BlockUpdateFlags
Namespace Mc.Scripting.Worlds · Kind enum
public enum BlockUpdateFlags : intHow a block change is propagated, the update flags of the game’s Level.setBlock (combine with |).
Members
Section titled “Members”| Name | Value | Description |
|---|---|---|
None |
0 | Nothing: the block is written silently (no neighbour update, clients are not told). Rarely what you want. |
Neighbors |
1 | Notify the neighbouring blocks (neighborChanged): redstone, doors, plants that lose their support … |
Clients |
2 | Send the change to the players tracking the chunk. |
All |
3 | Neighbours and clients: the default of World.SetBlock. |
NoRender |
4 | Do not re-render the block on the clients (they still get the data). |
Immediate |
8 | Run the update on the client immediately instead of at the next frame. |
KnownShape |
16 | The neighbour shape updates (a fence connecting to its neighbours) are skipped: the new state is taken as it is. |
SuppressDrops |
32 | The old block does not drop its items when it is replaced (for example a flower on a block that is removed). |
MovedByPiston |
64 | The change is a piston moving the block. |
SkipShapeUpdateOnWire |
128 | Redstone wire: the shape updates of the wire’s neighbours are skipped (the game uses it while it recalculates a wire network). |
SkipBlockEntitySideEffects |
256 | The old block entity is replaced without its removal side effects (no contents drop). |
SkipOnPlace |
512 | The new block’s placement logic (onPlace) does not run. |