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Blockify Schematic Audience

Display a schematic clientside for an audience with breakable blocks support

Audience entry that displays a schematic clientside using integrated Blockify. Includes all original options plus new breakable blocks support.

Campos

CampoTipoPredeterminadoDescripción
schematicString—Schematic filename in the Typewriter data folder/schematics/ (include .schem extension)
positionModeVar<PositionMode>CLASSICPosition mode: CLASSIC (fixed world position) or ISLAND_DIMENSION (relative to player's island)
centerLocationVar<Position>ORIGINWhere the schematic will be placed (used in CLASSIC mode)
dimensionTemplateIdVar<String>normalBTC Sky dimension template ID to use (used in ISLAND_DIMENSION mode)
dimensionOffsetVar<Coordinate>ORIGINOffset from island center (used in ISLAND_DIMENSION mode)
instanceIdString—Dungeon instance ID to display schematic in (used in INSTANCE_DIMENSION mode, empty = any instance)
instanceOffsetVar<Coordinate>ORIGINOffset from instance spawn point (used in INSTANCE_DIMENSION mode)
ignoreAirVar<Boolean>trueWill air blocks be ignored?
instantSpawnVar<Boolean>falseIf true, spawn the schematic instantly without animation
blocksPerTickVar<Int>200How many blocks to send per tick (to limit packets). Max 1000
placerTypeVar<PlacerType>LINEAROrder in which blocks are placed: LINEAR, HELICAL, RANDOMValores:LINEARHELICALRANDOM
viewDistanceVar<Int>64Maximum distance (blocks) at which players will see the schematic (0 = unlimited)
fadeDistanceVar<Int>0Fade start distance (blocks). Between fadeDistance and viewDistance, blocks fade out. 0 = no fade
hideOnSneakVar<Boolean>falseIf true, the schematic hides when player sneaks
breakableVar<Boolean>falseAllow players to break blocks in this schematic (clientside only)
dropLootVar<Boolean>falseDrop loot clientside when blocks are broken
whitelistList<Item>emptyOnly blocks matching these items can be broken (empty = all)
blacklistList<Item>emptyBlocks matching these items cannot be broken
stateArtifactRef<SchematicStateArtifactEntry>—Artifact to persist broken block states. If set, broken blocks remain broken across sessions.