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.The base class for all cauldrons.
Represents an abstraction of a mutable NBT list which holds elements of the same type.
Represents an NBT number.
A message that is acknowledged.
A class that validates the clients' message acknowledgment.
An enum indicating the hand interaction's result.
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 left rotation quaternion, a scale
 3-vector, a second right rotation quaternion, and a
 translation 3-vector.
AfterBatch methods are ran once the batch specified has finished.A record holding session services used by the server.
ArgumentSerializer<A extends com.mojang.brigadier.arguments.ArgumentType<?>,T extends ArgumentSerializer.ArgumentTypeProperties<A>> 
Serializes an argument type to be sent to the client.
ArgumentSerializer.ArgumentTypeProperties<A extends com.mojang.brigadier.arguments.ArgumentType<?>>
A record holding the signatures for all signable arguments of an executed command.
A functional interface that signs an argument of a command.
An entry of the signatures map, consisting of the argument's name and signature data.
An enum representing an entity's arm.
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.
A mount which offsets the attack position of its passengers.
Represents the definition of an axolotl entity brain.
Represents an axolotl, the cutest predator.
Represents the model of an AxolotlEntity.
Represents the model of a BatEntity.
Represents the model of a BeeEntity.
BeforeBatch methods are ran before the batch specified has started.A 
Particle which renders a camera-facing sprite with a target texture scale.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.
A block entity is an object holding extra data about a block in a world.
A block with a 
BlockEntity.A functional interface that ticks a block entity.
Represents a type of block entities.
A functional interface for a factory that creates a new block entity
 instance.
Builder for 
BlockEntityType.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.
A convenience class for a block with a 
BlockEntity.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.
Builds a buffer of primitives and optionally sorts them by the distance
 from the camera.
Containing methods for immediately drawing a buffer built with 
BufferBuilder.A mapper that caches the latest input-output pair, so that repeated calls with
 the same argument do not call the expensive mapper function.
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 spawner for cats in villages and swamp huts.
Cauldron behaviors control what happens when a player interacts with
 cauldrons using a specific item.
An empty cauldron block.
A visitor for single characters in a string.
Responsible for rendering various game messages such as chat messages or
 join/leave messages.
A chat log holds received message entries with sequential indices, where
 newer entries receive bigger indices.
An entry logged to 
ChatLog.A packet used to send a chat message to the server.
A packet used to send a chat message to the clients.
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).
A checked random that fails fast when it detects concurrent usage.
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.
Methods for manipulating a set of bitflags with yet unknown functionality.
A chunk nibble array is an array of nibbles for each block position in
 a chunk.
ChunkNoiseSampler is responsible for sampling the density functions for
 the cells in each chunk, managing caches and interpolators, the Blender,
 and the block state samplers.An immutable pair of two integers representing the X and Z coordinates of 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.
Contains color-related helper methods.
Contains color-related helper methods that use ARGB colors represented
 as 
0xAARRGGBB.Contains constants for commonly used colors in 
0xAARRGGBB format.A common logic for command-block behaviors shared by
 command blocks and command block minecarts.
A packet used to execute commands on the server.
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.
A class that creates 
RegistryWrapper with ability to set a policy on
 how to handle unrecognized tags.A policy on how to handle a 
TagKey that does not resolve
 to an existing tag (unrecognized tag) in RegistryEntryLookup.getOptional(net.minecraft.registry.tag.TagKey).The connection screen is used to initiate a connection to a remote server.
ConstantArgumentSerializer<A 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.
The types of cursor movement.
CustomTestProvider methods return a Collection<TestFunction>.A recipe that has only one input ingredient.
A builder to easily create cycling button widgets.
Contains loaders for contents controllable by data packs.
An annotation, mostly on side-effect-free methods.
A decoration is a pre-defined set of styling and formatting rules for messages
 sent by the server.
Represents a parameter that the decoration uses.
A functional interface that selects the text from the passed parameters.
Represents a function that maps from a block position to a density value.
Represents a density function that has no other density functions as an argument,
 and provides default implementations of 
DensityFunction.Base.fill(double[], net.minecraft.world.gen.densityfunction.DensityFunction.EachApplier) and
 DensityFunction.Base.apply(DensityFunctionVisitor) for this case.EachApplier is used to fill an array of densities, like a density buffer
 or cache, with values from a density function.NoisePos represents the absolute block position that is passed
 to density functions.An annotation on classes.
An enum representing 6 cardinal directions in Minecraft.
Represents a property that has direction values.
An active target goal that can be disabled so that it cannot start.
A class for dividing an integer into 
Divider.divisor number of integers
 such that the difference between any integers is 0 or 1.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.
An enum representing 16 dye colors.
A carpet that has an associated carpet color for llamas.
A manager of dynamic registries.
A multiline edit box with support for basic keyboard shortcuts.
A substring of an edit box's text, specified using the indices of the
 start and the end.
A widget of 
EditBox, a multiline edit box with support for
 basic keyboard shortcuts.A shader stage that can be attached to multiple shader programs.
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.
An object that exists in a world and has 
double-precision position.The move effect represents possible effects of an entity moving, such as
 playing sounds, emitting game events, none, or both.
The reason of the entity's removal.
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 a property that has enum values.
Represents a type of item that is wearable in an armor equipment slot, or a shield.
Provides enum types for several key slots found within an entity 
Inventory.The type of body item slot an 
EquipmentSlot targets.Represents the model of an evoker-fangs-like entity.
An exclusive NBT collector builds an NBT object including everything
 except the prescribed queries.
Sent when an explosion occurs in the world.
In charge of determining the amount of space needed by a tree to generate.
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.
A message from the 
TextFilterer.A buffered input stream that uses a fixed-size buffer array.
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.A functional interface that can enqueue completable futures.
A functional interface supplying the queued future to 
FutureQueue.Path targeting utilities using fuzzy, or approximated, positions from
 
FuzzyPositions.A game event dispatcher dispatches game events to its listeners.
Dispatches game events to 
GameEventDispatcher instance in the applicable
 chunk sections.A game event listener listens to game events from 
GameEventDispatchers.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.
A pair of 
sin(θ) and cos(θ) used in Givens quaternion.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.
Represents a uniform variable.
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 widget that positions its children in a 2D grid.
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).
Represents a directional navigation initiated by keyboard.
Represents a path of currently navigating elements from the root element
 to the leaf.
An enum representing the type of navigation input method.
An enum representing an entity's hand.
A view with a height limit specification.
Represents the model of a hoglin-like entity.
Some constants on hunger values.
An identifier used to identify things.
A piece of extra data that a subclass may attach to an identifier.
An interface used for searching with an identifier's path or namespace.
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.
An exception that tracks the names of the invalid files and the path to
 the invalid element in a hierarchical tree structure (such as JSON).
An exception thrown when parsing or constructing an 
Identifier
 that contains an invalid character.Represents the contents of a block or entity inventory being synchronized
 from the server to the client.
An item usable by players and other entities.
Item settings configure behaviors common to all items, such as the stack's max
 count.
Represents an object that has an item form.
A group of items that the items belong to.
Contains utility methods for spawning item entities scattered around a certain position.
Represents a stack of items.
Utility methods related to item usage.
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.
Provides methods for validating and deserializing JSON elements.
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.
The keybind text content.
Deprecated.
Used to send UDP multicasts to notify other clients of a local game on the same network.
A list of messages a client has seen.
A record of messages acknowledged by a client.
Collects the message that are last seen by a client.
A cauldron filled with lava.
Deprecated.
A consumer used in an iteration that can be aborted early.
Indicates whether to perform the next iteration.
Represents the model of a leash-knot-like entity.
A cauldron with a varying level of contents.
Deprecated.
An interface implemented by block entities with openable lids,
 such as chests or ender chests.
A lifecycled resource manager is available until it is closed.
A basic implementation of resource manager with a lifecycle.
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 local random, not intended to be shared across threads.
A server handshake network handler that exclusively handles local
 connections.
Deprecated.
The look control adjusts a mob's rotations to look at a target position.
Loot conditions, officially predicates, are JSON-based conditions to test
 against in world.
A list of loot conditions applied to entities.
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.Contains math-related helper methods.
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 3D objects are
 translated, scaled or
 rotated in 3D space.
A memory module type represents a type of data stored in a brain.
A query of an entity's brain.
A query that succeeds if a value is not present in the memory.
A query that always succeeds.
A query that succeeds if a value is present in the memory.
The result of a 
MemoryQuery.A body of a message, including the content, timestamp, salt used for the digest
 (the hashed body), and the list of players' "last seen messages".
The serialized version of 
MessageBody used in networking.A class for handling the "message chain".
Packers sign a message on the client with its preceding message's index.
Unpacker creates a signed message on the server with the server's preceding message
 index when they receive a message.
Queues a future that handles received messages on the server thread.
Message decorator decorates the chat messages and other messages server-side.
Handles received messages, including chat messages and game messages.
A message to be processed.
Represents a link to the preceding message that a particular message has.
A message signature data that can be verified.
Collects message signatures on the server to make a message chain.
A message type (also known as "chat type") controls how to display or narrate
 the chat messages sent to the clients.
A record holding the message type and the decoration parameters.
The serialized version of 
MessageType.Parameters that is used in packets.Verifies incoming messages' signature and the message chain.
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 registry that allows adding or modifying values.
The text implementation, with mutation operations.
Represents something that can be named, such as block entities or entities.
A screen handler factory with a name (title).
A resource manager that only loads resources for a specific namespace.
A narration is a message consisting of a list of string "sentences".
A builder for narration messages.
A component of a narration message.
A bridge between Minecraft and 
Narrator.Contains the different narrator modes that control
 which messages the narrator narrates.
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.
A data source for the NBT text content.
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.
Helper methods for handling NBT.
Represents an NBT 32-bit integer.
Represents an NBT 32-bit integer array.
A set of utility functions for reading, writing, and scanning NBT files.
Represents a mutable 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.
A query for scanning the NBT using 
ExclusiveNbtCollector or
 SelectiveNbtCollector.Represents an NBT 16-bit integer.
Represents an NBT string.
Tracks the size of NBT elements.
Formats an NBT element into a colored, multiline 
Text representation suitable for human-readable
 displays.The tree node for representing NBT.
Represents an NBT type.
Represents an NBT type whose elements have a fixed size, such as primitives.
Represents an NBT type whose elements can have a variable size, such as lists.
A class holding known NBT types.
A checked exception that wraps other exceptions, thrown
 when a cryptographic operation fails.
Utilities for encryption, decryption, signing, and hashing of data.
A functional interface that decodes an encoded key.
Utilities for working with a secure random number generator.
A record holding a signature of a data and the salt added while signing.
Represents an item which can contain extra data that is synced to the client.
A few client-side networking utilities.
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.A 
Particle with no rendered texture.Similar to 
FuzzyTargeting, but the positions this class' utility methods
 find are never water.Contains utility methods that accept or return nullable values.
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 functional interface to read a value from 
PacketByteBuf.A functional interface to write a value to 
PacketByteBuf.A set of callbacks for sending a packet.
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.
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 client-side visual effect with position, velocity, collision, and additional render properties.
Deprecated.
A group for particles.
Defines rendering setup and draw logic for particles based on their requirements for depth checking, textures, and transparency.
A class holding path-related utility methods.
A spawner for pillager patrols.
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 class for indexing placed features with a feature order cycle detection.
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> 
An RSA key pair for a player.
Responsible for rendering the player list while the player list
 key is pressed.
An RSA public key for a player, signed by the Mojang's server.
Helper class for drawing a player's head on GUI.
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.
A cauldron filled with powder snow.
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.
A class to fetch, load, and save the player's public and private keys.
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 reimplementation of 
Random.A block state provider that randomizes a single 
IntProperty of a block state provided by another provider.A random splitter represents necessary bits from a random that can be
 combined with other seeds to split a new random from the old one.
A connection that disconnects from the backing netty channel if too
 many packets are received.
The storage form of the paletted container in the codec.
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 message received by the client and stored in 
ChatLog.A chat message received by the client.
A game message received by the client.
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 registry is used to register various in-game components.
An owner that owns multiple registries and holds the owner object for those.
A utility class for serialization of registries using codecs.
A codec for registry elements.
An object holding a value that can be registered in a registry.
A direct registry entry holds the value directly.
A reference registry entry holds the value by reference.
The types of reference registry entries.
The types of registry entries.
A registry entry list is an immutable list of registry entries.
A direct registry entry list that holds the values directly, instead of using tags.
An internal implementation of 
RegistryEntryList.A registry entry list that references a tag from the registry.
An owner of a 
RegistryEntry or RegistryEntryList.Represents a key for a value in a registry in a context where a
 root registry is available.
A world view or 
World's superinterface that exposes access to
 a registry manager.A read-only wrapper of a registry.
A reloadable resource manager is always available to be accessed, and is the
 type used by the minecraft client instance.
A functional interface that provides searching and can be reloaded.
A storage of render calls with recording and processing states.
Defines settings that should be used when rendering something.
An index buffer that holds a pre-made indices for a specific shape.
A functional interface that decomposes a shape into triangles.
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 
ResourcePackProfiles and
 builds a list of resource packs when the
 resource manager reloads.Represents a resource pack in a 
ResourcePackManager.A resource pack provider provides 
ResourcePackProfiles, usually to
 ResourcePackManagers.Represents a resource reload.
A resource reloader performs actual reloading in its reload when called by 
SimpleResourceReload.start(net.minecraft.resource.ResourceManager, java.util.List<net.minecraft.resource.ResourceReloader>, java.util.concurrent.Executor, java.util.concurrent.Executor, java.util.concurrent.CompletableFuture<net.minecraft.util.Unit>, boolean).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.
Manages lists of item stacks and properties between the server and the client for use
 in a screen.
A screen handler context allows running code on the server side only.
A functional interface to create a new screen handler (menu) on the server.
Screen handler type is used to create screen handlers on the client.
A functional interface that creates a screen handler instance on the client.
Manages narration messages and combines them into a narrated string.
Represents the position of a 
ScreenRect.A rectangle on the screen.
A screenshot recorder takes screenshots and saves them into tga file format.
A widget that can be focused and vertically scrolled.
A functional interface that provides searching.
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.
A class wrapping 
SignedMessage on the server to allow custom behavior for
 sending messages.The wrapper used for normal chat messages.
The wrapper used for messages without associated source profile.
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, or that of the servers connected directly.
The policy of the client when this server sends a server
 resource pack.
A list of 
ServerInfo.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.The base interface for serverbound packet listeners.
A server side packet listener where play stage packets from a client are processed.
Represents access to a world on a logical Minecraft server.
Represents a shader program.
A superinterface of 
ShaderProgram that exposes methods necessary
 for linking or deleting this shader program.Represents a programmable shader stage (a vertex or a fragment shader)
 in the graphics pipeline.
Whether a vertex shader or a fragment shader.
Represents an entity that can be sheared, either by a player or a
 dispenser.
Represents the model of a 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.
A list of parsed signed arguments.
A parsed signed argument, also used as the entry of 
SignedArgumentList.An interface wrapping 
ArgumentSignatureDataMap.A basic implementation of 
SignedCommandArguments.A signed message, consisting of the signature, the signed content,
 the message body, the link to its preceding message, and the optional
 unsigned content supplied when the message decorator modified the message.
An implementation of 
Registry with a default ID and value for unknown lookups.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.
An implementation of 
NamedScreenHandlerFactory that can be used
 without the use of anonymous class.A simple NBT scanner visits all elements shallowly, allowing
 implementations to override it and perform more actions.
A class representing an option of a client.
A set of callbacks for a cycling option with alternate potential values that are used
 only when certain conditions are met.
A set of callbacks to customize an option's behavior.
A set of callbacks for a slider of values from 
0.0 to 1.0 (both
 inclusive).A set of callbacks for a cycling option whose potential values are determined lazily.
A set of callbacks for a cycling option with a fixed minimum value and a dynamic
 maximum value.
A set of callbacks for a cycling option.
A set of callbacks for slider options.
A set of callbacks for a slider of integer values with a fixed minimum and maximum values.
A widget that positions its children relative to the widget's position.
An implementation of a mutable registry.
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.
A slot of a screen handler that holds an item stack.
Deprecated.
Spawns 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.
A 
BillboardParticle implementation class that renders a Sprite as its camera-facing texture.Represents the model of a squid-like entity.
Represents a reference to a stack that supports getting and setting.
Contains string-related helper methods.
An interface, implemented by enums, that allows the enum to be serialized
 by codecs.
Deprecated.
A class for reading a stringified NBT.
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.
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.
Deprecated.
An enum holding the presence of a certain structure start in a chunk.
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.
Fetches the hardware and software information to populate crash reports
 and debug profiles.
A builder class to ease the creation of tags.
A serialization-friendly POJO representation of a registry entry list of tags.
A functional interface that represents a task.
Contains task-related utility methods.
A screen that is used for indicating that a task is running or has finished
 running (either successfully or unsuccessfully).
A lambda-based alternative to subclassing 
Task.Represents the position that an entity takes after being
 moved between worlds.
Holding a single instance of 
BufferBuilder.A text.
A JSON serializer for 
Text.Represents an RGB color of a 
Text.Represents type-specific content of text.
A consumer of the line-breaking information.
A retriever of character width.
An exception that has a user-friendly 
Text attached.Manages the rendering of text.
A functional interface that allows searching with a 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.
Deprecated.
A class holding utility methods related to time and durations.
A class for rendering a background box for a tooltip.
Utilities to perform a topological sort.
A goal that maintains the target of a mob entity.
A factory to create trade offers.
An option whose text can be translated.
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.
Defines methods that set a value of a uniform variable.
An active target goal that only starts for untamed tameable animals.
A class holding various utility methods.
An enum representing the operating system of the current platform.
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 vector composed of 3 integers.
Stores vertex data on GPU.
An interface that consumes vertices in a certain vertex format.
Manages rendering with multiple render layers.
A vertex consumer provider that immediately draws the current buffer
 builder when a different render layer is requested except for render
 layers specified in the constructor.
A utility for combining multiple VertexConsumers into one.
Defines what 
elements a vertex has.Represents a singular field within a larger 
vertex format.Represents a type of components in an element.
Describes how the components should be interpreted.
Holding vertex formats and vertex format elements.
An item for a block that can be vertically attached as well as horizontally.
Represents the model of a VexEntity.
Selects a vibration to accept in case multiple ones are received at the same tick.
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 the model of a witch resembling entity.
Represents the model of a WitherEntity.
The generator for the woodland mansion structure.
The 
WoodlandMansionGenerator.RoomPool used for the first floor.A matrix used to store floor information.
Populates structure pieces based on the given 
parameters.The parameters that control how the mansion will look like.
Provides methods that sample room template identifiers.
The 
WoodlandMansionGenerator.RoomPool used for the second floor.The 
WoodlandMansionGenerator.RoomPool used for the third floor.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.
Represents a chunk that wraps a world chunk, used in world generation.
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.
Suppliers.memoize(com.google.common.base.Supplier<T>)instead.