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.
 
 
 
 
 
Defines the material stats of an ArmorItem item.
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
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 set of button textures.
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
In charge of shaping, adding biome specific surface blocks, and carving chunks, as well as populating the generated chunks with features and 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.
 
 
 
 
 
The command function manager implements execution of functions, like that from the function command.
 
 
 
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).
 
 
 
 
 
 
 
 
 
 
 
 
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 CommonPingS2CPacket.parameter.
 
This is a packet that is sent by the client during tick after receiving a play ping packet from the server, passing the CommonPongC2SPacket.parameter back to the server.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 an inventory for crafting inputs.
 
 
 
Represents an inventory for the crafting output slot.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Degradable<T extends Enum<T>>
 
 
 
 
 
 
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.
 
 
 
A widget implementing one-directional layout.
 
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 a combined inventory that is backed by two inventories.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 an inventory used for ender chests.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 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.
 
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.
 
Contains utility methods used by Inventory implementations or for working with inventories.
A container of ItemStacks.
 
 
 
 
 
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.
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
A lazy reference to another command function that may or may not exist.
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Constructs a leveled cauldron block.
 
 
 
 
 
 
 
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.