` | `getRenderColor(int par1)`
`int` | `getRenderType()` The type of render function that is called for this block
`AxisAlignedBB` | `getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)`
`void` | `getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List)`
`String` | `getTextureFile()` Grabs the current texture file used for this block
`boolean` | `getTickRandomly()` Returns whether or not this block is of a type that needs random ticking.
`void` | `harvestBlock(World par1World, EntityPlayer par2EntityPlayer, int par3, int par4, int par5, int par6)` Called when the player destroys a block with an item that can harvest it.
`boolean` | `hasTileEntity()` Deprecated.
`boolean` | `hasTileEntity(int metadata)` Called throughout the code as a replacement for block instanceof BlockContainer Moving this to the Block base class allows for mods that wish to extend vinella blocks, and also want to have a tile entity on that block, may.
`int` | `idDropped(int par1, Random par2Random, int par3)` Returns the ID of the items to drop on destruction.
`int` | `idPicked(World par1World, int par2, int par3, int par4)`
`boolean` | `isAirBlock(World world, int x, int y, int z)` Determines this block should be treated as an air block by the rest of the code.
`boolean` | `isBeaconBase(World worldObj, int x, int y, int z, int beaconX, int beaconY, int beaconZ)` Determines if this block can be used as the base of a beacon.
`boolean` | `isBed(World world, int x, int y, int z, EntityLiving player)` Determines if this block is classified as a Bed, Allowing players to sleep in it, though the block has to specifically perform the sleeping functionality in it's activated event.
`boolean` | `isBedFoot(IBlockAccess world, int x, int y, int z)` Determines if the current block is the foot half of the bed.
`boolean` | `isBlockBurning(World world, int x, int y, int z)` Determines if this block should set fire and deal fire damage to entities coming into contact with it.
`boolean` | `isBlockFoliage(World world, int x, int y, int z)` Used by getTopSolidOrLiquidBlock while placing biome decorations, villages, etc Also used to determine if the player can spawn on this block.
`boolean` | `isBlockNormalCube(World world, int x, int y, int z)` Return true if the block is a normal, solid cube.
`boolean` | `isBlockReplaceable(World world, int x, int y, int z)` Determines if a new block can be replace the space occupied by this one, Used in the player's placement code to make the block act like water, and lava.
`boolean` | `isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the adjacent block is at the given coordinates.
`boolean` | `isBlockSolidOnSide(World world, int x, int y, int z, ForgeDirection side)` Checks if the block is a solid face on the given side, used by placement logic.
`boolean` | `isCollidable()` Returns if this block is collidable (only used by Fire).
`boolean` | `isFertile(World world, int x, int y, int z)` Checks if this soil is fertile, typically this means that growth rates of plants on this soil will be slightly sped up.
`boolean` | `isFireSource(World world, int x, int y, int z, int metadata, ForgeDirection side)` Currently only called by fire when it is on top of this block.
`boolean` | `isFlammable(IBlockAccess world, int x, int y, int z, int metadata, ForgeDirection face)` Called when fire is updating, checks if a block face can catch fire.
`boolean` | `isGenMineableReplaceable(World world, int x, int y, int z)` Determines if the current block is replaceable by Ore veins during world generation.
`boolean` | `isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block indirectly powering the block on the specified side
`boolean` | `isLadder(World world, int x, int y, int z)` Checks if a player or entity can use this block to 'climb' like a ladder.
`boolean` | `isLeaves(World world, int x, int y, int z)` Determines if this block is considered a leaf block, used to apply the leaf decay and generation system.
`static boolean` | `isNormalCube(int par0)`
`boolean` | `isOpaqueCube()` Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
`boolean` | `isPoweringTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Is this block powering the block on the specified side
`boolean` | `isWood(World world, int x, int y, int z)`
`boolean` | `onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)` Called upon block activation (right click on the block.)
`void` | `onBlockAdded(World par1World, int par2, int par3, int par4)` Called whenever the block is added into the world.
`void` | `onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer)` Called when the block is clicked by a player.
`void` | `onBlockDestroyedByExplosion(World par1World, int par2, int par3, int par4)` Called upon the block being destroyed by an explosion
`void` | `onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5)` Called right before the block is destroyed by a player.
`void` | `onBlockEventReceived(World par1World, int par2, int par3, int par4, int par5, int par6)` Called when the block receives a BlockEvent - see World.addBlockEvent.
`void` | `onBlockHarvested(World par1World, int par2, int par3, int par4, int par5, EntityPlayer par6EntityPlayer)` Called when the block is attempted to be harvested
`void` | `onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving)` Called when the block is placed in the world.
`void` | `onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity)` Triggered whenever an entity collides with this block (enters into the block).
`void` | `onEntityWalking(World par1World, int par2, int par3, int par4, Entity par5Entity)` Called whenever an entity is walking on top of this block.
`void` | `onFallenUpon(World par1World, int par2, int par3, int par4, Entity par5Entity, float par6)` Block's chance to react to an entity falling on it.
`void` | `onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)` Lets the block know when one of its neighbor changes.
`void` | `onSetBlockIDWithMetaData(World par1World, int par2, int par3, int par4, int par5)` Called when this block is set (with meta data).
`int` | `quantityDropped(int meta, int fortune, Random random)` Metadata and fortune sensitive version, this replaces the old (int meta, Random rand) version in 1.1.
`int` | `quantityDropped(Random par1Random)` Returns the quantity of items to drop on block destruction.
`int` | `quantityDroppedWithBonus(int par1, Random par2Random)` Returns the usual quantity dropped by the block plus a bonus of 1 to 'i' (inclusive).
`void` | `randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random)`
`boolean` | `removeBlockByPlayer(World world, EntityPlayer player, int x, int y, int z)` Called when a player removes a block.
`boolean` | `renderAsNormalBlock()` If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
`void` | `setBedOccupied(World world, int x, int y, int z, EntityPlayer player, boolean occupied)` Called when a user either starts or stops sleeping in the bed.
`void` | `setBlockBounds(float par1, float par2, float par3, float par4, float par5, float par6)` Sets the bounds of the block.
`void` | `setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
`void` | `setBlockBoundsForItemRender()` Sets the block's bounds for rendering it as an item
`Block` | `setBlockName(String par1Str)` set name of block from language file
`Block` | `setBlockUnbreakable()` This method will make the hardness of the block equals to -1, and the block is indestructible.
`static void` | `setBurnProperties(int id, int encouragement, int flammability)` Called by BlockFire to setup the burn values of vanilla blocks.
`Block` | `setCreativeTab(CreativeTabs par1CreativeTabs)` Sets the CreativeTab to display this block on.
`Block` | `setHardness(float par1)` Sets how many hits it takes to break a block.
`Block` | `setLightOpacity(int par1)` Sets how much light is blocked going through this block.
`Block` | `setLightValue(float par1)` Sets the amount of light emitted by a block from 0.0f to 1.0f (converts internally to 0-15).
`Block` | `setRequiresSelfNotify()` Blocks with this attribute will not notify all near blocks when it's metadata change.
`Block` | `setResistance(float par1)` Sets the the blocks resistance to explosions.
`Block` | `setStepSound(StepSound par1StepSound)` Sets the footstep sound for the block.
`Block` | `setTextureFile(String texture)` Sets the current texture file for this block, used when rendering.
`Block` | `setTickRandomly(boolean par1)` Sets whether this block type will receive random update ticks
`boolean` | `shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
`int` | `tickRate()` How many world ticks before ticking
`String` | `translateBlockName()` gets the localized version of the name of this block using StatCollector.translateToLocal.
`void` | `updateTick(World par1World, int par2, int par3, int par4, Random par5Random)` Ticks the block if it's been scheduled
`void` | `velocityToAddToEntity(World par1World, int par2, int par3, int par4, Entity par5Entity, Vec3 par6Vec3)` Can add to the passed in vector for a movement vector to be applied to the entity.

Methods inherited from class java.lang.Object
`equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Field Detail

### isDefaultTexture

    public boolean isDefaultTexture

### soundPowderFootstep

    public static final StepSound soundPowderFootstep

### soundWoodFootstep

    public static final StepSound soundWoodFootstep

### soundGravelFootstep

    public static final StepSound soundGravelFootstep

### soundGrassFootstep

    public static final StepSound soundGrassFootstep

### soundStoneFootstep

    public static final StepSound soundStoneFootstep

### soundMetalFootstep

    public static final StepSound soundMetalFootstep

### soundGlassFootstep

    public static final StepSound soundGlassFootstep

### soundClothFootstep

    public static final StepSound soundClothFootstep

### soundSandFootstep

    public static final StepSound soundSandFootstep

### soundSnowFootstep

    public static final StepSound soundSnowFootstep

### soundLadderFootstep

    public static final StepSound soundLadderFootstep

### soundAnvilFootstep

    public static final StepSound soundAnvilFootstep

### blocksList

    public static final Block[] blocksList

  List of ly/ff (BlockType) containing the already registered blocks.

### opaqueCubeLookup

    public static final boolean[] opaqueCubeLookup

  An array of 4096 booleans corresponding to the result of the isOpaqueCube() method for each block ID

### lightOpacity

    public static final int[] lightOpacity

  How much light is subtracted for going through this block

### canBlockGrass

    public static final boolean[] canBlockGrass

  Array of booleans that tells if a block can grass

### lightValue

    public static final int[] lightValue

  Amount of light emitted

### requiresSelfNotify

    public static final boolean[] requiresSelfNotify

### useNeighborBrightness

    public static boolean[] useNeighborBrightness

  Flag if block ID should use the brightest neighbor light value as its own

### stone

    public static final Block stone

### grass

    public static final BlockGrass grass

### dirt

    public static final Block dirt

### cobblestone

    public static final Block cobblestone

### planks

    public static final Block planks

### sapling

    public static final Block sapling

### bedrock

    public static final Block bedrock

### waterMoving

    public static final Block waterMoving

### waterStill

    public static final Block waterStill

### lavaMoving

    public static final Block lavaMoving

### lavaStill

    public static final Block lavaStill

  Stationary lava source block

### sand

    public static final Block sand

### gravel

    public static final Block gravel

### oreGold

    public static final Block oreGold

### oreIron

    public static final Block oreIron

### oreCoal

    public static final Block oreCoal

### wood

    public static final Block wood

### leaves

    public static final BlockLeaves leaves

### sponge

    public static final Block sponge

### glass

    public static final Block glass

### oreLapis

    public static final Block oreLapis

### blockLapis

    public static final Block blockLapis

### dispenser

    public static final Block dispenser

### sandStone

    public static final Block sandStone

### music

    public static final Block music

### bed

    public static final Block bed

### railPowered

    public static final Block railPowered

### railDetector

    public static final Block railDetector

### pistonStickyBase

    public static final Block pistonStickyBase

### web

    public static final Block web

### tallGrass

    public static final BlockTallGrass tallGrass

### deadBush

    public static final BlockDeadBush deadBush

### pistonBase

    public static final Block pistonBase

### pistonExtension

    public static final BlockPistonExtension pistonExtension

### cloth

    public static final Block cloth

### pistonMoving

    public static final BlockPistonMoving pistonMoving

### plantYellow

    public static final BlockFlower plantYellow

### plantRed

    public static final BlockFlower plantRed

### mushroomBrown

    public static final BlockFlower mushroomBrown

### mushroomRed

    public static final BlockFlower mushroomRed

### blockGold

    public static final Block blockGold

### blockSteel

    public static final Block blockSteel

### stoneDoubleSlab

    public static final BlockHalfSlab stoneDoubleSlab

  stoneDoubleSlab

### stoneSingleSlab

    public static final BlockHalfSlab stoneSingleSlab

  stoneSingleSlab

### brick

    public static final Block brick

### tnt

    public static final Block tnt

### bookShelf

    public static final Block bookShelf

### cobblestoneMossy

    public static final Block cobblestoneMossy

### obsidian

    public static final Block obsidian

### torchWood

    public static final Block torchWood

### fire

    public static final BlockFire fire

### mobSpawner

    public static final Block mobSpawner

### stairCompactPlanks

    public static final Block stairCompactPlanks

### chest

    public static final Block chest

### redstoneWire

    public static final Block redstoneWire

### oreDiamond

    public static final Block oreDiamond

### blockDiamond

    public static final Block blockDiamond

### workbench

    public static final Block workbench

### crops

    public static final Block crops

### tilledField

    public static final Block tilledField

### stoneOvenIdle

    public static final Block stoneOvenIdle

### stoneOvenActive

    public static final Block stoneOvenActive

### signPost

    public static final Block signPost

### doorWood

    public static final Block doorWood

### ladder

    public static final Block ladder

### rail

    public static final Block rail

### stairCompactCobblestone

    public static final Block stairCompactCobblestone

### signWall

    public static final Block signWall

### lever

    public static final Block lever

### pressurePlateStone

    public static final Block pressurePlateStone

### doorSteel

    public static final Block doorSteel

### pressurePlatePlanks

    public static final Block pressurePlatePlanks

### oreRedstone

    public static final Block oreRedstone

### oreRedstoneGlowing

    public static final Block oreRedstoneGlowing

### torchRedstoneIdle

    public static final Block torchRedstoneIdle

### torchRedstoneActive

    public static final Block torchRedstoneActive

### stoneButton

    public static final Block stoneButton

### snow

    public static final Block snow

### ice

    public static final Block ice

### blockSnow

    public static final Block blockSnow

### cactus

    public static final Block cactus

### blockClay

    public static final Block blockClay

### reed

    public static final Block reed

### jukebox

    public static final Block jukebox

### fence

    public static final Block fence

### pumpkin

    public static final Block pumpkin

### netherrack

    public static final Block netherrack

### slowSand

    public static final Block slowSand

### glowStone

    public static final Block glowStone

### portal

    public static final BlockPortal portal

  The purple teleport blocks inside the obsidian circle

### pumpkinLantern

    public static final Block pumpkinLantern

### cake

    public static final Block cake

### redstoneRepeaterIdle

    public static final Block redstoneRepeaterIdle

### redstoneRepeaterActive

    public static final Block redstoneRepeaterActive

### lockedChest

    public static final Block lockedChest

  April fools secret locked chest, only spawns on new chunks on 1st April.

### trapdoor

    public static final Block trapdoor

### silverfish

    public static final Block silverfish

### stoneBrick

    public static final Block stoneBrick

### mushroomCapBrown

    public static final Block mushroomCapBrown

### mushroomCapRed

    public static final Block mushroomCapRed

### fenceIron

    public static final Block fenceIron

### thinGlass

    public static final Block thinGlass

### melon

    public static final Block melon

### pumpkinStem

    public static final Block pumpkinStem

### melonStem

    public static final Block melonStem

### vine

    public static final Block vine

### fenceGate

    public static final Block fenceGate

### stairsBrick

    public static final Block stairsBrick

### stairsStoneBrickSmooth

    public static final Block stairsStoneBrickSmooth

### mycelium

    public static final BlockMycelium mycelium

### waterlily

    public static final Block waterlily

### netherBrick

    public static final Block netherBrick

### netherFence

    public static final Block netherFence

### stairsNetherBrick

    public static final Block stairsNetherBrick

### netherStalk

    public static final Block netherStalk

### enchantmentTable

    public static final Block enchantmentTable

### brewingStand

    public static final Block brewingStand

### cauldron

    public static final Block cauldron

### endPortal

    public static final Block endPortal

### endPortalFrame

    public static final Block endPortalFrame

### whiteStone

    public static final Block whiteStone

### dragonEgg

    public static final Block dragonEgg

### redstoneLampIdle

    public static final Block redstoneLampIdle

### redstoneLampActive

    public static final Block redstoneLampActive

### woodDoubleSlab

    public static final BlockHalfSlab woodDoubleSlab

### woodSingleSlab

    public static final BlockHalfSlab woodSingleSlab

### cocoaPlant

    public static final Block cocoaPlant

### stairsSandStone

    public static final Block stairsSandStone

### oreEmerald

    public static final Block oreEmerald

### enderChest

    public static final Block enderChest

### tripWireSource

    public static final BlockTripWireSource tripWireSource

### tripWire

    public static final Block tripWire

### blockEmerald

    public static final Block blockEmerald

### stairsWoodSpruce

    public static final Block stairsWoodSpruce

### stairsWoodBirch

    public static final Block stairsWoodBirch

### stairsWoodJungle

    public static final Block stairsWoodJungle

### commandBlock

    public static final Block commandBlock

### beacon

    public static final Block beacon

### cobblestoneWall

    public static final Block cobblestoneWall

### flowerPot

    public static final Block flowerPot

### carrot

    public static final Block carrot

### potatoe

    public static final Block potatoe

### woodenButton

    public static final Block woodenButton

### skull

    public static final Block skull

### anvil

    public static final Block anvil

### blockIndexInTexture

    public int blockIndexInTexture

  The index of the texture to be displayed for this block. May vary based on graphics settings. Mostly seems to come from terrain.png, and the index is 0-based (grass is 0).

### blockID

    public final int blockID

  ID of the block.

### stepSound

    public StepSound stepSound

  Sound of stepping on the block

### blockParticleGravity

    public float blockParticleGravity

### blockMaterial

    public final Material blockMaterial

  Block material definition.

### slipperiness

    public float slipperiness

  Determines how much velocity is maintained while moving on top of this block

Constructor Detail

### Block

    public Block(int par1,
                 Material par2Material)

### Block

    public Block(int par1,
                 int par2,
                 Material par3Material)

Method Detail

### setRequiresSelfNotify

    public Block setRequiresSelfNotify()

  Blocks with this attribute will not notify all near blocks when it's metadata change. The default behavior is always notify every neightbor block when anything changes.

### setStepSound

    public Block setStepSound(StepSound par1StepSound)

  Sets the footstep sound for the block. Returns the object for convenience in constructing.

### setLightOpacity

    public Block setLightOpacity(int par1)

  Sets how much light is blocked going through this block. Returns the object for convenience in constructing.

### setLightValue

    public Block setLightValue(float par1)

  Sets the amount of light emitted by a block from 0.0f to 1.0f (converts internally to 0-15). Returns the object for convenience in constructing.

### setResistance

    public Block setResistance(float par1)

  Sets the the blocks resistance to explosions. Returns the object for convenience in constructing.

### isNormalCube

    public static boolean isNormalCube(int par0)

### renderAsNormalBlock

    public boolean renderAsNormalBlock()

  If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)

### getBlocksMovement

    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess,
                                     int par2,
                                     int par3,
                                     int par4)

### getRenderType

    public int getRenderType()

  The type of render function that is called for this block

### setHardness

    public Block setHardness(float par1)

  Sets how many hits it takes to break a block.

### setBlockUnbreakable

    public Block setBlockUnbreakable()

  This method will make the hardness of the block equals to -1, and the block is indestructible.

### getBlockHardness

    public float getBlockHardness(World par1World,
                                  int par2,
                                  int par3,
                                  int par4)

  Returns the block hardness at a location. Args: world, x, y, z

### setTickRandomly

    public Block setTickRandomly(boolean par1)

  Sets whether this block type will receive random update ticks

### getTickRandomly

    public boolean getTickRandomly()

  Returns whether or not this block is of a type that needs random ticking. Called for ref-counting purposes by ExtendedBlockStorage in order to broadly cull a chunk from the random chunk update list for efficiency's sake.

### hasTileEntity

    @Deprecated
    public boolean hasTileEntity()

  Deprecated.

### setBlockBounds

    public final void setBlockBounds(float par1,
                                     float par2,
                                     float par3,
                                     float par4,
                                     float par5,
                                     float par6)

  Sets the bounds of the block. minX, minY, minZ, maxX, maxY, maxZ

### getBlockBrightness

    public float getBlockBrightness(IBlockAccess par1IBlockAccess,
                                    int par2,
                                    int par3,
                                    int par4)

### getMixedBrightnessForBlock

    public int getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess,
                                          int par2,
                                          int par3,
                                          int par4)

### shouldSideBeRendered

    public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess,
                                        int par2,
                                        int par3,
                                        int par4,
                                        int par5)

### isBlockSolid

    public boolean isBlockSolid(IBlockAccess par1IBlockAccess,
                                int par2,
                                int par3,
                                int par4,
                                int par5)

  Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the adjacent block is at the given coordinates. Args: blockAccess, x, y, z, side

### getBlockTexture

    public int getBlockTexture(IBlockAccess par1IBlockAccess,
                               int par2,
                               int par3,
                               int par4,
                               int par5)

### getBlockTextureFromSideAndMetadata

    public int getBlockTextureFromSideAndMetadata(int par1,
                                                  int par2)

  From the specified side and block metadata retrieves the blocks texture. Args: side, metadata

### getBlockTextureFromSide

    public int getBlockTextureFromSide(int par1)

  Returns the block texture based on the side being looked at. Args: side

### addCollidingBlockToList

    public void addCollidingBlockToList(World par1World,
                                        int par2,
                                        int par3,
                                        int par4,
                                        AxisAlignedBB par5AxisAlignedBB,
                                        List par6List,
                                        Entity par7Entity)

  if the specified block is in the given AABB, add its collision bounding box to the given list

### getSelectedBoundingBoxFromPool

    public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World,
                                                        int par2,
                                                        int par3,
                                                        int par4)

### getCollisionBoundingBoxFromPool

    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World,
                                                         int par2,
                                                         int par3,
                                                         int par4)

  Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)

### isOpaqueCube

    public boolean isOpaqueCube()

  Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.

### canCollideCheck

    public boolean canCollideCheck(int par1,
                                   boolean par2)

  Returns whether this block is collideable based on the arguments passed in Args: blockMetaData, unknownFlag

### isCollidable

    public boolean isCollidable()

  Returns if this block is collidable (only used by Fire). Args: x, y, z

### updateTick

    public void updateTick(World par1World,
                           int par2,
                           int par3,
                           int par4,
                           Random par5Random)

  Ticks the block if it's been scheduled

### randomDisplayTick

    public void randomDisplayTick(World par1World,
                                  int par2,
                                  int par3,
                                  int par4,
                                  Random par5Random)

### onBlockDestroyedByPlayer

    public void onBlockDestroyedByPlayer(World par1World,
                                         int par2,
                                         int par3,
                                         int par4,
                                         int par5)

  Called right before the block is destroyed by a player. Args: world, x, y, z, metaData

### onNeighborBlockChange

    public void onNeighborBlockChange(World par1World,
                                      int par2,
                                      int par3,
                                      int par4,
                                      int par5)

  Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are their own) Args: x, y, z, neighbor blockID

### tickRate

    public int tickRate()

  How many world ticks before ticking

### onBlockAdded

    public void onBlockAdded(World par1World,
                             int par2,
                             int par3,
                             int par4)

  Called whenever the block is added into the world. Args: world, x, y, z

### breakBlock

    public void breakBlock(World par1World,
                           int par2,
                           int par3,
                           int par4,
                           int par5,
                           int par6)

  ejects contained items into the world, and notifies neighbours of an update, as appropriate

### quantityDropped

    public int quantityDropped(Random par1Random)

  Returns the quantity of items to drop on block destruction.

### idDropped

    public int idDropped(int par1,
                         Random par2Random,
                         int par3)

  Returns the ID of the items to drop on destruction.

### getPlayerRelativeBlockHardness

    public float getPlayerRelativeBlockHardness(EntityPlayer par1EntityPlayer,
                                                World par2World,
                                                int par3,
                                                int par4,
                                                int par5)

  Gets the hardness of block at the given coordinates in the given world, relative to the ability of the given EntityPlayer.

### dropBlockAsItem

    public final void dropBlockAsItem(World par1World,
                                      int par2,
                                      int par3,
                                      int par4,
                                      int par5,
                                      int par6)

  Drops the specified block items

### dropBlockAsItemWithChance

    public void dropBlockAsItemWithChance(World par1World,
                                          int par2,
                                          int par3,
                                          int par4,
                                          int par5,
                                          float par6,
                                          int par7)

  Drops the block items with a specified chance of dropping the specified items

### damageDropped

    public int damageDropped(int par1)

  Determines the damage on the item the block drops. Used in cloth and wood.

### getExplosionResistance

    public float getExplosionResistance(Entity par1Entity)

  Returns how much this block can resist explosions from the passed in entity.

### collisionRayTrace

    public MovingObjectPosition collisionRayTrace(World par1World,
                                                  int par2,
                                                  int par3,
                                                  int par4,
                                                  Vec3 par5Vec3,
                                                  Vec3 par6Vec3)

  Ray traces through the blocks collision from start vector to end vector returning a ray trace hit. Args: world, x, y, z, startVec, endVec

### onBlockDestroyedByExplosion

    public void onBlockDestroyedByExplosion(World par1World,
                                            int par2,
                                            int par3,
                                            int par4)

  Called upon the block being destroyed by an explosion

### getRenderBlockPass

    public int getRenderBlockPass()

### canPlaceBlockOnSide

    public boolean canPlaceBlockOnSide(World par1World,
                                       int par2,
                                       int par3,
                                       int par4,
                                       int par5)

  checks to see if you can place this block can be placed on that side of a block: BlockLever overrides

### canPlaceBlockAt

    public boolean canPlaceBlockAt(World par1World,
                                   int par2,
                                   int par3,
                                   int par4)

  Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z

### onBlockActivated

    public boolean onBlockActivated(World par1World,
                                    int par2,
                                    int par3,
                                    int par4,
                                    EntityPlayer par5EntityPlayer,
                                    int par6,
                                    float par7,
                                    float par8,
                                    float par9)

  Called upon block activation (right click on the block.)

### onEntityWalking

    public void onEntityWalking(World par1World,
                                int par2,
                                int par3,
                                int par4,
                                Entity par5Entity)

  Called whenever an entity is walking on top of this block. Args: world, x, y, z, entity

### func_85104_a

    public int func_85104_a(World par1World,
                            int par2,
                            int par3,
                            int par4,
                            int par5,
                            float par6,
                            float par7,
                            float par8,
                            int par9)

### onBlockClicked

    public void onBlockClicked(World par1World,
                               int par2,
                               int par3,
                               int par4,
                               EntityPlayer par5EntityPlayer)

  Called when the block is clicked by a player. Args: x, y, z, entityPlayer

### velocityToAddToEntity

    public void velocityToAddToEntity(World par1World,
                                      int par2,
                                      int par3,
                                      int par4,
                                      Entity par5Entity,
                                      Vec3 par6Vec3)

  Can add to the passed in vector for a movement vector to be applied to the entity. Args: x, y, z, entity, vec3d

### setBlockBoundsBasedOnState

    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess,
                                           int par2,
                                           int par3,
                                           int par4)

  Updates the blocks bounds based on its current state. Args: world, x, y, z

### getBlockBoundsMinX

    public final double getBlockBoundsMinX()

  returns the block bounderies minX value

### getBlockBoundsMaxX

    public final double getBlockBoundsMaxX()

  returns the block bounderies maxX value

### getBlockBoundsMinY

    public final double getBlockBoundsMinY()

  returns the block bounderies minY value

### getBlockBoundsMaxY

    public final double getBlockBoundsMaxY()

  returns the block bounderies maxY value

### getBlockBoundsMinZ

    public final double getBlockBoundsMinZ()

  returns the block bounderies minZ value

### getBlockBoundsMaxZ

    public final double getBlockBoundsMaxZ()

  returns the block bounderies maxZ value

### getBlockColor

    public int getBlockColor()

### getRenderColor

    public int getRenderColor(int par1)

### colorMultiplier

    public int colorMultiplier(IBlockAccess par1IBlockAccess,
                               int par2,
                               int par3,
                               int par4)

### isPoweringTo

    public boolean isPoweringTo(IBlockAccess par1IBlockAccess,
                                int par2,
                                int par3,
                                int par4,
                                int par5)

  Is this block powering the block on the specified side

### canProvidePower

    public boolean canProvidePower()

  Can this block provide power. Only wire currently seems to have this change based on its state.

### onEntityCollidedWithBlock

    public void onEntityCollidedWithBlock(World par1World,
                                          int par2,
                                          int par3,
                                          int par4,
                                          Entity par5Entity)

  Triggered whenever an entity collides with this block (enters into the block). Args: world, x, y, z, entity

### isIndirectlyPoweringTo

    public boolean isIndirectlyPoweringTo(IBlockAccess par1IBlockAccess,
                                          int par2,
                                          int par3,
                                          int par4,
                                          int par5)

  Is this block indirectly powering the block on the specified side

### setBlockBoundsForItemRender

    public void setBlockBoundsForItemRender()

  Sets the block's bounds for rendering it as an item

### harvestBlock

    public void harvestBlock(World par1World,
                             EntityPlayer par2EntityPlayer,
                             int par3,
                             int par4,
                             int par5,
                             int par6)

  Called when the player destroys a block with an item that can harvest it. (i, j, k) are the coordinates of the block and l is the block's subtype/damage.

### quantityDroppedWithBonus

    public int quantityDroppedWithBonus(int par1,
                                        Random par2Random)

  Returns the usual quantity dropped by the block plus a bonus of 1 to 'i' (inclusive).

### canBlockStay

    public boolean canBlockStay(World par1World,
                                int par2,
                                int par3,
                                int par4)

  Can this block stay at this position. Similar to canPlaceBlockAt except gets checked often with plants.

### onBlockPlacedBy

    public void onBlockPlacedBy(World par1World,
                                int par2,
                                int par3,
                                int par4,
                                EntityLiving par5EntityLiving)

  Called when the block is placed in the world.

### func_85105_g

    public void func_85105_g(World par1World,
                             int par2,
                             int par3,
                             int par4,
                             int par5)

### setBlockName

    public Block setBlockName(String par1Str)

  set name of block from language file

### translateBlockName

    public String translateBlockName()

  gets the localized version of the name of this block using StatCollector.translateToLocal. Used for the statistic page.

### getBlockName

    public String getBlockName()

### onBlockEventReceived

    public void onBlockEventReceived(World par1World,
                                     int par2,
                                     int par3,
                                     int par4,
                                     int par5,
                                     int par6)

  Called when the block receives a BlockEvent - see World.addBlockEvent. By default, passes it on to the tile entity at this location. Args: world, x, y, z, blockID, EventID, event parameter

### getEnableStats

    public boolean getEnableStats()

  Return the state of blocks statistics flags - if the block is counted for mined and placed.

### getMobilityFlag

    public int getMobilityFlag()

  Returns the mobility information of the block, 0 = free, 1 = can't push but can move over, 2 = total immobility and stop pistons

### getAmbientOcclusionLightValue

    public float getAmbientOcclusionLightValue(IBlockAccess par1IBlockAccess,
                                               int par2,
                                               int par3,
                                               int par4)

### onFallenUpon

    public void onFallenUpon(World par1World,
                             int par2,
                             int par3,
                             int par4,
                             Entity par5Entity,
                             float par6)

  Block's chance to react to an entity falling on it.

### idPicked

    public int idPicked(World par1World,
                        int par2,
                        int par3,
                        int par4)

### getDamageValue

    public int getDamageValue(World par1World,
                              int par2,
                              int par3,
                              int par4)

  Get the block's damage value (for use with pick block).

### getSubBlocks

    public void getSubBlocks(int par1,
                             CreativeTabs par2CreativeTabs,
                             List par3List)

### setCreativeTab

    public Block setCreativeTab(CreativeTabs par1CreativeTabs)

  Sets the CreativeTab to display this block on.

### onBlockHarvested

    public void onBlockHarvested(World par1World,
                                 int par2,
                                 int par3,
                                 int par4,
                                 int par5,
                                 EntityPlayer par6EntityPlayer)

  Called when the block is attempted to be harvested

### getCreativeTabToDisplayOn

    public CreativeTabs getCreativeTabToDisplayOn()

### onSetBlockIDWithMetaData

    public void onSetBlockIDWithMetaData(World par1World,
                                         int par2,
                                         int par3,
                                         int par4,
                                         int par5)

  Called when this block is set (with meta data).

### fillWithRain

    public void fillWithRain(World par1World,
                             int par2,
                             int par3,
                             int par4)

  currently only used by BlockCauldron to incrament meta-data during rain

### func_82505_u_

    public boolean func_82505_u_()

### func_82506_l

    public boolean func_82506_l()

### func_85103_a

    public boolean func_85103_a(Explosion par1Explosion)

### getLightValue

    public int getLightValue(IBlockAccess world,
                             int x,
                             int y,
                             int z)

  Get a light value for this block, normal ranges are between 0 and 15

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y position
    `z` - Z position
  Returns:
    The light value

### isLadder

    public boolean isLadder(World world,
                            int x,
                            int y,
                            int z)

  Checks if a player or entity can use this block to 'climb' like a ladder.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y position
    `z` - Z position
  Returns:
    True if the block should act like a ladder

### isBlockNormalCube

    public boolean isBlockNormalCube(World world,
                                     int x,
                                     int y,
                                     int z)

  Return true if the block is a normal, solid cube. This determines indirect power state, entity ejection from blocks, and a few others.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y position
    `z` - Z position
  Returns:
    True if the block is a full cube

### isBlockSolidOnSide

    public boolean isBlockSolidOnSide(World world,
                                      int x,
                                      int y,
                                      int z,
                                      ForgeDirection side)

  Checks if the block is a solid face on the given side, used by placement logic.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y position
    `z` - Z position
    `side` - The side to check
  Returns:
    True if the block is solid on the specified side.

### isBlockReplaceable

    public boolean isBlockReplaceable(World world,
                                      int x,
                                      int y,
                                      int z)

  Determines if a new block can be replace the space occupied by this one, Used in the player's placement code to make the block act like water, and lava.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y position
    `z` - Z position
  Returns:
    True if the block is replaceable by another block

### isBlockBurning

    public boolean isBlockBurning(World world,
                                  int x,
                                  int y,
                                  int z)

  Determines if this block should set fire and deal fire damage to entities coming into contact with it.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y position
    `z` - Z position
  Returns:
    True if the block should deal damage

### isAirBlock

    public boolean isAirBlock(World world,
                              int x,
                              int y,
                              int z)

  Determines this block should be treated as an air block by the rest of the code. This method is primarily useful for creating pure logic-blocks that will be invisible to the player and otherwise interact as air would.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y position
    `z` - Z position
  Returns:
    True if the block considered air

### canHarvestBlock

    public boolean canHarvestBlock(EntityPlayer player,
                                   int meta)

  Determines if the player can harvest this block, obtaining it's drops when the block is destroyed.

  Parameters:
    `player` - The player damaging the block, may be null
    `meta` - The block's current metadata
  Returns:
    True to spawn the drops

### removeBlockByPlayer

    public boolean removeBlockByPlayer(World world,
                                       EntityPlayer player,
                                       int x,
                                       int y,
                                       int z)

  Called when a player removes a block. This is responsible for actually destroying the block, and the block is intact at time of call. This is called regardless of whether the player can harvest the block or not. Return true if the block is actually destroyed. Note: When used in multiplayer, this is called on both client and server sides!

  Parameters:
    `world` - The current world
    `player` - The player damaging the block, may be null
    `x` - X Position
    `y` - Y position
    `z` - Z position
  Returns:
    True if the block is actually destroyed.

### addCreativeItems

    public void addCreativeItems(ArrayList itemList)

  Called when a new CreativeContainer is opened, populate the list with all of the items for this block you want a player in creative mode to have access to.

  Parameters:
    `itemList` - The list of items to display on the creative inventory.

### getFlammability

    public int getFlammability(IBlockAccess world,
                               int x,
                               int y,
                               int z,
                               int metadata,
                               ForgeDirection face)

  Chance that fire will spread and consume this block. 300 being a 100% chance, 0, being a 0% chance.

  Parameters:
    `world` - The current world
    `x` - The blocks X position
    `y` - The blocks Y position
    `z` - The blocks Z position
    `metadata` - The blocks current metadata
    `face` - The face that the fire is coming from
  Returns:
    A number ranging from 0 to 300 relating used to determine if the block will be consumed by fire

### isFlammable

    public boolean isFlammable(IBlockAccess world,
                               int x,
                               int y,
                               int z,
                               int metadata,
                               ForgeDirection face)

  Called when fire is updating, checks if a block face can catch fire.

  Parameters:
    `world` - The current world
    `x` - The blocks X position
    `y` - The blocks Y position
    `z` - The blocks Z position
    `metadata` - The blocks current metadata
    `face` - The face that the fire is coming from
  Returns:
    True if the face can be on fire, false otherwise.

### getFireSpreadSpeed

    public int getFireSpreadSpeed(World world,
                                  int x,
                                  int y,
                                  int z,
                                  int metadata,
                                  ForgeDirection face)

  Called when fire is updating on a neighbor block. The higher the number returned, the faster fire will spread around this block.

  Parameters:
    `world` - The current world
    `x` - The blocks X position
    `y` - The blocks Y position
    `z` - The blocks Z position
    `metadata` - The blocks current metadata
    `face` - The face that the fire is coming from
  Returns:
    A number that is used to determine the speed of fire growth around the block

### isFireSource

    public boolean isFireSource(World world,
                                int x,
                                int y,
                                int z,
                                int metadata,
                                ForgeDirection side)

  Currently only called by fire when it is on top of this block. Returning true will prevent the fire from naturally dying during updating. Also prevents firing from dying from rain.

  Parameters:
    `world` - The current world
    `x` - The blocks X position
    `y` - The blocks Y position
    `z` - The blocks Z position
    `metadata` - The blocks current metadata
    `side` - The face that the fire is coming from
  Returns:
    True if this block sustains fire, meaning it will never go out.

### setBurnProperties

    public static void setBurnProperties(int id,
                                         int encouragement,
                                         int flammability)

  Called by BlockFire to setup the burn values of vanilla blocks.

  Parameters:
    `id` - The block id
    `encouragement` - How much the block encourages fire to spread
    `flammability` - how easy a block is to catch fire

### hasTileEntity

    public boolean hasTileEntity(int metadata)

  Called throughout the code as a replacement for block instanceof BlockContainer Moving this to the Block base class allows for mods that wish to extend vinella blocks, and also want to have a tile entity on that block, may. Return true from this function to specify this block has a tile entity.

  Parameters:
    `metadata` - Metadata of the current block
  Returns:
    True if block has a tile entity, false otherwise

### createTileEntity

    public TileEntity createTileEntity(World world,
                                       int metadata)

  Called throughout the code as a replacement for BlockContainer.getBlockEntity Return the same thing you would from that function. This will fall back to BlockContainer.getBlockEntity if this block is a BlockContainer.

  Parameters:
    `metadata` - The Metadata of the current block
  Returns:
    A instance of a class extending TileEntity

### quantityDropped

    public int quantityDropped(int meta,
                               int fortune,
                               Random random)

  Metadata and fortune sensitive version, this replaces the old (int meta, Random rand) version in 1.1.

  Parameters:
    `meta` - Blocks Metadata
    `fortune` - Current item fortune level
    `random` - Random number generator
  Returns:
    The number of items to drop

### getBlockDropped

    public ArrayList<ItemStack> getBlockDropped(World world,
                                                int x,
                                                int y,
                                                int z,
                                                int metadata,
                                                int fortune)

  This returns a complete list of items dropped from this block.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
    `metadata` - Current metadata
    `fortune` - Breakers fortune level
  Returns:
    A ArrayList containing all items this block drops

### canSilkHarvest

    public boolean canSilkHarvest(World world,
                                  EntityPlayer player,
                                  int x,
                                  int y,
                                  int z,
                                  int metadata)

  Return true from this function if the player with silk touch can harvest this block directly, and not it's normal drops.

  Parameters:
    `world` - The world
    `player` - The player doing the harvesting
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
    `metadata` - The metadata
  Returns:
    True if the block can be directly harvested using silk touch

### canCreatureSpawn

    public boolean canCreatureSpawn(EnumCreatureType type,
                                    World world,
                                    int x,
                                    int y,
                                    int z)

  Determines if a specified mob type can spawn on this block, returning false will prevent any mob from spawning on the block.

  Parameters:
    `type` - The Mob Category Type
    `world` - The current world
    `x` - The X Position
    `y` - The Y Position
    `z` - The Z Position
  Returns:
    True to allow a mob of the specified category to spawn, false to prevent it.

### isBed

    public boolean isBed(World world,
                         int x,
                         int y,
                         int z,
                         EntityLiving player)

  Determines if this block is classified as a Bed, Allowing players to sleep in it, though the block has to specifically perform the sleeping functionality in it's activated event.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
    `player` - The player or camera entity, null in some cases.
  Returns:
    True to treat this as a bed

### getBedSpawnPosition

    public ChunkCoordinates getBedSpawnPosition(World world,
                                                int x,
                                                int y,
                                                int z,
                                                EntityPlayer player)

  Returns the position that the player is moved to upon waking up, or respawning at the bed.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
    `player` - The player or camera entity, null in some cases.
  Returns:
    The spawn position

### setBedOccupied

    public void setBedOccupied(World world,
                               int x,
                               int y,
                               int z,
                               EntityPlayer player,
                               boolean occupied)

  Called when a user either starts or stops sleeping in the bed.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
    `player` - The player or camera entity, null in some cases.
    `occupied` - True if we are occupying the bed, or false if they are stopping use of the bed

### getBedDirection

    public int getBedDirection(IBlockAccess world,
                               int x,
                               int y,
                               int z)

  Returns the direction of the block. Same values that are returned by BlockDirectional

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
  Returns:
    Bed direction

### isBedFoot

    public boolean isBedFoot(IBlockAccess world,
                             int x,
                             int y,
                             int z)

  Determines if the current block is the foot half of the bed.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
  Returns:
    True if the current block is the foot side of a bed.

### beginLeavesDecay

    public void beginLeavesDecay(World world,
                                 int x,
                                 int y,
                                 int z)

  Called when a leaf should start its decay process.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position

### canSustainLeaves

    public boolean canSustainLeaves(World world,
                                    int x,
                                    int y,
                                    int z)

  Determines if this block can prevent leaves connected to it from decaying.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
  Returns:
    true if the presence this block can prevent leaves from decaying.

### isLeaves

    public boolean isLeaves(World world,
                            int x,
                            int y,
                            int z)

  Determines if this block is considered a leaf block, used to apply the leaf decay and generation system.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
  Returns:
    true if this block is considered leaves.

### canBeReplacedByLeaves

    public boolean canBeReplacedByLeaves(World world,
                                         int x,
                                         int y,
                                         int z)

  Used during tree growth to determine if newly generated leaves can replace this block.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
  Returns:
    true if this block can be replaced by growing leaves.

### isWood

    public boolean isWood(World world,
                          int x,
                          int y,
                          int z)

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
  Returns:
    true if the block is wood (logs)

### isGenMineableReplaceable

    public boolean isGenMineableReplaceable(World world,
                                            int x,
                                            int y,
                                            int z)

  Determines if the current block is replaceable by Ore veins during world generation.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
  Returns:
    True to allow this block to be replaced by a ore

### getTextureFile

    public String getTextureFile()

  Grabs the current texture file used for this block

### setTextureFile

    public Block setTextureFile(String texture)

  Sets the current texture file for this block, used when rendering. Default is "/terrain.png"

  Parameters:
    `texture` - The texture file

### getExplosionResistance

    public float getExplosionResistance(Entity par1Entity,
                                        World world,
                                        int x,
                                        int y,
                                        int z,
                                        double explosionX,
                                        double explosionY,
                                        double explosionZ)

  Location sensitive version of getExplosionRestance

  Parameters:
    `par1Entity` - The entity that caused the explosion
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
    `explosionX` - Explosion source X Position
    `explosionY` - Explosion source X Position
    `explosionZ` - Explosion source X Position
  Returns:
    The amount of the explosion absorbed.

### canConnectRedstone

    public boolean canConnectRedstone(IBlockAccess world,
                                      int x,
                                      int y,
                                      int z,
                                      int side)

  Determine if this block can make a redstone connection on the side provided, Useful to control which sides are inputs and outputs for redstone wires. Side: -1: UP 0: NORTH 1: EAST 2: SOUTH 3: WEST

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
    `side` - The side that is trying to make the connection
  Returns:
    True to make the connection

### canPlaceTorchOnTop

    public boolean canPlaceTorchOnTop(World world,
                                      int x,
                                      int y,
                                      int z)

  Determines if a torch can be placed on the top surface of this block. Useful for creating your own block that torches can be on, such as fences.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z Position
  Returns:
    True to allow the torch to be placed

### canRenderInPass

    public boolean canRenderInPass(int pass)

  Determines if this block should render in this pass.

  Parameters:
    `pass` - The pass in question
  Returns:
    True to render

### getPickBlock

    public ItemStack getPickBlock(MovingObjectPosition target,
                                  World world,
                                  int x,
                                  int y,
                                  int z)

  Called when a user uses the creative pick block button on this block

  Parameters:
    `target` - The full target the player is looking at
  Returns:
    A ItemStack to add to the player's inventory, Null if nothing should be added.

### isBlockFoliage

    public boolean isBlockFoliage(World world,
                                  int x,
                                  int y,
                                  int z)

  Used by getTopSolidOrLiquidBlock while placing biome decorations, villages, etc Also used to determine if the player can spawn on this block.

  Returns:
    False to disallow spawning

### addBlockHitEffects

    public boolean addBlockHitEffects(World worldObj,
                                      MovingObjectPosition target,
                                      EffectRenderer effectRenderer)

  Spawn a digging particle effect in the world, this is a wrapper around EffectRenderer.addBlockHitEffects to allow the block more control over the particles. Useful when you have entirely different texture sheets for different sides/locations in the world.

  Parameters:
    `world` - The current world
    `target` - The target the player is looking at {x/y/z/side/sub}
    `effectRenderer` - A reference to the current effect renderer.
  Returns:
    True to prevent vanilla digging particles form spawning.

### addBlockDestroyEffects

    public boolean addBlockDestroyEffects(World world,
                                          int x,
                                          int y,
                                          int z,
                                          int meta,
                                          EffectRenderer effectRenderer)

  Spawn particles for when the block is destroyed. Due to the nature of how this is invoked, the x/y/z locations are not always guaranteed to host your block. So be sure to do proper sanity checks before assuming that the location is this block.

  Parameters:
    `world` - The current world
    `x` - X position to spawn the particle
    `y` - Y position to spawn the particle
    `z` - Z position to spawn the particle
    `meta` - The metadata for the block before it was destroyed.
    `effectRenderer` - A reference to the current effect renderer.
  Returns:
    True to prevent vanilla break particles from spawning.

### canSustainPlant

    public boolean canSustainPlant(World world,
                                   int x,
                                   int y,
                                   int z,
                                   ForgeDirection direction,
                                   IPlantable plant)

  Determines if this block can support the passed in plant, allowing it to be planted and grow. Some examples: Reeds check if its a reed, or if its sand/dirt/grass and adjacent to water Cacti checks if its a cacti, or if its sand Nether types check for soul sand Crops check for tilled soil Caves check if it's a colid surface Plains check if its grass or dirt Water check if its still water

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z position
    `direction` - The direction relative to the given position the plant wants to be, typically its UP
    `plant` - The plant that wants to check
  Returns:
    True to allow the plant to be planted/stay.

### isFertile

    public boolean isFertile(World world,
                             int x,
                             int y,
                             int z)

  Checks if this soil is fertile, typically this means that growth rates of plants on this soil will be slightly sped up. Only vanilla case is tilledField when it is within range of water.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z position
  Returns:
    True if the soil should be considered fertile.

### getLightOpacity

    public int getLightOpacity(World world,
                               int x,
                               int y,
                               int z)

  Location aware and overrideable version of the lightOpacity array, return the number to subtract from the light value when it passes through this block. This is not guaranteed to have the tile entity in place before this is called, so it is Recommended that you have your tile entity call relight after being placed if you rely on it for light info.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z position
  Returns:
    The amount of light to block, 0 for air, 255 for fully opaque.

### canDragonDestroy

    public boolean canDragonDestroy(World world,
                                    int x,
                                    int y,
                                    int z)

  Determines if this block is destroyed when a ender dragon tries to fly through it. The block will be set to 0, nothing will drop.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z position
  Returns:
    True to allow the ender dragon to destroy this block

### isBeaconBase

    public boolean isBeaconBase(World worldObj,
                                int x,
                                int y,
                                int z,
                                int beaconX,
                                int beaconY,
                                int beaconZ)

  Determines if this block can be used as the base of a beacon.

  Parameters:
    `world` - The current world
    `x` - X Position
    `y` - Y Position
    `z` - Z position
    `beaconX` - Beacons X Position
    `beaconY` - Beacons Y Position
    `beaconZ` - Beacons Z Position
  Returns:
    True, to support the beacon, and make it active with this block.

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