All Classes and Interfaces

Class
Description
 
 
 
 
 
 
 
 
 
 
This event is fired every tick when an AbstractPlayerEntity is in the process of breaking a tile.
This event is fired when an Entity is added to the world using IChunkOrWorld.addEntity(Entity).
AITask<T extends Entity>
 
The ApiInternal annotation marks anything that is API-internal and that is discouraged from being used directly inside of reasonable modifications or other applications.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when a Tile is broken by an AbstractPlayerEntity.
 
 
This event is fired when a character is input.
 
This event is fired when a message is sent in an IChatLog.
 
This event is fired when an IChunk is saved using the specified IDataManager.
 
 
 
 
 
 
 
 
This class houses a list of constant values that are used by the game to do different things.
 
 
 
 
 
This event is fired when an ItemContainer is opened.
 
 
 
This event is fired when the cursor is being moved.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when an LivingEntity takes damage using the LivingEntity.takeDamage(int) method.
This event is fired when an Entity dies using Entity.setDead(boolean).
This event is fired when an interaction with an Entity is taken, right before its Entity.onInteractWith(AbstractPlayerEntity, double, double) method is called.
This event is fired every tick when an Entity is updating.
EnumProp<T extends Enum<T>>
 
This is the basic class for any kind of event that can be handled and fired using the IEventHandler.
The result of any Event being fired in the IEventHandler, where EventResult.DEFAULT means that the event was unchanged, EventResult.MODIFIED means that the data in the event was modified and EventResult.CANCELLED meaning that the event was cancelled.
 
 
 
 
This class houses all of the game's default content like all the Tile, Item, Biome, IEffect and IResourceRegistry entry objects as static variables that can be accessed from anywhere.
 
 
 
 
 
 
 
 
 
 
This event is fired after a Gui has been initialized and before its components are sorted.
This event is fired when a Gui is opened.
 
 
 
This class exposes a multitude of utility methods that are too big to be inside the API's code and are, as such, inside of the game.
 
 
 
 
 
This class represents a chunk or world.
 
 
 
 
 
 
 
 
 
 
The class for handling and firing different Event objects that can be used by mods to hook into the game's and other mods' functionalities.
An event listener that can listen to Event objects being fired once they have been registered into the IEventHandler using IEventHandler.registerListener(Class, IEventListener).
 
 
The game instance that can be used to interact with various game-related values and acces things like IRenderer and IAssetManager.
 
This class handles all of the keyboard and mouse input.
 
 
 
 
 
 
 
 
 
 
 
This is the base interface for any mod.
 
 
This class handles all of the multiplayer and IPacket managing.
 
 
 
This event is fired when a GuiComponent is created.
 
 
This event is fired when an AbstractPlayerEntity interacts with the world in any way.
An API-Internal class that holds all of the interfaces referencing back to non-API classes that handle their execution.
 
 
This event is fired when an AbstractInventory changes and its IInventory.notifyChange(int) method is called.
 
 
 
 
 
 
 
 
The graphics context to interact with OpenGL as well as a multitude of game-provided rendering methods.
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when an interaction is taken using an Item before its Item.onInteractWith(IWorld, int, int, TileLayer, double, double, AbstractPlayerEntity, ItemInstance) method is called.
This event is fired when an AbstractItemEntity is being picked up by an AbstractPlayerEntity.
 
 
 
 
 
 
 
 
 
 
Implement this if you want your tile entity to contain and use construction tools similar to GameContent.Tiles.CONSTRUCTION_TABLE or GameContent.Tiles.SMITHING_TABLE
 
 
 
 
 
 
 
This event is fired when a key is pressed or held down.
This event is fired when interaction on a TileLayer is attempted.
 
 
 
 
 
 
This event gets fired after the IAssetManager loads or reloads assets.
This event is fired before the Settings are loaded in IMod.preInit(IGameInstance, IApiHandler, IEventHandler).
 
This event is fired every tick when the renderer decides what to center the camera on.
 
 
 
 
 
 
 
 
 
This event gets fired when a TileState is missing from the tile state registry while a chunk is loaded.
 
 
 
 
This event is fired when a mouse button is held down or pressed.
 
The MoveType Enum is used to determine how the player should move.
 
 
 
 
 
 
 
 
This event is fired when the overlay is rendered.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when a Tile is placed into the world by an AbstractPlayerEntity, before Tile.doPlace(IWorld, int, int, TileLayer, ItemInstance, AbstractPlayerEntity) is called.
 
 
 
This event is fired when an AbstractPlayerEntity connects to a world.
This event is fired when an AbstractPlayerEntity disconnects from a world.
This event is fired after an AbstractPlayerEntity is rendered.
This event is fired before na AbstractPlayerEntity is rendered.
This event is fired when any of the provided PlayerStatsEvent.player's statistics is required queried using AbstractPlayerEntity.getRange(), AbstractPlayerEntity.getMoveSpeed() and similar methods.
 
 
 
 
 
 
This event gets fired when an LivingEntity tries to regenerate health.
This class houses all of the game's default IRegistry objects.
This event is fired when a simple calculation in the server results in the AbstractPlayerEntity in question having moved farther than they should be able to.
 
A resource name that defines the name of a resource and the domain that it is created from.
 
 
 
The main API class.
 
This is fired when the moues wheel is scrolled either horizontally or vertically.
 
This event is fired when a Biome is set into the world using IChunk.setBiomeInner(int, int, Biome) or any of the helper methods like IChunkOrWorld.setBiome(int, int, Biome).
This event is fired when an TileState is set into the world using IChunk.setStateInner(TileLayer, int, int, TileState), meaning it will also be called on any of the other helper methods like IChunkOrWorld.setState(TileLayer, int, int, TileState).
 
 
 
 
 
 
 
 
A list of static TileProp objects that are used for certain tiles from the game.
An enum of log types that are used for the StaticTileProps.LOG_VARIANT property.
 
 
 
 
 
 
 
 
 
 
Texture banks as defined by GL13.GL_TEXTURE0 through GL13.GL_TEXTURE31.
 
This event is fired whenever a Tile is broken in the world.
 
This event is fired every tick when a TileEntity updates.
This event is fired when an Tile is being interacted with, right before its Tile.onInteractWith(IWorld, int, int, TileLayer, double, double, AbstractPlayerEntity) method is called.
 
 
 
 
 
 
 
Used for two-high plants
 
 
 
 
 
This event is fired whenever a tooltip is rendered using IRenderer.describeItem(IGameInstance, IAssetManager, ItemInstance, boolean).
 
This class provides a large variety of helpful utility methods and variables that can be useful in a multitude of circumstances.
 
 
This event is fired when an IWorld is created for the first time.
This event is fired when an IWorldGenerator is generating using IWorldGenerator.generate(IWorld, IChunk).
 
 
This event is fired when an IWorld is loaded.
This event is fired when a MovableWorldObject collides with a set of BoundingBox objects in the world.
This event is fired every frame when an IWorld is rendered.
This event is fired when an IWorld is saved using the specified IDataManager.
This event is fired from the specified IWorld every tick.
This event is fired when an IWorld is unloaded.