Falling Block/ED


 * Dynamic block entity data
 * : Optional. The tags of the block entity for this block.
 * : The falling block represented by this entity.
 * : The name ID of the block.
 * : Optional. The block states of the block.
 * : The block state name and its value.
 * : The number of ticks the entity has existed. If set to 0, the moment it ticks to 1, it will vanish if the block at its location has a different ID than the entity's TileID. If the block at its location has the same ID as its TileID when Time ticks from 0 to 1, the block will instead be deleted, and the entity will continue to fall, having overwritten it. When Time goes above 600, or above 100 while the block is below Y=0, the entity is deleted.
 * : 1 or 0 (true/false) - true if the block should drop as an item when it breaks. Any block that doesn't have an item form with the same ID as the block won't drop even if this is set.
 * : 1 or 0 (true/false) - true if the block should hurt entities it falls on.
 * : The maximum number of hitpoints of damage to inflict on entities that intersect this falling_block. For vanilla falling_block, always.
 * : Multiplied by the FallDistance to calculate the amount of damage to inflict. For vanilla falling_block, always 2.
 * : Multiplied by the FallDistance to calculate the amount of damage to inflict. For vanilla falling_block, always 2.