Material for all of them: STONE, GLASS or TRIPWIRE. org.lodemc.api.block.LodeBlocks tells you which custom block is really there and lets you place them.
LodeProps for them.
LodeBlocks
Finding blocks
PlacedBlock
The custom block at
block, with its state, or null for a vanilla block.boolean
Whether a custom block is at
block.boolean
Whether custom block
id is at block.Collection<CustomBlockType>
Every custom block configured right now.
CustomBlockType
Custom block
id, or null. Also takes the id as a String.CustomBlockType
The custom block a stack places, or
null.Placing blocks
boolean
Places custom block
id at block, replacing what’s there. properties sets its state, using the names from getPropertyNames() for cube blocks (axis=x, facing=east, stage=2) or vanilla’s names for stairs, slabs, trapdoors and doors (facing=east, half=top, open=true). Leave it out, or leave a property out, to get the default. Also takes the id as a String.- Placed leaves are the kind that never decays, as when a player places them. Add
persistent=falseto place leaves that decay. - Doors get their top half too.
- Light around a block with
light:is added. - No events fire and nothing is checked, like
/setblock.
false if there’s no such block or the properties don’t fit it.CustomBlockType
A custom block as it’s configured. It’s read-only, and a reload makes new objects.
The properties a cube block can have:
PlacedBlock
WhatLodeBlocks.at returns: a custom block in the world at the moment you asked.
Events
CustomBlockPlaceEventfires when a player places a custom block.CustomBlockBreakEventfires when a player breaks one.- Bukkit’s own
BlockPlaceEvent,BlockBreakEvent,BlockDropItemEventandPlayerInteractEventfire as for any block. Check them withLodeBlocks.at.
