Item entities
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@@ -204,7 +204,7 @@ program**, so the server and each client can number blocks differently. Saves an
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| `mining.toughness` | unbreakable | `toughness` | Seconds to break by hand. A matching tool is 2× faster. |
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| `mining.tool` | none | `tool_to_break` | Tool type that speeds it up, like `pickaxe`, `axe` or `shovel`. |
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| `mining.requires_tool` | `false` | `requires_tool` | Only drops when broken with `mining.tool`. |
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| `drops` | nothing | `drop_table` | Item id given when broken. |
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| `drops` | nothing | `drop_table` | Item id dropped on the ground when broken, for players to pick up. |
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| `item` | `true` | `register_block_item` | Also register an item that places this block, with the same id. |
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| `interactive` | `false` | `interactive` | Right clicking it does something (opens a screen), so clients don't guess it places a block. |
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| `replaceable` | `false` | new | Placing a block into it replaces it, like water. |
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@@ -408,6 +408,7 @@ interface Player {
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readonly inventory: Container; // 36 slots, hotbar is 0-8
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readonly selected_slot: number;
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readonly held_item: ItemStack | undefined;
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// what doesn't fit in the inventory drops at their feet
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give_item(id: string, count?: number, data?: unknown): void;
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send_message(text: string): void;
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teleport(x: number, y: number, z: number): void;
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@@ -852,8 +853,8 @@ client server
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│ │
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│ ready │
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├────────────────────────────────────────►│
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│ join { id, name, players, changes, │ the player is created here, player_join fires,
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│ spawn, selected_slot } │ and their inventory follows as container messages
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│ join { id, name, players, entities, │ the player is created here, player_join fires,
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│ changes, spawn, selected_slot } │ and their inventory follows as container messages
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│◄────────────────────────────────────────┤
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```
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