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).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 event is fired when a
GuiComponent renders using GuiComponent.render(IGameInstance, IAssetManager, IRenderer, int, int).This event is fired when a
GuiComponent renders its overlay using
GuiComponent.renderOverlay(IGameInstance, IAssetManager, IRenderer, int, int).This class houses a list of constant values that are used by the game to do
different things.
This event is fired when construction takes place in
IApiHandler.construct(AbstractPlayerEntity, IInventory, IInventory, PlayerCompendiumRecipe, TileEntity, int, List, float).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.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 access 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_TABLEThis 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.