All Classes and Interfaces
Class
Description
An axis aligned bounding box.
Used to indicate the absolute position of a property when sorted.
An abstract implementation of
DataBuilder that pre-defines all of
the necessary "content update" implementation required for content
versioning.An abstract event that can be extended for any and all custom events as
necessary.
An abstract implementation of a
Goal that a GoalExecutor can run.An abstract base class for implementations of
DamageEntityEvent.Represents a
Projectile that can accelerate.Represents an account, which stores amounts of various
currencies.Indicates whether the deletion of an
Account succeeded.Common
AccountDeletionResultTypes.An advancement.
Represents a criterion that should be acquired
to unlock a
Advancement.A base builder to create
AdvancementCriterions.A builder to create
AdvancementCriterions.A base event for
Advancement related events.Is called when a
Advancement is granted/unlocked.Is called when a
AdvancementCriterion is revoked.Represents the progress of a
Advancement.A template for an
Advancement.A builder to create
Advancements.Define root advancement only parameters.
Represents a
Advancement tree or tab menu.A base interface for all the
AdvancementTree events.Is called when the layout of a
AdvancementTree gets
updated, this is done after the vanilla game generates the
layout.Changes the frame around the
Advancement icon and
also the appearance in the notifications.Represents an
Entity which can fly.An event that affects multiple
Entity instances as a bulk action.Sets the parameter to the object after the specified class in the cause
chain.
Represents an
Entity that can ageAn Agent represents a
Living that has AI.Sets an array parameter to all causes of the array component type in the
cause chain.
Represents an Allay.
Represents an entity that can not be interacted with and only adds to
the ambiance of the environment.
A
AdvancementCriterion that represents an AND operation.Represents an angle in the range of 0 (inclusive) to 360 (exclusive) degrees.
Represents an animal, such as a
Cow.Called when a
Humanoid hand animation occurs.The level and material costs for an anvil usage.
Represents an aquatic creature that needs to stay in water to survive
A
DataHolder which has no attachment to any particular world allowing
it to be used as a blueprint to create multiple copies of its containing
data.Represents an AreaEffectCloud.
Exception thrown when a
Parameter cannot parse an argument.An
ArgumentReader allows for sequential reading of an input
String, by providing a "cursor" that advances when part
of the String is read.Represents a
ArgumentReader where the cursor position cannot be
changed.Represents a
ArgumentReader where the cursor may move.Represents something that can be equipped with armor, main hand and off hand items.
Represents a type of "armor", usually applicable to any
ItemTypes.DIAMOND_CHESTPLATE.Represents an Armor Stand.
An arrow generally "tipped" with one or more potion effects.
An abstract representation of an Arrow.
Represents a piece of art to be displayed by
Paintings.Represents a block surface.
An enumeration of vanilla
AttachmentSurfaces.Represents the base event for when an
Entity is being "attacked".Represents an instance of an
AttributeType that contains a value.Represents a modifier to a value in a
Attribute which is transformed
by an AttributeOperation.Represents a builder class to create
AttributeModifiers.Represents an operation which can be applied to transform the value of an
Attribute.An enumeration of
AttributeOperations.Represents an attribute type that can apply effects or modify traits related to an entity.
Audiences.Represents a three dimensional cartesian axis.
Represents the directional axis is either
positive, zero, or negative.
Represents an Axolotl.
Represents the type of leaves of a
BlockTypes.BAMBOO block.Represents a ban made on an object.
Represents a builder that creates bans.
Represents a ban made on an IP.
Represents a ban made on a
GameProfile.Called when a ban is made on an IP address.
Represents a Banner
BlockEntity.A representation on a single layer of a
Banner's pattern.A pattern shape which may be applied to a banner.
Represents a service with which to ban things, such as
GameProfiles or IP addresses.Represents the possible types of bans.
Occurs when a user is banned.
Represents the packet dispatcher of the
ServerSideConnectionEvent.Handshake phase.Represents a basic channel binding that sends and receives packets.
Represents a Bat.
Represents a Beacon.
Represents a Bee.
Sets the parameter to the object before the specified class in the cause
chain.
Represents the attachment-type of a
BlockTypes.BELL block.Represents a biome.
Attributes with which biomes are picked for during world generation.
Provides available Biomes for world generation.
Base Interface for configurations of
BiomeProvider.A template for
biomes.Like a
BlockVolume except in the case that
while the parent volume can potentially be a MutableVolume,
this volume returned will not be.Represents a Blaze.
Represents a Block that is a carrier of an Inventory
e.g.
A flag of sorts that determines whether a block change will perform various
interactions, such as notifying neighboring blocks, performing block physics
on placement, etc.
An enumeration of the possible
BlockChangeFlags.A BlockDisplay is an entity that displays a single block state in the world.
Represents a block entity.
Represents the data of a
BlockEntity which does not exist in the world
and may be used to create new BlockEntitys with the same data.A builder for
BlockEntityArchetypes.An
Inventory which is owned by a
BlockEntity.Describes a type of block entity.
Represents a
ProjectileSource that is a block.An immutable representation of a
BlockState and any extra data that
may be associated with it, including BlockEntity related data.Represents sounds for a block.
Represents a particular "state" that can exist at a
ServerLocation with
a particular BlockType and various Value.Immutables defining
the information for the "block".An
DataHolderBuilder.Immutable for a BlockState.A specialized
Transaction<BlockSnapshot> that covers
the required changes of one BlockSnapshot to another, with the added benefit
of a contextual understanding of what sort of operation is being
performed to change from one block to another.Describes a base type of block.
Like a
BlockVolume except in the case that
while the parent volume can potentially be a MutableVolume,
this volume returned will not be.Represents a Boat entity.
An enumeration of vanilla
BodyParts.Represents a type of
StateProperty that allows only Boolean of
which two possible values may exist: true and
false.Represents a boss monster that may cause a boss health bar to show
on client interfaces.
Represents an
Entity which can breed.Called when an
Animal has made it known it is ready to breed.Represents a Breeze.
Fires during the brewing process where
ItemStacks are brewed into different ItemStacks
based on an ingredient which is also an ItemStack within a BrewingStand.Fired when a fuel item is consumed to refill the fuel bar.
Fires when brewing finished.
Fires when brewing is interrupted.
Fired when the brewing process starts.
Fired every tick while brewing.
Represents a Brewing Stand.
A common interface for all builder pattern types.
Represents a Camel.
Represents an event that can be cancelled.
A Carrier is simply something that carries an
Inventory.Represents a
BlockEntity that is a carrier of
BlockEntityInventory.A carver used in world generation.
A template for
carvers.A type of
Carver.A carving step for
carversRepresents a Cat, meow.
Annotates a class to specify a set of special catalog
classes which act as the catalog for the annotated type.
Represents the type of cat a cat is.
A cause represents the reason or initiator of an event.
Provides an interface into the system managing the cause and contextual
information for events being thrown.
Represents a Cave Spider.
This is a variant of the
RandomObjectTable which uses a 0-1 chance
attached to every entry.Plain event for when one or many
BlockStates may be
changing within a ServerWorld.Called when there are multiple block changes due to a
BlockType having "ticked", in which the Cause will
have a BlockSnapshot, or, in the case that an Entity
has "ticked", in which the Cause will have an Entity,
or, in the case that a BlockEntity "ticked", the Cause
will have the BlockEntity.Called before running specific block logic at one or more
ServerLocation's such as BlockTypes.WATER.An event that is associated with a
DataHolder.Mutable that may have some
Values changed, offered, or removed.Called when an entity changes an equipped item.
Called when the players equipment is broken or otherwise replaced by an empty item-stack.
An interaction resulting in dropping an item.
An interaction dropping an entire stack.
An interaction dropping a single item.
Fires after an
Item has been picked up.Fires before an
Item is picked up.Fired when a
Player swaps it's hands.Called when a
Weather change occursFired when the world border changes for a
Player or a World.An event that is fired when a player's world border is changed.
Fired when a value on a world's
WorldBorder is changed.Represents a network channel bound to a
ChannelManager.A ChannelStream allows for plugins and the server to read and write Java
primitive data and some higher level data to
DataView if necessary.Represents a
Exception which can be thrown
when dealing with network channels.Represents a handler for exceptions of
Channels.Represents a
ChannelException which is thrown when an IO
error occurred while reading or writing payloads.A manager handling custom payloads via
Channels to and from
EngineConnections.An exception that's thrown when an attempt was made to send data to an
EngineConnection that doesn't support the channel.A type of chat
A template for
chat types.An enumeration of the vanilla chat visibility modes for a client.
Represents a visibility mode for a client's chat.
The configuration for
ConfigurableBiomeProvider generating a checkerboard style biome distribution.Represents a Chest.
Represents the attachment type of a
BlockTypes.CHEST
or BlockTypes.TRAPPED_CHEST, this is what combines two
chests into a double chests.An enumeration of vanilla
ChestAttachmentTypes.Represents a ChestBoat.
Represents a Chicken.
A chunk is a specific grid-aligned partition of a
WorldLike.Called when a
chunk is performing a block related operation.Called when a block data of
chunk is loaded.Called when a
chunk is performing a block related save.Called after the
chunk block data is saved.Called before the
chunk block data is saved.Called when a
chunk is performing a entity related operation.Called when an entity data of
chunk is loaded.Called when a
chunk is performing a entity related save.Called after the
chunk entity data is saved.Called before the
chunk entity data is saved.Called when a new
chunk was generated.Called when a
chunk is loaded.Called when a
chunk was unloaded.Called after the
chunk is unloaded.Called before the
chunk is unloaded.Represents an event that has knowledge about the
world that
is being operated upon.A chunk generator.
Configuration for
chunk generatorsA class for information about the chunk coordinate space, aka the layout.
Manages
chunks for a ServerWorld.A flag of sorts that determines whether a chunk regeneration will perform
various tasks such as creating a chunk, or preserving entities.
An enumeration of the possible
ChunkRegenerateFlags.Represents the state of a
Chunk that can exist
through various stages of the game, including but not limited to:
Chunk in the process of being generated
Chunk being deserialized from storage and being prepared for addition to a World
WorldChunks already existing and loaded in a World
A click interaction in an open container.
An interaction with a creative inventory.
A click in a creative inventory causing an item to drop.
A click in a creative inventory setting a slot.
A double-click with the primary mouse button
A completed drag Interaction.
A completed drag Interaction cloning the cursor stack on each slot.
A completed drag Interaction distributing the cursor stack evenly among the slots.
A completed drag Interaction distributing a single item from the cursor stack on each slot.
An interaction resulting in dropping an item.
An interaction dropping an entire stack.
A click outside of the inventory resulting in dropping the item on cursor.
A click with the primary mouse button dropping the entire stack on the cursor.
A click with the secondary mouse button dropping a single item from the cursor.
An interaction dropping a single item.
A click with the middle mouse button.
A number press swapping the hotbar slot with the slot the mouse hovers over.
A click with the primary mouse button.
Fires when the client requests a recipe to be crafted.
Fires when the client requests a recipe to be crafted as much as possible.
Fires when the Client requests a recipe to be crafted once.
A click with the secondary mouse button.
Fies when the client requests to select a trade from a
MerchantA click with the
shift modifier activeA click with the primary mouse button and the
shift modifier activeA click with the secondary mouse button and the
shift modifier activeClick types in
ContainersAn enumeration of the click types in
Containers.Represents a typical Minecraft Client.
Indications to the client as to how to display the associated
ValueParser when completed by the client.Supported
ClientCompletionTypes.Represents the state of the connection
from the client to the server on the client side.
Represents the authenticated state of the connection
from the client to the server on the client side.
Represents the configuration state of the connection
from the client to the server on the client side.
Represents the game state of the connection
from the client to the server on the client side.
Represents the intent state of the connection
from the client to the server on the client side.
Represents the login state of the connection
from the client to the server on the client side.
Called when a client pings the server from the server list.
Represents a mutable response to a status request.
Represents the information about the players on the server, sent
after the
ClientPingServerEvent.Represents the information about the version of the server, sent
after the
ClientPingServerEvent.Represents a connection from the client to the
server on the client side.
Represents a
Client view of a remote or local world.A
Collection based Value type.Represents a
Value.Mutable that is backed by a Collection of
elements.Fired when an
Entity collides with a BlockSnapshot.Fires when an
Entity falls on a block.Fired when an
Entity impacts another BlockSnapshot.Fires when an
Entity is inside a block.Fires when an
Entity moves into a block and collides with it.Fires when an
Entity steps on a block.Fired when an
Entity or BlockSnapshot collide with each other.Fired after an
Entity or BlockSnapshot impact with each
other.Represents a collision rule.
An enumeration of vanilla
CollisionRules.The Command interface is the low-level interface that all commands in the
Sponge ecosystem inherit.
A high level
Command.Builder for creating a
Command.Parameterized.A
Command that has distinct steps for parsing arguments and
executing a command based on those arguments.A raw command that also contains a
CommandTreeNode to provide
hints to the client for command completion.Represents a Command Block.
Represents a
Minecart with a CommandBlock inside it.The
CommandCause represents the Cause of a command, and
also contains utility methods to obtain key information about said cause.Creates instances of the
CommandCause.A potential completion of a command argument.
A factory for constructing
CommandCompletionsUsed with
CommandTreeNodeTypes, completion providers alter the
standard completion behaviour of a CommandTreeNode, usually without
requiring a request to the server.The
completion providers available to raw
command providers.The
CommandContext contains the parsed arguments for a command, and
any other information that might be important when executing a command.A builder for creating this context.
A transaction on a context builder.
Thrown when an executed command raises an error or when execution of
the command failed.
Interface containing the method directing how a certain command will
be executed.
Indicates that a command could not be registered.
Registers and dispatches commands.
A mutable view of the command manager, allowing additional commands
to be registered.
Provides information about a mapping between a command and its aliases.
This exception is thrown when a sender tries to execute a command that does
not exist.
This exception is thrown when a subject does not have permission to execute
a command.
CommandRegistrars are the entry point for plugins wishing to provide
their own command framework.A type of
CommandRegistrar.Represents the result of a command in Sponge.
Builds
CommandResults.Builds a tree of command parameters for sending to clients.
A
CommandTreeNode that controls whether multiple entries
can be parsed.A
CommandTreeNode that can be used as a child.A
CommandTreeNode with no known properties to set.A
CommandTreeNode that augments entity based parameters.Factory to create a root node.
A
CommandTreeNode that allows for a min-max range to be set.A
CommandTreeNode that acts as the root of a command.A
CommandTreeNode that allows for the setting of how a string
based parser will behave.Represents the client-side behavior of a
CommandTreeNode, for use
with command registrars that require such nodes
to specify client side behaviour (for example,
raw commands).The known
types available on the vanilla client.Commonly used
parameters that can be reused in
multiple commands.Represents a Redstone Comparator.
An enumeration of vanilla
ComparatorModes.Represents a complex living entity that requires multiple bounding
boxes, example:
EnderDragon.Represents a part of a
ComplexLiving.A subclass of Exception that contains a rich message that is an instance of
Component rather than a String.Provides an convenient injection for
ConfigRoot.directory().Provides configuration for plugins.
A configuration root is a representation of where configuration
data can be stored, which is ultimately mapped to a directory on disk.
A configurable
BiomeProvider.A configurable
ChunkGenerator.Base event during the construction of an
Entity.Called after the construction of an
Entity.Called before the construction of an
Entity.A Container is effectively a ViewModel for a particular set of
Inventory objects used to allow players to interact
with the Inventories, usually via a GUI (the View).ContainerTypes are used when building a custom
ViewableInventory.An enumeration of all possible
ContainerTypes in vanilla minecraft.Encapsulates a single attribute about the state or circumstances of a
Contextual.Calculates the
Contexts applicable for a Contextual.A service that provides shared context calculation functionality for any
services that may wish to use contexts.
A common interface for objects that have a relevant context.
A common interface for objects that have an identifier and can have a set of
active
Contexts determined.Sets the parameter to the object with the specified name.
Events for cooking items in a
FurnaceBlockEntity
or Campfire.Fires whenever fuel is consumed to refill the current burn time.
Fires when the cooking is interrupted causing the current cooking time to reset to 0.
The first tick of an item cooking.
The cooking timer ticking up or down.
A general interface for cooking-type/furnace recipes.
Builds a simple furnace recipe.
The result of fulfilling a
CookingRecipe.An event which handles items in a
player's CooldownTracker
being given a cooldown or going off cooldown.Provides access to the item cooldowns of a
Player.Represents a
DataHolder that can be copied.Represents a
ValueContainer that can be copied.Represents a Cow.
Represents a Crafter.
A CraftingGridInventory represents the inventory of something that can craft
items.
A CraftingInventory represents the inventory of something that can craft
items.
A crafting output slot.
A CraftingRecipe represents some craftable recipe in the game.
This event is fired after the item is taken out of the output slot.
This event is fired before the item is taken out of the
output slot but after completing the recipe in the grid.
Called when a new map is registered.
Represents a Creeper.
Criteria names which trigger an objective to be modified by actions in-game.
Represents a set of behaviours for an objective, which may cause it to be
automatically updated.
A base event for
AdvancementCriterion related events.Is called when a
AdvancementCriterion is granted/unlocked.Is called when a
AdvancementCriterion is revoked.A base event for
ScoreAdvancementCriterion related events.Is called when the score of a
ScoreAdvancementCriterion
changes.Is called when the score of a
ScoreAdvancementCriterion
changes and results into granting the criterion.Is called when the score of a
ScoreAdvancementCriterion
changes and results into revoking the criterion.Is called when a
FilteredTrigger is
being processed for a specific Criterion.Represents the progress of a
AdvancementCriterion.Represents a form of currency.
Represents a type of
Enum or pseudo enum,
that can be "cycled" for the "next" value.Represents the base event for when an
Entity is being "attacked".Represents a modifier that will apply a function on a damage value to deal
towards an entity such that the raw damage is the input of a
DoubleUnaryOperator such that the output will be the final damage
applied to the Entity.A builder that creates
DamageModifiers, for use in both plugin and
implementation requirements.A type of
DamageModifier that can apply a "grouping" so to speak
for the damage modifier.A static collection of various
DamageSources that remain static, or
otherwise "ambiguous" with regards to the actual source.A
DamageType is a type of "grouping" for DamageSources since a DamageSource instance can be inherently different from
another DamageSource by virtue of the Object backing the source.A template for
damage types.Represents a builder that can take a
DataContainer and create a
new instance of a DataSerializable.Represents a data structure that contains data.
Represents a parser for a particular file format allowing reading and writing
a DataContainer to/from a stream of the specific format.
A pseudo-enum of supported
DataFormats.A data holder object allows the access of additional data on the object
that is not simply expressed by its basic type.
Represents a
DataHolder that is immutable and can be transformed
into other immutable data holders.Represents a data holder that allows its data to be modified.
A manager of the overall Data API.
Represents a changelist of data that can be applied to a
DataHolder.Mutable.Represents an immutable
DataManipulator.A factory for generating
DataManipulator.Immutables.Represents a changelist of data that can be applied to a
DataHolder.A factory to create new
DataManipulator.Mutable manipulators.A data pack entry.
Sponge provided default data packs for plugins.
Represents a query that can be done on views.
An optional registration of
keys to associate a semi-persistent
state of their associated values that can be stored, retrieved,
persisted, and/or associated with DataHolders.A standard builder for constructing new
DataRegistrations.Represents an object that can be represented by a
DataContainer.Represents a transaction taking place where a
DataHolder.Mutable is
accepting Values.A type of builder for building
DataTransactionResults.The type of transaction result.
A compatibility object to translate and translate any type of
Object that is not a DataSerializable.Represents an object of data represented by a map.
The safety mode of the container.
Represents a DaylightDetector.
Provides a convenient injection for
ConfigRoot.config() or
ConfigRoot.configPath().A Utility marker that assists in getting a
ResourceKey for values that generally can be
within a defaulted registry.Event called when a primed
FusedExplosive is defused.Event called after a primed
FusedExplosive has been defused.Event called immediately before a primed
FusedExplosive is
defused.Represents a
FileVisitor which will recursively delete a directory
with all its contents.A template for
density functionsA derivative of
DestructEntityEvent where the removal of the
Living, the DestructEntityEvent.entity(),
is due to it losing its health.Event called immediately before an
Explosive explodes.Represents a possible difficulty setting.
Represent the 16 main and secondary cardinal directions plus up and down.
The compass division supported by this direction implementation.
Represents a transform.
Represents a transform.
Used to set the
EventContextKeys.DISMOUNT_TYPE in dismount events.Represents a Dispenser.
A builder to create
DisplayInfos.Represents an area to display an objective.
Used to support
DisplaySlot.Factory.findByTeamColor(NamedTextColor)Represents a Dolphin
Represents a Donkey.
In particular, you should not:
Represents a side of a hinge.
An enumeration of vanilla
DoorHinges.An
EnderDragon phase.An
EnderDragon phase manager.An
DragonPhase type.An enumeration of
DragonPhaseTypes.Called whenever an
Item is dropped from another source.Represents a Dropper.
Represents a color of dye that can be used by various items and blocks.
Represents a service for managing a server economy.
Fired when the
EconomyService has processed a transaction.Represents a thrown egg.
An EmptyInventory is an Inventory with exactly zero slots, no children and
a guarantee that all queries will only every return an EmptyInventory.
Represents an entry in a table which has no associated object.
Triggers when the enchantments for an item are calculated.
Triggers when the enchantment costs for an item are calculated.
This event is triggered when an item is enchanted at an enchanting table.
Represents an
EnchantmentType on an ItemStack that is paired
with a level.Represents a builder interface which can be used
to create a
Enchantment.Represents a builder interface which can be used
to create a
Enchantment.Represents an
Enchantment table.Represents a modifier on an item that has various effects.
Represents an end crystal.
Represents an Ender Chest.
Represents an Ender Dragon.
Represents a part of an
EnderDragon.Represents an Enderman.
Represents an Endermite.
Represents an Ender Pearl.
Represents an End Gateway.
Represents an End Portal.
BiomeProvider with defined biomes for a world of type WorldTypes.THE_END.Represents a connection on the server or client engine.
Represents the side of an engine connection.
Represents the current state of the connection
on the server or client engine.
Represents the authenticated state of the connection
on the server or client engine.
Represents the connection state of the connection
on the server or client engine.
Represents the game state of the connection
on the server or client engine.
Represents the intent state of the connection
on the server or client engine.
Represents the login state of the connection
on the server or client engine.
An enumeration of all the possible engine connection states.
An entity is a Minecraft entity.
A builder for
EntityArchetypes.A
Volume that may contain several EntityArchetypes
such that they can be read, modified, and spawned into a EntityVolume.Mutable
via EntityVolume.Modifiable.spawnEntity(Entity).A category of entities that conveys a variety of meanings to
consider a group of entities that may differ in
EntityType
are the "same category" grouping.An entity chunk is a portion of a
WorldChunk.The result of an intersection between a ray and an entity.
Represents a snapshot of an
Entity and all of it's related data in
the form of DataManipulator.Immutables and Value.Immutables.An
DataHolderBuilder.Immutable for building EntitySnapshots.Describes a type of entity.
Represents a type of
StateProperty that accepts an unknown Enum
set of values.Represents the holder of a
EquipmentInventory.Represents a grouping of
equipment.Equipment inventory for
Equipables that can carry equipment.An inventory slot which can only contain equipment.
Represents a equipment type.
An event called within Sponge.
Provides context for an event outside of the direct chain of causes present
in the event's
Cause.A key for values in the
EventContext.Standard keys for use within
EventContexts.Represents a listener accepting
Events of a specified type.Represents the composition of a
listener and the attributes that define it
to the system.Manages the registration of event listeners and the dispatching of events.
Represents an Evoker.
Filters out all specified event types.
Events that fire when commands are executed.
Fired after the command is executed.
Fired before the command is executed.
Represents a thrown experience bottle.
Represents an experience orb.
Marks an experimental feature.
Called when an
Entity is expiring from the world.Represents an explosion in a
World.A builder for
Explosion.An event that is fired as the explosion is going to start affecting
multiple blocks and entities.
An event that is fired before the explosion occurs.
Represents an explosive entity that explodes.
Represents an explosive fireball, such as
profectiles launched by ghasts.Represents an Eye of Ender.
Marks the annotated method as a factory method.
Represents a falling block.
Represents an icon for the server sent in the
StatusResponse.Features include smaller objects placed in the world like trees, flowers, ore etc.
A template for
featuresRepresents something that will filter the context
of the
Trigger to determine whether a criterion
will be granted.A builder to create
FilteredTriggers.Represents the configuration of a
FilteredTrigger, this interface
can be implemented by developers to create configurations for their
custom Triggers.The default
FilteredTriggerConfiguration type for all
the constructed Triggers.An inventory slot which can only accept certain types of item.
Represents a firework explosion.
Represents a Firework.
Represents a possible shape for a firework explosion.
Sets the parameter to the first object in the cause chain of the
parameter type.
Represents a fishing bobber.
An event when a "fishing" action is performed.
Fired when an
Entity is hooked.An event where the
FishingBobber is cast.A specific
FishingEvent where the FishingBobber is retracted
or "reeled in".A
BiomeProvider with a single fixed biome.A transactional packet binding which is bound to a fixed response type.
Represents a flag on a
CommandA builder for creating
Flags.ChunkGeneratorConfig used by the vanilla flat worlds.Represents a stack of a particular
FluidType and
volume measured in "milliBuckets" where 1000mB is equal to
1 ItemTypes.BUCKET.Represents a particular "state" that can exist at a
ServerLocation with
a particular BlockType and various Value.Immutables defining
the information for the "block".An
DataHolderBuilder.Immutable for a FluidState.ForwardingViewer represents some group of
ViewersRepresents a Fox.
Represents a type of fox a fox is.
Represents a Frog.
A slot which consumes fuel of some kind for smelting or other purposes.
Represents the types of furnaces in Vanilla minecraft.
Represents an explosive that detonates after its fuse has expired.
The core accessor of the API.
Represents a game mode that a
Player may have.A list of the game modes that Minecraft provides in vanilla.
Represents a profile of a user.
A factory for
GameProfiles.Represents a cache of profile data.
Manages
GameProfile creation and data population.A provider which can be used to lookup
GameProfiles.Represents a game rule.
Represents something that can hold
GameRules.Explicitly enables generation of an event factory method for an event class.
A region of
GenerationChunks that are being generated for a
ServerWorld.All
Events that require a generic type should implement this
interface.Annotates a parameter in an event listener whose value should be fetched from
a getter on the event type with the specified name.
A parameter source annotation that gets a value for a certain data key.
Represents a Ghast.
Represents a Giant.
Represents a Glow Item Frame.
Represents a Glow Squid.
Represents an action performed by
Agents.A utility to assist in building
Goals.Represents a set of goals that will be updated together by an
Agent.Represents a Goat.
Represents a Golem type mob.
A modifier for grass color in a
BiomeAn GridInventory is an
Inventory
which is ordered into a coherent grid format, meaning that its slots can be
referred to by X-Y coordinates as well as single indices.Represents a Guardian.
A packet binding that allows the registration of
PacketHandlers.Represents the hand preference of a
Living entity.An enumeration of vanilla
HandPreferences.Represents the type of hand used for interaction.
An enumeration of vanilla
HandTypes.Represents a hanging entity, such as a
Painting.Called when an
Entity has been killed and is being "harvested" (drops/etc).Filters a parameter in an event
@Listener method to only
one that has a value for certain data.Represents a Hoglin.
Represents a Hopper.
Represents a
MinecartLike with a Hopper in it.Represents a Horse.
Represents the color of a
Horse.An abstract representation of a Horse.
Represents the style of a
Horse.A human's hotbar.
An identifiable object has a UUID that can be retrieved.
An event that occurs when an entity becomes ignited.
Represents an abstract projectile that may ignite, such as
SmallFireball.Represents an Illusioner.
Used to indicate the base class that a generated event class extends from.
Filters out all event types which are not in the specified array of event
classes.
A class containing a main method which throws an Exception to cleanly
indicate to the user than running the jar file was a bad idea.
An Ingredient for a crafting recipe.
Builder for
Ingredients.An input slot used to supply items to a crafting, smelting, enchanting or
other automated process.
Represents a type of instrument.
Represents a type of
StateProperty that accepts Integer based
values, usually with a predefined range.Base event for all interactions involving a
BlockSnapshot at a
ServerLocation.An event where the targeted block is being interacted with the client's
"primary" button.
Called when a player finishes digging a block.
Called when a player starts digging a block.
Called when a player cancels digging a block.
An event where the targeted block is being interacted with the client's
"secondary" button.
An interaction with a open
Container.The target container was closed.
The target container was opened.
Base event for all interactions targeting an
Entity.An event where the targeted entity is being interacted with the client's
"primary" button.
An event where the targeted entity is being interacted with the client's
"secondary" button.
An entity is interacted with at an
interactionpoint.An entity is interacted on.
Base event for all interactions.
Base event for all interactions with an
ItemStack in hand.Called when a player swings its hand in the air.
Called when a player interacts with an item in hand.
An exception that occurs when a
DataBuilder or
DataFormat is unable to handle an operation, which can include:
DataBuilder.build(DataView), DataFormat.readFrom(InputStream),
etc.An exception that occurs when a
DataFormat is unable to translate
from a particular input.Base interface for queryable inventories.
A builder for free-form Inventories.
The building step.
The end Step.
Base interface for inventories with slots obtainable via SlotPos queries.
Marker Interface for callback handlers in
InventoryMenusRepresents a column within a
GridInventory.Helper for Menus based on Inventories.
Represents a row within a
GridInventory.An interface for data returned by inventory operations which encapsulates the
result of an attempted operation.
The InventoryTransactionResult for a single
Inventory.poll() operation.The type of InventoryTransactionResult.
Thrown when invocation of a command fails, wrapping the exception that
is thrown.
Called when entering a portal.
Called after a
PortalLogic calculated and found or generated the portal exit.Called before calculating and finding or generating the portal exit.
Represents an Iron Golem.
Filters out events which do not match the specified cancellation state
(represented by a
Tristate).Represents an Item.
A ItemDisplay is an entity that displays a single item in the world.
Represents an Item Frame.
The rarity of an item.
Represents mutable
ItemStackLike.A factory for generating
BiConsumers to apply to an
ItemStack.Builder, usually through an ItemStackGenerator.A utility class for getting all available
Comparators for ItemStacks.A simple generator that takes a
RandomGenerator and generates
an ItemStack.A builder to add various
BiConsumers that will be applied in order
to an ItemStackGenerator.Represents a stack of a specific
ItemType.Represents a snapshot of an
ItemStack as an
DataHolder.Immutable to represent all of the data associated with
the ItemStack of which the snapshot was created from.A type of item.
Represents the front and top orientation of
BlockTypes.JIGSAW blocks.A pool to generate
structures using jigsaw blocks.An element in a jigsaw pool.
The projection for
elements in a JigsawPool.A template for
jigsaw poolsRepresents a jukebox, also known as a music disc player.
Represents a key to an underlying
Value such that the underlying
value can be retrieved from a ValueContainer.An enumeration of known
Keys used throughout the API.Represents a matcher for
Key values.A builder to create
KeyValueMatchers.Represents a operator to match the
values of a key query.
Fired when a
player is kicked.Sets the parameter to the last object in the cause chain of the parameter
type.
The configuration of a layer in a
FlatGeneratorConfigRepresents an
Entity which can be leashed.An event that is called when an entity becomes leashed.
Represents a tied end of a leash on a block, like a fence post.
Represents a Lectern.
An event called during the lifetime (start to stop) of a
Game.Represents a Lighting Bolt.
Base event for
EntityTypes.LIGHTNING_BOLTs.Fires after a lightning strike happened.
Fires before a lightning strike happens.
Fires when a lightning strike happens.
Used to annotate a method as an
EventListener.A type of
CollectionValue.Immutable that is backed by a List.A type of
CollectionValue.Mutable that is backed by a List.Represents an entity that is living, and therefor can be damaged.
Represents a Llama.
A specific projectile that
Llamas will use to attack other
entities.Called when the implementation signals that all the aspects of the
Game have completed loading.Event for when a
world is loaded.The list of locales available in Vanilla Minecraft.
Represents the client's player
Represents a
Server which is used in a SinglePlayer game instance.Represents anything with a location.
A type of
DataHolder.Immutable that may be linked to a particular
ServerLocation.A type of
ServerLocation based value store that can handle proxied data api
related queries for specific positions.Represents a pool of tables which are rolled sequentially when retrieving
entries.
Represents a Magma Cube.
A
MapCanvas represents the image that is drawn on a
ItemTypes.FILLED_MAP.A builder that creates a
MapCanvas.Builds a
MapColorRepresents a color that can be used when drawing on a
MapCanvas.A pseudo-enum of supported elements on a
MapCanvas.A builder that creates
MapDecorationRepresents an orientation that a
MapDecoration can be
pointing in on a MapInfo.A pseudo-enum of supported orientations of a
MapDecoration
The MapDecorationOrientations.NORTH orientation is the upwards orientation on a map.Represents a symbol that may be used on a
MapCanvas as part of a MapDecoration.Represents data that may be viewed on a
map.Represents a shade that can be combined with a
MapColorType
to form a MapColorRepresents a specialized type of
Value.Immutable that is different
from an CollectionValue.Immutable such that the "elements" are
Map.Entry.Represents a specialized type of
Value.Mutable that is different from
a CollectionValue.Mutable such that the "elements" are
Map.Entry.Represents a Marker.
Represents a Merchant which can offer trades to customers.
Represents an event whose message can be cancelled.
Describes events when a involving a
Component message.Provides information about whether a server has granted permission for
server metric data to be transmitted on a per plugin basis.
Represents a Minecart.
An abstract representation of a Minecart.
Represents an in-game time of day.
Creates
MinecraftDayTime objects.Represents a specific Minecraft version of a client or a server.
Represents a Monster Spawner.
A function associating a
DamageModifier with a DoubleUnaryOperator of the resultant
effect.Represents a hostile Creature, such as a
Skeleton.Represents a Mooshroom.
Represents a type of mooshroom a mooshroom is.
Called when an
Entity performs movement.Represents a Mule.
Represents Multiple Blocks that are the Carrier for an Inventory.
The configuration for
ConfigurableBiomeProvider generating a biome distribution based on noise.Represents the type of music disc that can be
played by a
Jukebox.An object that can be described by a
name.Represents a
BlockEntity which may have a display name.Represents a
CarrierBlockEntity which may have a display name.The list of the names of available locales in Vanilla Minecraft.
The natural spawn costs in a
Biome.Natural spawner configuration in a
Biome.Represents a
RandomObjectTable which is nested inside the entry of
another table.An immutable tree structure for determining node data.
Explicitly disables generation of an event factory method for an event class.
Noise used in world generation
Noise Parameters for world generation.
Noise generator config used in
configurable chunk generators.A template for noise generator configs used in
configurable chunk generators.Noise Router for world generation.
A template for
Noise.Represents a
Exception which is thrown when no response is received
when a RequestPacket is sent to a client or server.Represents a NotePitch which may be played by a
BlockTypes.NOTE_BLOCK.An enumeration of vanilla
NotePitches.An objective tracks an integer score for each entry it contains.
Represents a builder to create
Objective instances.Represents the mode in which to display scores for an
Objective.ObjectiveDisplayModes which cause scores for an
Objective to be be
displayed differently.Represents an Ocelot.
Represents an offline chunk and its data.
Represents an operation in a
ServerWorld
that is an effective contextual "comparison" of what type of transaction is, such as
Operations.PLACE, Operations.BREAK, and Operations.MODIFY,
but holds no bearing on the order of a transaction taking place.Represents an operator that can be specified in a command.
An operator that can operate on two numbers and return a number.
Utility for working with
Optional<Boolean>s.A
AdvancementCriterion that represents an OR operation.Order that
Listenerd methods may be registered at.Represents an orientation in relative for an ItemFrame as an example.
A slot which contains the output of an automated process such as smelting,
crafting, enchanting, etc.
Represents an
Entity which can be owned.The physical representation of game assets that may or may not be loaded in an
Engine.Represents the container that stores
resources for retrieval.A packet transmitted over the connection of a client and a server.
Represents a binding of a
Packet type
in a PacketChannel.Represents an advanced channel binding that sends and receives packets.
Represents a dispatcher of packets.
Represents a handler for a packet that was received over the network.
A registry for packets and their bindings.
Represents an
HorseLike which can have a chest.Builds a paginated output for an iterable of
Components.This service allows pagination of output to users.
Represents a Painting.
Represents a mapping for types to a local identifier.
Represents a Panda.
Represents the type of panda a panda is.
Defines how an element of a command argument string should be parsed.
Contains methods to create the generic builders.
Specifies a builder for creating a
Parameter that returns a
parameter that concatenates all parameters into a single
parameter to be executed one by one.A "builder" that allows for keys to be built.
A parameter that consists of multiple parameters
Specifies a builder for creating a
Parameter that returns a
parameter that concatenates all parameters into a single
parameter to be executed one by one.A
Parameter.Subcommand represents a literal argument where, if parsed, should
indicate to the command processor that the
CommandExecutor of the command
should change.Represents a
Parameter that attempts to parse an argument to
obtain a value of type T.Builds a
Parameter from constituent components.Called when a pardon is made on an IP address.
Occurs when a user is pardoned.
Represents a Parrot.
Represents the type of a
Parrot.The configuration for ambient particles in a
Biome.Represents a particle effect that can be send to the Minecraft client.
Represents a builder to create a
ParticleEffect.Represents a option that may be used on a
ParticleEffect.An enumeration of all possible
ParticleOptions in vanilla minecraft.Represents a particle that can be sent on a Minecraft client.
An exception for when a problem exists between keyboard and chair.
A description object for permissions.
A builder for permission descriptions.
Represents a provider of permissions data.
An inventory with some kind of backing storage, for example Block Entities.
Represents a pickup rule used by
ArrowLikes.An enumeration of vanilla
PickupRules.Represents a Pig.
Represents a Piglin.
Represents a Piglin Brute.
An abstract representation of a Piglin.
Represents a Pillager.
Represents a piston moving in the world.
Represents a "type" of piston.
An enumeration of vanilla known
PistonTypes.Represents a value to supply to
Viewer.playSound(Sound, Vector3d) to modulate the pitch
to a specified note.Placed Features are a combination of a
Feature with a list of placement modifiers.A template for
placed featuresA
ComponentLike that can be used in Component building methods
that represents a placeholder in text.A builder for
PlaceholderComponent objects.Contains the context that a
PlaceholderParser can use to determine
what to display.A builder for
PlaceholderComponent objects.Provides the logic of how to parse a placeholder token.
A builder that creates
PlaceholderParserContains Sponge provided
PlaceholderParsers.A modifier used in
placed featuresA type of
PlacementModifier.Represents a possible platform or implementation a
Game could be
running on.Represents a part of the
Platform.The type of the platform, or where the game is currently running.
A Player is the representation of an actual unit playing the game.
Fired when a
player changes one or more of the following settings.Fired when sending a chat message.
Fired when previewing a message by a player or
simulating chatFired when a message is sent by a player.
Represents an actual
Player's inventory with CarriedInventory
capabilities.An umbrella event that fires when in-game sounds, such as
records in jukeboxes or sounds when boss entities die.
Fired when a sound is played at a specific
EntityFired when a record is inserted into a Jukebox
Fired when a record starts playing.
Fired when a record stops playing.
Fired when a noteblock is triggered
The manager that manages
plugins.Represents a Polar Bear.
Represents a portal.
A type of portal, used to move
entities one place to another.An exception thrown when a position is outside of its expected bounds.
In some particle implementations, they can "follow" a source that moves over
several ticks such that a singular position is not enough information to follow.
Represents a thrown potion.
Represents an effect of a
PotionEffectType for a specified
PotionEffect.duration(), PotionEffect.amplifier(), PotionEffect.showsParticles()
and PotionEffect.showsIcon().Represents a builder interface to create a
PotionEffect.Represents a possible type of
PotionEffect.An inventory slot which can only contain potions.
Represents a type of potion with specific
PotionEffects.The type of precipitation in a
Biome.Represents a TNT that will explode.
Event called when a
FusedExplosive is primed for detonation.Event called after a
FusedExplosive has been primed for
detonation.Event called immediately before a
FusedExplosive is primed for
detonation.A very primitive rudimentary volume that can be used by the
Game
without impunity, but no guarantees on the provider type of what this
primitive volume is based on.A structure processor affecting blocks in a structure.
A list of
processors.A template for
ProcessorList.A type of
Processor.Represents a
Villager profession.Thrown by a profile lookup service if a profile does not exist.
Represents a property in a
GameProfile's profile property map.A factory for
ProfilePropertys.Represents the status that is achieved or is in
the process of being achieved.
Represents an abstract projectile.
Represents a valid source of a projectile.
Used to specify the settings used when generating code for a property.
An event that allows plugins to suggest their own implementation for a given
service.
Supplies a service that is scoped to the given
Engine.An inventory query.
Called when the server is queried through the Query protocol.
Represents a possible type of operation for an
inventory query.A type of query that requires no parameters.
A type of query that requires one parameter.
A type of query that requires two parameters.
Represents a Rabbit.
Represents a type of
Rabbit.An enumeration of vanilla
RailDirections.An abstract table holding weighted objects.
A source of randomness.
Represents a range.
Generates specific implementations of the
Range interface.An
Agent who has AI explicitly to attack other entities with Projectiles.An
Goal which uses the ranging aspect of the Ranger to attack
the target.Represents an
AttributeType with a ranged value.Represents a Ravager.
Represents a channel that sends and receives raw data.
Represents a raw login data channel.
Handles a raw handshake data request.
Represents a callback for the response of a request payload.
Represents a channel that sends and receives raw data.
Represents a listener for data being sent to a raw channel.
Builds a set of parameters to define a ray trace that traces from a source
position to a target position (or in a specified direction), subject to the
supplied constraints.
Creates relevant objects for ray tracing.
The result of a
RayTraceRepresents a connection by an RCON client.
An event that is associated with an
RconConnection.Called when a RCON client attempts to get authenticated
against the server.
Called when a RCON client is attempting to connect.
Called when a RCON client disconnects.
Manages Rcon-related settings.
A general interface for recipes.
A special inventory used as an input for a
Recipe.A recipe input with a crafting grid used for
CraftingRecipeA recipe input with a single
ItemStack e.g.A recipe input with the 3 input stacks for the template, base item and additional item.
Manages registered recipes.
A registration of a
Recipe by an API consumer.The result of fulfilling a
CraftingRecipe.Fired when something within a
Game triggers a refresh of
that game.Lifecycle event to indicate when network channels should be created and registered.
Lifecycle event to indicate when commands should be registered.
The
RegisterCommandEvent.Result of a command registration, allowing for the chaining
of other command registrations, or the retrival of the
CommandMapping generated from the registration that returned this
result.Lifecycle event for registering custom
data within the DataManager.Lifecycle event for applying modifications to
tags.A store of
registry entries with a well defined type.An entry within a
Registry.A holder of
registries.Similar to
ResourceKey but with a defined type and id of the parent registry.An enumeration of the different levels in which
Registry may
reside from least specific to specific.A marker annotation that helps the API consumer determine what
scope
the marked type should be found in.All
registries provided by this API.Represents the possible ways entity positions can be modified.
Represents a player on a client that is not the client's
player.Represents the request packet within a request/response packet pair.
Represents a packet handler for
RequestPackets.Represents a callback for the response of a request packet.
A type of rendering operation that can be performed on a component.
Types of rendering that can be applied to components.
A resource can represent any kind of loaded data.
An object representation of a location or pointer to resources.
A builder to create
ResourceKeys.A factory to generate
ResourceKeys.A
ValueParameter that can be identified with a key.Class containing common
parameters.The resource manager is in charge of loading
Resources.Called when a
connection notifies the Server of the
status of a resource pack change request.A factory to create
ResourcePaths.Represents a position for a player to respawn in in a particular world.
A helper class to build
RespawnLocations.Called when a
player is undergoing a respawn.A specialized
PacketHandler to handle response Packets.Represents the success or failure state of a
TransactionResult.An event that involves an
Entity riding another.Raised when an
Entity is being dismounted.Raised when an
Entity is being mounted.Sets the parameter to the root object in the cause chain, an additional check
is done to ensure that the root object is of the correct type and the filter
fails if this is not the case.
Called when an
Entity performs rotation of their body or, if
applicable, head without moving their position.Represents an
Entity which can be saddled.Base event for when a
World is saved.Fired after a world has been saved.
Fired before a world is saved.
Fired when a
scheduled block update
is being proposed to the engine.Represents a
RunnableScheduledFuture of a ScheduledTask.Represents a scheduled block update.
Represents the state of a
ScheduledUpdate.A tick based priority scheduled list targeting specific types of
objects that need to be ticked.
Represents a scheduler for running
tasks.Represents a
scheduled block update that
is being proposed to the engine.A special archetype volume designed to be persisted.
A builder for
Schematics.The template for a vanilla structure schematic.
A score entry for one or more
Objectives.Represents a
AdvancementCriterion that requires a
specific score (ScoreAdvancementCriterion.goal()) to be achieved.A builder to create
ScoreAdvancementCriterions.Represents a builder to create
Scoreboard instances.Represents the progress of a
ScoreAdvancementCriterion.A Score Number Format
Represents a value which may vary depending on a seed object.
A
SeededVariableAmount which wraps another VariableAmount
and defers all operations to the inner VariableAmount without the seed.Allows for the selection of
entities in a world based on given
criteria.Creates a
Selector based on the provided criteria.Defines an algorithm used when a selector sorts the selected entities, which
will have a significant effect when limits are imposed on the selector.
Sort algorithms for selectors
Represents a type of selector that Minecraft supplies.
All
SelectorTypes available in Minecraft.Represents a
DataHolder that can be serialized into a DataContainer.Represents a typical Minecraft Server.
Represents a connection state between a minecraft client and server.
Represents an authenicated state between a minecraft client and server.
Represents a configuration state between a minecraft client and server.
Represents a game state between a minecraft client and server.
Represents a intent state between a minecraft client and server.
Represents a login state between a minecraft client and server.
A position within a particular
ServerWorld.Represents a connection between a minecraft client and server.
Represents an event fired during the login and configuration phase.
Called asynchronously when the client attempts to authenticate against
the server.
Called when the configuration phase starts.
Called when a
connection disconnects from the game.Called after the client authenticates and attempts to switch to the
configuration phase.
Called asynchronously when the client attempts to connect to
the server.
Called when a
player leaves from the world.Called after the server finished its configuration with the client.
Represents an event that has knowledge about the
GameProfile that
is linked to the connection.Provides various Sponge services.
Provides services that are scoped to a
ServiceProvider.GameScoped instance.Provides serivces that are scoped to the
ServiceProvider.ServerScoped Engine
only.Provides information about the registration of a service.
Fires before the target of an
Agent is set.Represents a type of
CollectionValue.Immutable backed by a
Set.Represents a type of
CollectionValue.Mutable backed by a Set.A ShapedCraftingRecipe is a CraftingRecipe that has shape and fits into a grid.
The Builder for
ShapedCraftingRecipes.In this Step define one or more Ingredients.
In this Step define one or more Ingredients or continue by
setting the result.
In this Step set the group of the Recipe and/or build it.
In this Step set the result of the recipe.
In this Step add one or more rows of Ingredients.
In this Step add one or more rows of Ingredients or continue
by setting the result.
A ShapelessCraftingRecipe is a CraftingRecipe that does not have shape and
just has a list of ingredients.
The Builder for
ShapelessCraftingRecipes.In this Step set the group of the Recipe and/or build it.
In this Step set the result of the Recipe.
Represents a Sheep.
Represents a ShulkerBox.
A
ShulkerBullet is the projectile Shulkers shoot.A slot which belongs to a particular side of a "sided" inventory.
Represents a sign.
Represents a Silverfish.
Represents a Block that is a carrier of an Inventory
e.g.
Represents an
Entity which can sit.Represents a skeleton.
An abstract representation of a Skeleton.
Represents a part of a player's skin.
An enumeration of vanilla
SkinParts.Represents a head/skull from an entity.
Represents the portion of a slab block, for
example
BlockTypes.STONE_SLAB.An enumeration of vanilla
SlabPortions.Called when a
Living enters a bed to sleep in.Fires when the
Living tried to sleep but failed.Fires when the
Living wakes up.Fires before sleeping is attempted.
Fires every tick the
Living is sleeping.Represents a Slime.
A slot is an
Inventory with only a single stack.A collection of
KeyValueMatchers that
can be used to query for Slots.Represents a smaller fireball, such as
profectiles launched by blazes.A Smithing Recipe.
Builds a simple smithing recipe
Represents a Snowball.
Represents a Snow Golem.
The additional sound configuration.
The background music configuration.
The mood configuration.
Represents a sound that can be heard on clients.
Builds a SoundType, primarily for sending custom sounds to the client.
Raised when an
Entity is spawned.An event that is thrown prior to an
Entity being
potentially added to a World such that
any relational recording or transacting/association of the spawn to another
action, such as a block change
will be omitted.Represents an object which can spawn Entities.
Represents a
Minecart with a MobSpawner inside it.Represents a type of "spawning" for a
SpawnEntityEvent.Recipes with custom matching/result logic.
In this Step set the result of the Recipe.
An
ArrowLike which applies the PotionEffectTypes.GLOWING
effect on hit.Represents a Spider.
A static all access class granting static access to various systems
for the API.
Additional SpongeAPI-specific methods for working with
Components and related.Represents a Squid.
Represents a stair shape.
An enumeration of vanilla
StairShapes.Represents the standard inventory the player has when playing the game.
A
StateMatcher that will match various States
according to a pre-built list of StatePropertys and their
values, such that not all StatePropertys contained in a
State must be matched.A builder for
StateMatchers.Factories for generating builders.
Represents a possible state property in a
StateContainers State.Represents some statistic in minecraft.
Represents a
Statistic instance of a StatisticCategory.Typed.Represents a client requesting a
StatusResponse.Represents the response to a status request.
Represents the player count, slots and a list of players current playing
on a server.
A StoneCutter Recipe.
Builds a simple stonecutter recipe
This event is called at the end of a
Game instance, after the game's
state has shut down.Storage types that can be used for storing blocks and biomes.
Represents a Stray.
Represents a Strider.
Represents a
DataFormat that reads and writes data from/to a string.Represents a type that has a stable string representation, usually an enumerated
set of values, like most catalog types:
ArtType,
RabbitType, RailDirection, etc.A structure used in world generation.
Represents a StructureBlock.
Represents a mode that a
StructureBlock may be in.An enumeration of vanilla
StructureModes.Used to modify the placement of
structure sets.A weighted list of
structures.A template for
structure setsA template for
structuresA type of
StructureAn object which can hold permission data.
An object which manages subjects of a certain type (user, group, etc).
Container for a subject's data.
Fired after a given
Subject's SubjectData is updated.Enables an object to act as a proxy to a Subject, delegating all calls through
to the actual Subject.
Represents a reference to a given subject.
Filters a parameter in an event
@Listener method to only
one that supports certain data.SurfaceRules define how terrain surface is modified.
A condition for
surface rulesAn anchor point for a vertical position used in some
surface rule conditionsFired when sending a system message.
Represents the "super user" of the game.
An abstract entry which may be contained in any table.
Represents a
Player's tab list.Represents the information attached to an entry in a
TabList.Represents a builder class to create mutable
TabListEntrys.Represents a Tadpole.
A type that may be included in one or more
Tag collections.A template that creates a or modifies a
Tag.Called when an
Entity is tamed.Represents an entity which may tame other entities.
Represents a task that has been scheduled.
Represents a builder to create a
Task.A delegating
ExecutorService that schedules all its tasks on
Sponge's Scheduler.Represents a
Future of a ScheduledTask.A team on a scoreboard that has a common display theme and other
properties.
Represents a builder tp create
Team instances.Finds safe
ServerLocations for Entitys (typically ones that won't
hurt them).A
TeleportHelperFilter contains routines to determine whether a
location is a suitable candidate for teleporting to safely.The temperature modifier of a biome
Called when a
BlockState receives a tick.An event when a block is told to "randomly" tick.
An event when a block at a
ServerLocation is scheduled to tick.Represents a chunk loading ticket.
Represents a type of
chunk loading ticket that can be obtained
to ensure chunks remain loaded in a ServerWorld.Represents a game "tick".
Produces
Ticks objects.Represents a no response exception which was caused by a timeout.
Represents a
Minecart with a BlockTypes.TNT in it.A tool rule that applied via
Keys.TOOL_RULES to an ItemStack
determines what block types can be mined at what speed and whether they drop items.Represents a builder to generate immutable
TradeOffers.Represents a generator to create
TradeOffers with a bit of
randomization based on ItemStackGenerators for populating
ItemStacks and finally generating a TradeOffer.A simple builder to create a
TradeOfferGenerator.Represents a TraderLlama.
A packet binding that represents a request/response pair.
A packet dispatcher which supports transactional packets.
A registry for packets and their bindings.
Represents the result of a particular transaction, such as a deposit
or withdrawal.
Represents the type of a transaction.
Fired when an
Inventory transfers items into another.Fires after an
Inventory transferred an item into an other inventory.Fired before an
Inventory attempts to transfer any items.Specifies how data should be transferred into a subject.
Represents a
TransactionResult specific to a transaction
of type TransactionTypes.TRANSFER.Performs spacial transformations on position and direction
Vector3ds, for general use in block transformations.Creates
transformations.Used to indicate that the return type of a method should be transformed by
calling a method on it, indicated by the
TransformWith annotation.Used to indicate a method that will be called from the method with the
corresponding
TransformResult annotation.Represents a layout element in the
AdvancementTree.Represents a
Trial Spawner.Represents a source that can trigger a
AdvancementCriterion.A builder to create
Triggers.Represents a simple tristate.
Used for events that require a tri-state
TristateResult.Result.Represents the shape of a
TropicalFish.A tuple of objects.
Represents a Turtle
An event that is called when an entity becomes unleashed.
Base event for when a
World is unloaded.Creates a WeightedTable that is completely immutable, but still is able
to be changed via its proxy table.
An exception that may be thrown when an
Engine is unsupported.Fires whenever the left and right slots of an anvil are filled and a new result is computed.
An updater that will take a
type and update it
across different versions.Used to mark fields which should be used by the class generator.
Fired when an
ItemStack is used.Fired when an item is finished 'normally', e.g.
Called after
UseItemStackEvent.Finish, when the item in the entity's
hand is replaced.Called before an entity's used item state is reset.
Called before
UseItemStackEvent.Tick when a player starts using an
ItemType, typically when they hold right mouse.Called after
UseItemStackEvent.Tick when an ItemType has finished being
used.Called after
UseItemStackEvent.Start during each tick as an
ItemType is being used.A User is the data usually associated with a Player that is persisted
across server restarts.
Represents a
User's inventory with CarriedInventory
capabilities.The abstract base interface for all of the "Value API".
Represents an immutable representation of a
Value where any
modifications of the underlying value result in a new instance of an
Value.Immutable and/or the ValueContainer if the
ValueContainer too is immutable.Represents a type of
Value that is mutable.Defines the completions for a parameter.
A value holder is a holder of a particular set of
Values.A value parameter modifier is an alternative to attempting to create an
element that extends/wraps around a
ValueParameter, particularly
those that are provided by Sponge on behalf of Minecraft or other
underlying implementation.Defines how a parameter should be parsed.
Defines the usage string for the parameter.
Represents the state of an
Entity's vanish state.Represents a value which may vary randomly.
Represents a base amount with a random addition, the final amount will be
the base amount plus a random amount between zero (inclusive) and the
addition (exclusive).
Represents a base amount with a variance, the final amount will be the
base amount plus or minus a random amount between zero (inclusive) and
the variance (exclusive).
Represents a fixed amount, calls to
VariableAmount.Fixed.amount will always return
the same fixed value.Represents a variable amount which has a base and a chance of varying.
Builders and factory for parameters that require configuration.
A builder that creates a
ValueParameter that tries to match an
argument against a dynamic set of choices and returns an appropriate object
based on the supplied argument.A factory that creates
ValueParameters or their builders.A builder that creates
ValueParameters that requires a specific
sequence of arguments.A builder that creates a parameter that can parse a bounded
Number.A builder that creates a
ValueParameter that attempts to get a
specific registry entry by the supplied ID.A builder that creates a
ValueParameter that tries to match an
argument against a fixed set of choices and returns an appropriate object
based on the supplied argument.A builder that creates a parameter that serializes strings into
Component.An abstract representation of a Vehicle.
Interface for inventories which may be interacted with by Players.
A builder for inventories conforming to a ContainerType
The building step.
A custom
ViewableInventory created using the ViewableInventory.builder()A Viewer is something that sees effects.
Represents a Villager.
An abstract representation of a Villager.
Represents a Vindicator.
Like a
BlockVolume except in the case that
while the parent volume can potentially be a MutableVolume,
this volume returned will not be.Visibility names which cause nametags or death messages to be displayed
differently to players on a team.
Represents a group or groups players to display something to.
A volume is a bounded cuboid that is a view to some collection of objects
with position.
A collection of default implemented
VolumeApplicators for various
"traditional" use cases.A "final step" to a
VolumeStream's collection into a
VolumeCollector to where the desired T element is potentially
translated.A specialized
Stream<VolumeElement<Volume, T>>
that is lazily evaluated and backed/populated by the particular Volume.Represents the type of wall BlockStates
Represents a Wandering Trader.
Represents a Warden.
Represents a type of weather.
A universe affected by
Weather.Represents a particular type of
CollectionValue.Immutable that is
backed by a WeightedTable.Represents a particular type of
CollectionValue.Mutable that is backed by
a WeightedTable.An entry which contains an object.
An entry which contains an object with the added restriction that the object
be serializable.
A table of weighted entry, each entry is given a weight, the higher the
weight the more likely the chance that the entry is chosen.
Represents the service for managing a whitelist of
GameProfiles.Represents a WindCharge.
An enumeration of vanilla
WireAttachmentTypes.Represents a Witch.
Represents the Wither.
Represents a Wither skeleton.
Represents a Wither Skull.
Represents a Wolf.
A loaded Minecraft world.
A world border is a square boundary, extending through the entire y-axis.
A chunk is a specific grid-aligned partition of a
World.Represents settings that apply to the generation of a
world.Represents the properties of a
World which are persisted across runtime instances.A template for a
ServerWorld.A template for a
WorldType.Represents a Zoglin.
Represents a Zombie.
Represents a Zombie Pigman.