All Classes and Interfaces
Class
Description
Similar to
FuzzyTargeting
, but the positions this class' utility methods
find never have pathfinding penalties and are always above ground or water.An abstract class that defines some logic for
blocks
.Represents an abstraction of a mutable NBT list which holds elements of the same type.
Represents an NBT number.
A target goal that finds a target by entity class when the goal starts.
An affine transformation is a decomposition of a 4×4 real matrix into
a rotation quaternion, a scale
3-vector, a second rotation quaternion, and a
translation 3-vector.
AfterBatch
methods are ran once the batch specified has finished.ArgumentSerializer<T extends com.mojang.brigadier.arguments.ArgumentType<?>>
Serializes an argument type to be sent to the client.
ArgumentTypes.Entry<T extends com.mojang.brigadier.arguments.ArgumentType<?>>
ArmorFeatureRenderer<T extends LivingEntity,M extends BipedEntityModel<T>,A extends BipedEntityModel<T>>
Represents the armor model of an ArmorStandEntity.
Represents the model of an ArmorStandEntity.
A palette that stores the possible entries in an array and maps them
to their indices in the array.
A
PropertyDelegate
that is implemented using an int array.A fix that automatically renames the
player
byte in arrow data to
pickup
, if there is not any existing pickup
data.A fixed-size atomic stack, useful for tracking multithreaded access to
an object.
Goal that causes its mob to follow and attack its selected target.
Represents the definition of an axolotl entity brain.
Represents an axolotl, the cutest predator.
Represents the model of an AxolotlEntity.
An operational rate limiter.
Represents the model of a BatEntity.
Represents the model of a BeeEntity.
BeforeBatch
methods are ran before the batch specified has started.A palette backed by a bidirectional hash table.
Represents an "additions sound" for a biome.
Utility class for converting between biome coordinates and block or chunk
coordinates.
Represents the model of a biped living entity.
Represents the model of a blaze-like entity.
A block is a voxel in a world.
A mutable box with integer coordinates.
Represents an item corresponding to a block.
A few utilities to find block positions matching certain conditions.
Represents the position of a block in a three-dimensional volume.
Checks if a block predicate stored inside
ItemStack
's NBT
matches the block in a world.Contains all the minecraft blocks.
A provider for block states.
A supplier of a block state JSON definition.
The supplier for a
ModelVariant
's JSON representation.An equivalence to the
Map<String, WeightedUnbakedModel>
passed to the constructor of ModelVariantMap
.BlockStateVariantMap.QuadrupleProperty<T1 extends Comparable<T1>,T2 extends Comparable<T2>,T3 extends Comparable<T3>,T4 extends Comparable<T4>>
BlockStateVariantMap.QuintupleProperty<T1 extends Comparable<T1>,T2 extends Comparable<T2>,T3 extends Comparable<T3>,T4 extends Comparable<T4>,T5 extends Comparable<T5>>
BlockStateVariantMap.TripleProperty<T1 extends Comparable<T1>,T2 extends Comparable<T2>,T3 extends Comparable<T3>>
Represents a scoped, read-only view of block states, fluid states and block entities.
Represents the model of a BoatEntity.
The body control ensures a mob's head and body yaws are kept up with each other.
Represents the model of the enchanting table's book.
A function that is provided two booleans and returns one boolean.
Represents a property that has boolean values.
An immutable box with double-valued coordinates.
A brain is associated with each living entity.
A simple profile of a brain.
Stores a few hardcoded registries with builtin values for datapack-loadable registries,
from which a registry tracker can create a new dynamic registry.
A projection of a camera.
This class contains the various "fluids" and is used for camera rendering.
Meow.
Represents the model of a CatEntity.
A visitor for single characters in a string.
Responsible for rendering various game messages such as chat messages or
join/leave messages.
A packet used to send a chat message to the server.
A screen that allows player to input a chat message.
Checks so that only intended pojos are passed to the GSON (handles
serialization after obfuscation).
Handles the animation for opening and closing chests and ender chests.
Represents the model of a chicken-like entity.
Represents a scoped, modifiable view of biomes, block states, fluid states and block entities.
Used to represent a chunk that has not been loaded yet.
A chunk nibble array is an array of nibbles for each block position in
a chunk.
Specifies the type of a chunk
A task called when a chunk needs to be generated.
A task called when a chunk is loaded but does not need to be generated.
Represents a chunk ticket, which specifies the reason a chunk has been loaded.
Represents a type of attribute with minimum and maximum value limits.
A class holding unknown constants.
Represents an object which can be cleared.
A clickable widget is a GUI element that has many methods to handle different
mouse actions.
A connection backed by a netty channel.
Specifies that all fields in the annotated package/class are nonnull
unless nullability is specified with a separate annotation.
Specifies that all methods in the annotated package/class return nonnull
values unless nullability is specified with a separate annotation.
Represents the client's own player entity.
A client side packet listener where play stage packets from the server are processed.
A few extensions for
Codec
or DynamicOps
.An xor codec that only permits exactly one of the two data choices to be
present.
Represents the model of a cod-like entity.
A common logic for command-block behaviors shared by
command blocks and command block minecarts.
A standard element of a command function.
A synthetic element to be stored in a
CommandFunctionManager.Entry
.A lazy reference to another command function that may or may not exist.
The command function manager implements execution of functions, like that from
the
function
command.A tree-visitor-like tracer, useful for gaining insights on function execution.
Describes the environment in which commands are registered.
Represents a subject which can receive command feedback.
The connection screen is used to initiate a connection to a remote server.
ConstantArgumentSerializer<T extends com.mojang.brigadier.arguments.ArgumentType<?>>
Deprecated.
Represents the model of a cow-like entity.
Represents the model of a creeper-like entity.
Utility class to help posing when a crossbow is involved.
CustomTestProvider
methods return a Collection<TestFunction>
.A recipe that has only one input ingredient.
A builder to easily create cycling button widgets.
An annotation, mostly on side-effect-free methods.
An annotation on classes.
Represents a property that has direction values.
An active target goal that can be disabled so that it cannot start.
Represents the model of a dolphin-like entity.
This annotation applies to some unobfuscated elements within the Minecraft
source code.
Represents the model of the dragon head.
A fetch rate limiter that does nothing.
A carpet that has an associated carpet color for llamas.
A manager of dynamic registries.
An immutable implementation of the dynamic registry manager, representing
a specialized configuration of registries.
Represents the serialization behavior of the registries, including the
id of the registry, the codec for its elements, and whether the registry
should be sent to the client.
A program that can be applied to multiple GLShaders.
Base GUI interface for handling callbacks related to
keyboard or mouse actions.
Represents the model of a worn elytra.
A renderer that does not render anything.
An empty palette storage has a size, but all its elements are 0.
The rarity is an attribute of an enchantment.
Represents an entry in an enchantments array, i.e.
Represents the model of an enderman-like living entity.
Represents the model of an endermite-like entity.
The move effect represents possible effects of an entity moving, such as
playing sounds, emitting game events, none, or both.
Represents a type of double-valued attribute that a living entity may have.
A double-valued attribute.
Represents an operation which can be applied to an attribute modifier.
A listener for an entity's changes associated to saving.
A game event handler for an entity so that the listener stored can be
moved to the correct dispatcher or unregistered as the entity moves or
gets removed.
The entity handler exposes world's entity handling to entity managers.
An index of entities by both their network IDs and UUIDs.
A prototype of entity that's suitable for entity manager to handle.
A storage of entities that supports modification during iteration.
An interface for looking up entities.
Represents the model of an Entity.
Contains common model part names used in entity models.
A listener to entity tracking within threaded anvil chunk storage.
A collection of entities tracked within a chunk section.
The status of entity tracking sections within entity managers.
Sent when a server modifies an entity's velocity.
Represents the direction in which the selection is moved.
Represents a property that has enum values.
Represents the model of an evoker-fangs-like entity.
Sent when an explosion occurs in the world.
In charge of determining the amount of space needed by a tree to generate.
A fetch rate limiter allows tracking the period of realms data fetcher
tasks even when the fetcher has stopped running.
A task for
RealmsDataFetcher
that runs at a fixed interval.Specifies that all fields in the annotated package/class are nonnull
unless nullability is specified with a separate annotation.
Specifies that all fields in the annotated package/class are nonnull
unless nullability is specified with a separate annotation.
Represents a fluid which can flow.
A point on a tree to generate foliage around
Represents the components that make up the properties of a food item.
Contains all the default food components used in vanilla food items.
An enum holding formattings.
A dynamic ops that delegates all operations from another one.
Represents the model of a FoxEntity.
The function loader holds the functions and function tags for a
CommandFunctionManager
to use.Path targeting utilities using fuzzy, or approximated, positions from
FuzzyPositions
.A game event dispatcher dispatches game events to its listeners.
A game event listener listens to game events from
GameEventDispatcher
s.A packet used to send a game message to the client.
A visitor used to visit all game rules.
GameTest
is used to tell the test framework that the annotated method is a test.The game version interface used by Minecraft, replacing the javabridge
one's occurrences in Minecraft code.
Represents the model of a ghast-like entity.
Represents the model of a GiantEntity.
Handles the flattening of "moj_" import strings in the loaded GLSL shader file.
A context for the parser to keep track of its current line and caret position in the file.
Manages a set of goals, which are competing for certain controls on the mob.
Represents the model of a GoatEntity.
Makes a
CatEntity
go to a bed and sleep.Represents a density field in an area.
A custom thread factory that assigns each created thread to the group of the
system security manager or the factory-creating thread (when the security
manager does not exist).
A view with a height limit specification.
Represents the model of a hoglin-like entity.
Some constants on hunger values.
The namespace and path must contain only lowercase letters ([a-z]), digits ([0-9]), or the characters '_', '.', and '-'.
A palette that directly stores the raw ID of entries to the palette
container storage.
Responsible for rendering the HUD elements while the player is in game.
Represents a property that has integer values.
Represents the contents of a block or entity inventory being synchronized
from the server to the client.
Represents an object that has an item form.
Represents a stack of items.
A block (re)name fix that updates the block references within Jigsaw
block entities.
An abstract implementation of resource reloader that reads JSON files
into Gson representations in the prepare stage.
A builder for serializing types to JSON that can either obtain a type from
a registry to handle JSON conversion or handle with a custom logic bound
to a type.
An unused unchecked exception.
Deprecated.
Used to send UDP multicasts to notify other clients of a local game on the same network.
Deprecated.
Represents the model of a leash-knot-like entity.
The lightmap texture manager maintains a texture containing the RGBA overlay for each of the 16×16 sky and block light combinations.
LightStorage handles the access, storage and propagation of a specific kind of light within the world.
Represents a set of block positions (long representation).
Represents a three-dimensional mapping from a block position to a bitset
of values set at that position.
Represents an entity which has a health value and can receive damage.
Represents the model of a llama-like entity.
Represents the model of llama-spit-like entity.
A server handshake network handler that exclusively handles local
connections.
The look control adjusts a mob's rotations to look at a target position.
Represents a banner marker in world.
Represents the surface color of a block when rendered from the
MapRenderer
.Returns a
BlockState
to generate at a given position, or null
.Applies another block state rule if the given predicate matches, and returns
null
otherwise.Applies the given block state rules in sequence, and returns the first result that
isn't
null
.Always returns the given
BlockState
.Specifies that all methods in the annotated package/class return nonnull
values unless nullability is specified with a separate annotation.
A stack of transformation matrices used to specify how things are
translated, scaled or
rotated in 3D space.
A memory module type represents a type of data stored in a brain.
Specifies that all methods in the annotated package/class return nonnull
values unless nullability is specified with a separate annotation.
Represents the model of a minecart-like entity.
A sound instance played when a player is riding a minecart.
Represents a logical Minecraft client.
Represents the restrictions on chat on a Minecraft client.
Represents a logical Minecraft server.
Constants of Mining Levels.
Represents a dynamic model which has its own render layers and custom rendering.
Deprecated.
Represents a model with a hat.
Represents a model with a head.
Represents a modifiable world where block states can be changed and entities spawned.
This interface marks that an entity class belongs to monsters, including
hostile mobs like zombies.
A sound instance played when a minecart is moving.
Represents a hypercube in a multi-dimensional cartesian plane.
A text with mutation operations.
Represents the internal formats sent to
glTexImage2D
, representing the
number of color channels present in an image to prepare.Represents an NBT byte.
Represents an NBT byte array.
An NBT collector scans an NBT structure and builds an object
representation out of it.
Represents an NBT compound object which holds unordered key-value pairs with distinct case-sensitive string keys.
Represents an NBT 64-bit floating-point number.
Represents an NBT element.
A visitor interface for NBT elements.
Represents the NBT end value.
Represents an NBT 32-bit floating-point number.
Represents an NBT 32-bit integer.
Represents an NBT 32-bit integer array.
Represents an NBT list.
Represents an NBT 64-bit integer.
Represents an NBT 64-bit integer array.
Used to handle Minecraft NBTs within
dynamics
for DataFixerUpper, allowing generalized serialization logic
shared across different type of data structures.Formats an NBT element as a multiline string where named elements inside of compound objects
are sorted according to a defined ordering.
An NBT scanner may reduce unnecessary data parsing to allow finding
desired information in an NBT structure as fast as possible.
Represents an NBT 16-bit integer.
Represents an NBT string.
Formats an NBT element into a colored, multiline
Text
representation suitable for human-readable
displays.Represents an NBT type.
Represents an item which can contain extra data that is synced to the client.
A few client-side networking utilities.
Samples noise values for use in chunk generation.
Similar to
FuzzyTargeting
, but the positions this class' utility methods
find never have pathfinding penalties and are always on solid blocks.Similar to
FuzzyTargeting
, but the positions this class' utility methods
find never have pathfinding penalties.Similar to
FuzzyTargeting
, but the positions this class' utility methods
find are never water.Represents the model of an ocelot-like entity.
An exception thrown on netty's event loop to quit handling of one packet,
usually as it is scheduled to be handled on the game engine thread.
An object that can supply character code points
to a visitor, with a style context.
Represents a player entity that is present on the client but is not the client's own player.
A packet byte buf is a specialized byte buf with utility methods adapted
to Minecraft's protocol.
A packet listener listens to packets on a connection.
A palette maps objects from and to small integer IDs that uses less
number of bits to make storage smaller.
An interface for easy creation of palettes.
A paletted container stores objects in 3D voxels as small integer indices,
governed by "palettes" that map between these objects and indices.
A counter that receives a palette entry and its number of occurrences
in the container.
Runtime representation of data in a paletted container.
A palette data provider constructs an empty data for a paletted
container given a palette provider and a desired entry size in bits.
A palette provider determines what type of palette to choose given the
bits used to represent each element.
The storage form of the paletted container in the codec.
A listener for when a palette requires more bits to hold a newly indexed
object.
A storage whose values are raw IDs held by palettes.
A GUI interface which handles keyboard and mouse callbacks for child GUI elements.
A
Text
that needs to be parsed when it is loaded into the game.Deprecated.
A group for particles.
Represents the model of a pig-like entity.
Represents the model of a piglin-like entity.
A piston block entity represents the block being pushed by a piston.
A placement modifier is a one-to-many position transformation, which
takes a position with some context and returns zero or more positions.
A reason why a player cannot start sleeping.
Represents the model of a player-like entity.
PlayerHeldItemFeatureRenderer<T extends PlayerEntity,M extends EntityModel<T> & ModelWithArms & ModelWithHead>
Responsible for rendering the player list while the player list
key is pressed.
A packet sent by the server; the client will reply with a pong packet on the
first tick after it receives this packet, with the same
PlayPingS2CPacket.parameter
.This is a packet that is sent by the client during tick after receiving a
play ping packet from the server, passing the
PlayPongC2SPacket.parameter
back to the
server.A position source is a property of a game event listener.
A post placement processor for a structure feature runs after all the
pieces of a structure start have placed blocks in the world in the
feature chunk status.
The task where an entity finds a target, a place to start its ram, and wait to
start its ram.
A ram chosen during the preparation.
A pressable widget has a press action.
An implementation of resource reload that includes an additional profiling
summary for each reloader.
The profiling summary for each reloader in the reload.
Profiling information on a specific profiler location.
A dispenser behavior that spawns a projectile with velocity in front of the dispenser.
Contains all block and fluid state properties that Minecraft uses.
Represents a set of property to value pairs, used as conditions for model
application.
An integer property that is stored in a
ScreenHandler
.A property delegate represents an indexed list of integer properties.
Represents the model of a quadruped entity.
Represents the model of a RabbitEntity.
A block state provider that randomizes a single
IntProperty
of a block state provided by another provider.A connection that disconnects from the backing netty channel if too
many packets are received.
Represents a read only view of a world chunk used in world generation.
A marker interface for Gson serializable pojos; the implementers make
sure that they have
SerializedName
annotation on all their
data fields so serialization works after obfuscation, and save/load of
such objects are controlled through another serializer.A recipe is an arrangement of item stacks in an inventory that can
yield a product item stack.
A recipe manager allows easier use of recipes, such as finding matches and
remainders.
Matching class that matches a recipe to its required resources.
The recipe serializer controls the serialization and deserialization of
recipe content.
The recipe type allows matching recipes more efficiently by only checking
recipes under a given type.
A codec for
SimpleRegistry
.A codec for registry elements.
Represents a key for a value in a registry in a context where a
root registry is available.
A dynamic ops that encode an id for a registry element rather than a full object.
A world view or
World
's superinterface that exposes access to
a registry manager.A resource manager that has a reload mechanism.
A storage of render calls with recording and processing states.
Stores all required tags of a given type, so they can be updated to point to the new tag instances on datapack reload.
A resource of binary data.
Provides resource access.
Provides resource loading capabilities to Minecraft.
A resource pack, providing resources to resource managers.
A resource pack manager manages a list of
ResourcePackProfile
s and
builds a list of resource packs when the
resource manager reloads.Represents a resource pack in a
ResourcePackManager
.A factory for resource pack profiles, somewhat resembling the constructor
of
ResourcePackProfile
but allowing more customization.A resource pack provider provides
ResourcePackProfile
s, usually to
ResourcePackManager
s.Represents a resource reload.
A resource reloader performs actual reloading in its reload in a reloadable resource manager it is registered to.
A synchronizer to indicate completion of a reloader's prepare stage and
to allow start of the apply stage only if all reloaders have finished
the prepare stage.
Rule tests are used in structure generation to check if a block state matches some condition.
Represents an entity that can be saddled, either by a player or a
dispenser.
The version components of Minecraft that is used for identification in
save games.
Screen handler contexts allow screen handlers to interact with the
logical server's world safely.
A screenshot recorder takes screenshots and saves them into tga file format.
Stores entities with the chunk sections they are in.
A selective NBT collector builds an NBT object including only the
prescribed queries.
A sensor can update memories over time in a brain.
Represents a command source used on server side.
An entity manager for a server environment.
The status of chunks within a server entity manager.
The information of a server entry in the list of servers available in
the multiplayer screen from the menu.
The policy of the client when this server sends a server
resource pack.
The server login network handler.
A dynamic management object for a Minecraft Server.
Represents a read-only attribute of the server MBean.
Represents metadata sent to the client.
A channel in-bound handler that only forwards received messages to the next
channel in-bound handler in the channel pipeline after a random delay between
ServerNetworkIo.DelayingChannelInboundHandler.baseDelay
and baseDelay +
ServerNetworkIo.DelayingChannelInboundHandler.extraDelay
milliseconds.A server side packet listener where play stage packets from a client are processed.
A class containing the single static instance of
TagManager
on the server.Represents access to a world on a logical Minecraft server.
Represents an entity that can be sheared, either by a player or a
dispenser.
Represents the model of an held shield.
Represents the model of shulker-bullet-like entity.
A target goal on other teams' entities if this shulker belongs
to a team.
A special inventory interface for inventories that expose different slots for different sides, such as furnaces.
An implementation of entity lookup backed by two separate
EntityIndex
and SectionedEntityCache
.A simple game event dispatcher implementation that has hooks to
debug info senders.
A simple NBT scanner visits all elements shallowly, allowing
implementations to override it and perform more actions.
A simple implementation of resource reload.
A factory that creates a completable future for each reloader in the
resource reload.
A base resource reloader implementation that prepares an object in a
single call (as opposed to in multiple concurrent tasks) and handles
the prepared object in the apply stage.
A palette that only holds a unique entry.
Moved from RealmsUploadScreen.Unit in 20w10a.
Represents the model of a skull.
A sleep manager allows easy tracking of whether nights should be skipped
on a server world.
Handles spawning entities in a world.
A spawn group represents the category of an entity's natural spawning.
Embodies the density limit information of a type of entity in entity
spawning logic.
A serializer for hardcoded recipes.
Represents the model of a squid-like entity.
Represents a reference to a stack that supports getting and setting.
A simple converter to turn NBT into single-line SNBT.
An object that can supply strings to a visitor,
with or without a style context.
A visitor for string content and a contextual
Style
.A visitor for string content.
Contains parameters for placement of a single type of
StructureFeature
during chunk
generation.A fix that updates a few children pool element features with complex
configurations to simple ID strings within structure features.
A collector of structure pieces to be added to a structure start.
A structure pieces generator adds structure pieces for a structure,
but does not yet realize those pieces into the world.
A holder of structure pieces to be added.
An immutable list of structure pieces, usually belonging to a structure
start.
A feature config that specifies a starting pool and a size for StructurePoolBasedGenerator.generate(net.minecraft.structure.StructureGeneratorFactory.Context<net.minecraft.world.gen.feature.StructurePoolFeatureConfig>, net.minecraft.structure.pool.StructurePoolBasedGenerator.PieceFactory, net.minecraft.util.math.BlockPos, boolean, boolean).
An enum holding the presence of a certain structure start in a chunk.
Contains the configuration for placement of each structure type during chunk generation.
A structure start is created to describe a structure that will be generated by
chunk generation.
Applies weights to noise values if they are near structures, placing terrain under them and hollowing out the space above them.
The style of a
Text
, representing cosmetic attributes.A JSON serializer for
Style
.Provides an efficient way to search for a text in multiple texts.
A base resource reloader that does all its work in the apply executor,
or the game engine's thread.
A tag is a set of objects.
A builder class to ease the creation of tags.
Contains the set of tags all of the same type.
A serialization-friendly POJO representation of a tag group.
Represents the position that an entity takes after being
moved between worlds.
A text.
A JSON serializer for
Text
.Represents an RGB color of a
Text
.A consumer of the line-breaking information.
A retriever of character width.
Manages the rendering of text.
Internal class used by
TexturedModelData
.Represents a model with texture variables defined.
A utility class for visiting the characters of strings, handling surrogate
code points and formatting codes.
Utilities to perform a topological sort.
A goal that maintains the target of a mob entity.
A factory to create trade offers.
Tree decorators can add additional blocks to trees, such as vines or beehives.
Represents the model of a thrown trident.
A filter that determines if an object of some supertype
B
can be
treated as an object of some subtype T
.A collection allowing getting all elements of a specific type.
Represents all the type references Minecraft's datafixer can fix.
An active target goal that only starts for untamed tameable animals.
Represents a type of item that can have the
minecraft:vanishing_curse
enchantment.An immutable vector composed of 2 floats.
An immutable vector composed of 3 doubles.
A mutable vector composed of 3 floats.
A vector composed of 3 integers.
A utility for combining multiple VertexConsumers into one.
Represents a singular field within a larger vertex format.
Represents the model of a VexEntity.
Handles the viewer count for container block entities, like chests,
ender chests, and barrels.
VillagerClothingFeatureRenderer<T extends LivingEntity & VillagerDataContainer,M extends EntityModel<T> & ModelWithHat>
Represents the model of a villager resembling entity.
Represents a type of item that is wearable in an armor equipment slot.
Represents the model of a witch resembling entity.
Represents the model of a WitherEntity.
A packed array of integers.
Constants of World Event IDs.
Represents a scoped, read-only view of a world like structure that contains biomes, chunks and is bound to a dimension.
Xoroshiro128++ based pseudo random number generator.
Implementation of Xoroshiro128++ pseudo-random number generator.
The yaw adjusting look control adjusts the entity's body yaw to be close to the
head yaw.
A ZIP compressor builds up a ZIP file.