All Classes and Interfaces

Class
Description
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Base unbaked model for custom models which support the standard top-level model parameters added by vanilla and NeoForge except elements but create the quads from something other than the vanilla elements spec.
 
 
 
 
 
 
 
 
 
 
Data map value for acceptable villager distances.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when objects are added to the registry.
This event allows mods to register client-side reload listeners to the resource manager.
 
 
Fired on PackRepository creation to allow mods to add new pack finders.
 
 
 
This event can be used to add static geometry to chunk sections.
A rendering callback that will be invoked during chunk meshing.
 
The main ResourceManager is recreated on each reload, just after ReloadableServerResources's creation.
Loot modifier that rolls one loot table (the "subtable" and adds the results to the loot being modified (the "target table").
 
 
 
 
Payload that can be sent from the server to the client to add an entity to the world, with custom data.
A custom payload that updates the full dataslot value instead of just the short value
A version of data map types that has two more features for compatibility and conflict handling: mergers and removers.
A custom payload that allows for opening screens with additional data.
 
 
 
 
 
Base class used for advancement-related events.
Fired when the player earns an advancement.
Fired when the player's progress on an advancement criterion is granted or revoked.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when AlterGroundDecorator.placeBlockAt(TreeDecorator.Context, BlockPos) attempts to alter a ground block when generating a feature.
An example of this would be large spruce trees converting grass blocks into podzol.
 
A composite loot pool entry container that expands all its children in order until one of them succeeds.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Holderset that represents an intersection of other holdersets.
 
 
 
 
 
 
 
 
 
This event is fired when an Animal is tamed.
 
 
 
 
 
 
 
 
Holds a single AnimationDefinition loaded from resource packs.
A function for transforming vectors into values that make sense to their keyframe's target.
A loader for entity animations written in JSON.
 
A parser for parsing JSON-based entity animation files.
 
Wrapper for a AnimationChannel.Target and a way to transform a simple keyframe vector into a vector that makes sense for the given target.
Manager for custom AnimationTargets and interpolation functions.
 
 
The AnvilCraftEvent is fired when the player picks up the result of an anvil operation, "crafting" it.
This event is fired after the player picks up the result of the anvil operation, and all post-processing has occurred.
This event is fired when the player picks up the result of the anvil operation, but before any post-processing occurs.
 
 
This event is fired when an anvil's left input is not empty, and any of the inputs (left, right, or name) are changed.
A record packing all the vanilla result data.
 
 
Holderset that represents all elements of a registry.
 
 
 
 
Calculated AO values for a full face.
Establishes the mapping between 3D world coordinates and AO faces.
 
 
LootItemFunction that modifies the stack's count based on an enchantment level on the tool using various formulas.
Applies a bonus based on a binomial distribution with n = enchantmentLevel + extraRounds and p = probability.
 
 
Applies a bonus count with a special formula used for fortune ore drops.
Adds a bonus count based on the enchantment level scaled by a constant multiplier.
LootItemFunction that reduces a stack's count based on the explosion radius.
 
 
 
 
Aquifers are responsible for non-sea level fluids found in terrain generation, but also managing that different aquifers don't intersect with each other in ways that would create undesirable fluid placement.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired on both sides when a LivingEntity's armor is dealt damage in doHurtEquipment.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
ArrowLooseEvent is fired when a player stops using a bow.
This event is fired whenever a player stops using a bow in BowItem.releaseUsing(ItemStack, Level, LivingEntity, int).

ArrowLooseEvent.bow contains the ItemBow ItemStack that was used in this event.
ArrowLooseEvent.charge contains the value for how much the player had charged before stopping the shot.

This event is ICancellableEvent.
If this event is canceled, the player does not stop using the bow.
For crossbows, the charge will always be 1; Set it to -1 in order to prevent firing the arrow.
 
ArrowNockEvent is fired when a player begins using a bow.
This event is fired whenever a player begins using a bow in BowItem.use(Level, Player, InteractionHand).

This event is ICancellableEvent.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Implementation class for objects that can hold data attachments.
Version of the AttachmentHolder that is suitable for storing in a field.
 
Represents a data attachment type: some data that can be added to any object implementing IAttachmentHolder.
 
 
AttackEntityEvent is fired when a player attacks an Entity.
This event is fired whenever a player attacks an Entity in Player.attack(Entity).

AttackEntityEvent.target contains the Entity that was damaged by the player.
 
 
 
Defines an entity attribute.
 
 
 
 
 
 
 
 
 
 
 
Contains all entity attributes defined and registered by the vanilla game.
 
 
 
 
Extended Item.TooltipContext used when generating attribute tooltips.
Utility code to support IAttributeExtension.
Stores a single base modifier (determined by IAttributeExtension.getBaseId()) and any other children non-base modifiers for the same attribute.
 
Automatic eventbus subscriber - reads EventBusSubscriber annotations and passes individual Methods to the correct event bus based on whether the event type inherits from IModBusEvent.
 
Manager for light values controlled by dynamic data in BlockEntitys.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
BabyEntitySpawnEvent is fired just before a baby entity is about to be spawned.
 
 
 
 
 
 
 
 
 
 
 
Fired when the registry is finished with all registration, or otherwise when it's frozen, in general, such as after snapshot injection.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Base class to reuse code common between most/all *Capability implementation.
 
 
 
 
 
 
 
 
Base implementation of a FlowingFluid for mods to use.
 
 
 
 
 
 
Extension class for RenderState objects (ie EntityRenderState).
 
 
A default, exposed implementation of ITrade.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Modifies terrain noise to be flatter near structures such as villages.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A number provider which generates a random number based on a binomial distribution.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
JSON-serializable biome modifier.
 
 
Stock biome modifier that adds carvers to biomes (from the configured_carver json registry).
Stock biome modifier that adds features to biomes.
Stock biome modifier at adds spawn costs to a biome.
Stock biome modifier that adds a mob spawn to a biome.
Stock biome modifier that removes carvers from biomes.
Stock biome modifier that removes features from biomes.
Stock biome modifier that removes mob spawn costs from a biome.
Stock biome modifier that removes mob spawns from a biome.
 
 
 
 
 
 
 
 
 
Extension of the vanilla builder but also provides read access and a copy-from-existing-data helper.
 
 
Data map value for biome villager types.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This class wraps three individual perlin noise octaves samplers.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A BlockCapability gives flexible access to objects of type T located in the world.
A cache for block capabilities, to be used to track capabilities at a specific position, with a specific context.
 
 
 
 
 
 
 
 
 
 
 
Fired when a block is broken and the drops have been determined, but before they have been added to the world.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Allows injecting new blocks into a block entity's BlockEntityType.validBlocks field in a safe manner.
 
 
 
Fired when a block is right-clicked by a tool to change its state.
This event is fired on the server when a player attempts to break a block, upon receipt of a block break packet.
Fired when a single block placement triggers the creation of multiple blocks(e.g. placing a bed block).
Called when a block is placed.
Fired when when farmland gets trampled This event is ICancellableEvent
Fired when a liquid places a block.
Fired when a physics update occurs on a block.
Fired when an attempt is made to spawn a nether portal from BaseFireBlock.onPlace(BlockState, Level, BlockPos, BlockState, boolean).
 
 
 
 
 
 
 
This event is fired whenever a block (like a sapling) grows into a feature (like a tree).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a captured snapshot of a block, including the level, position, state, BE data, and setBlock flags.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This item tag provider waits for block tags to be available and allows to declaratively copy block tags over to item tags using the BlockTagCopyingItemTagProvider.copy(TagKey, TagKey) method.
Ingredient that matches ItemStacks of Blocks from a TagKey<Block>, useful in cases like "minecraft:convertable_to_mud" where there isn't an accompanying item tag
 
 
 
 
 
 
 
 
 
Wrapper around any block, only accounts for fluid placement, otherwise the block acts a void.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is called when a player attempts to use bone meal on a block.
 
 
A LootItemCondition that provides a random chance based on the level of a certain enchantment on the tool.
 
 
 
 
 
 
 
A boolean attribute only has two states, on or off, represented by a value of 0 (false) or 1 (true).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A simple three-dimensional mutable integer bounding box.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Starting from 1.20.5 this is used to hold IBrewingRecipes inside of PotionBrewing.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the contents of a specific creative mode tab are being populated in CreativeModeTab.buildContents(CreativeModeTab.ItemDisplayParameters).
 
 
Stores IDs for built in loot tables, i.e. loot tables which are not based directly on a block or entity ID.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Utility class for dealing with BundlePackets.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired for hooking the maximum distance from the player to the camera in third-person view.
Fired in
invalid reference
MouseHandler#turnPlayer()
when retrieving the values of mouse sensitivity and cinematic camera, prior to running calculations on these values.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when the game checks if a sleeping entity may continue sleeping.
 
 
This LootItemCondition "neoforge:can_item_perform_ability" can be used to check if an item can perform a given ItemAbility.
Called from ServerPlayer.startSleepInBed(BlockPos) when a player attempts to sleep.
 
 
A carver responsible for creating ravines, or canyons.
Capabilities provided by NeoForge itself, for modders to directly reference.
 
 
 
 
Holder for capability listeners associated to a level.
 
Helper class to manage registering capabilities.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fluid content information for cauldrons.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A carver which creates Minecraft's most common cave types.
 
 
 
 
 
 
 
 
 
 
 
 
Represents an OpenAL audio channel.
The ChannelAccess class provides access to channels for playing audio data using a given library and executor.
Utilities for manipulation of Netty Channel attributes
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
ChunkDataEvent is fired when a chunk is about to be loaded from disk or saved to disk.
ChunkDataEvent.Load is fired when the chunk has been created from the provided SerializableChunkData and is about to be marked as loaded.
ChunkDataEvent.Save is fired after the chunk has been serialized to the provided SerializableChunkData which is about to be handed off to a background thread to be written to disk.
 
 
 
 
 
 
Base class for events involving chunks.
This event is fired after Minecraft loads a LevelChunk into the level, on both the client and server.
This event is fired when Minecraft unloads a Chunk from the level, just before the side-specific unload method is called.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired whenever a chunk has its ticket level changed via the server's ChunkMap.
 
 
 
 
 
 
 
This event is fired whenever a chunk has a watch-related action.
This event is fired whenever a chunk being watched by a ServerPlayer is transmitted to their client (see PlayerChunkSender.sendNextChunks(ServerPlayer)).
This event is fired whenever a ServerPlayer stops watching a chunk.
This event is fired whenever a ServerPlayer begins watching a chunk and the chunk is queued up for sending to the client (see ChunkMap.markChunkPendingToSend(ServerPlayer, LevelChunk)).
 
Channel handler that handles protocol decryption.
Channel handler that handles protocol encryption.
 
 
 
 
 
 
Transforms classes using the supplied launcher services
 
 
 
 
Fired when the registry is cleared.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Triggers a block event on the client.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the client is about to send a chat message to the server.
Fired when a chat message is received on the client.
Fired when a player chat message is received on the client.
Fired when a system chat message is received on the client.
 
 
overrides for CommandSourceStack so that the methods will run successfully client side
 
 
 
 
 
 
 
 
 
 
PacketListener for the client side of the PLAY protocol.
 
 
Class for various client-side-only hooks.
 
ClientInformationUpdatedEvent is fired when a player changes server-synced client options, specifically those in ClientInformation.
 
 
 
 
 
 
 
 
 
 
 
 
 
PacketListener for the client side of the LOGIN protocol.
 
 
 
 
Means to distribute serverbound packets
 
 
 
Fired when game pause state is about to change
Fired when pause is already changed
Fired when pause is going to change
 
 
Fired when the client player is notified of a change of GameType from the server.
Fired for different client connectivity events.
Fired when the client player respawns, creating a new player instance to replace the old player instance.
Fired when the client player logs in to the server.
Fired when the client player logs out.
 
 
 
 
 
Fires after the client has completed loading or reloading its resources successfully.
 
 
Emitted right before the client ticks for the first time.
PacketListener for the client side of the STATUS protocol.
Called after ClientStoppingEvent when the client has completely shut down.
Called when the client begins an orderly shutdown, before ClientStoppedEvent.
 
 
 
Base class of the two client tick events.
ClientTickEvent.Post is fired once per client tick, after the client performs work for the current tick.
ClientTickEvent.Pre is fired once per client tick, before the client performs work for the current tick.
 
Manager for ClientTooltipComponent factories.
A version of TooltipFlag that knows about Screen and can provide modifier key states.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge!
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Manager for custom ColorResolver instances, collected via RegisterColorHandlersEvent.ColorResolvers.
 
A representation of an integer valued interval, either bounded or unbounded.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
CommandEvent is fired after a command is parsed, but before it is executed.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Utility class for various command-related operations.
 
 
 
 
 
Class for various common (i.e. client and server-side) hooks.
 
 
 
 
 
 
 
 
Internal class for handling the steps of mod loading that are common for client, data and server runs.
 
 
Common Register, used to send play-phase channels during the configuration phase.
Common Register configuration task.
Common version payload.
Common Version configuration task.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Variant of EnergyStorage for use with data components.
Variant of ItemStackHandler for use with data components.
 
Represents a path of components in a user interface hierarchy.
The Leaf class represents a leaf component path in the hierarchy.
The Path class represents a non-leaf component path in the hierarchy.
 
 
 
 
 
 
 
 
 
 
 
Base interface for loot pool entry containers.
Implementation of ModelState which prepends an additional transform onto the incoming ModelState.
 
 
 
This builder creates a CompositeBlockModel.Unbaked.
Base class for loot pool entry containers that delegate to one or more children.
 
Composite holdersets have component holdersets and possibly owner holdersets (which have this holderset as a component).
 
 
 
 
 
 
 
 
A model composed of several named children.
 
Data map value for compostables.
 
 
 
 
 
Fluid ingredient that matches if any of the child ingredients match.
Ingredient that matches if any of the child ingredients match
 
 
Handles decompression of network traffic.
Handles compression of network traffic.
Fired after the field of vision (FOV) modifier for the player is calculated to allow developers to adjust it further.
A list that concatenates multiple other lists for efficient iteration.
 
 
 
 
 
 
 
 
Extension of RegistryOps that also encapsulates a ICondition.IContext.
 
 
Wrapper around a RecipeOutput that adds conditions to all received recipes.
 
 
A LootItemCondition that refers to another LootItemCondition by its ID.
Base interface for builders that can accept loot conditions.
 
 
 
 
 
 
 
 
A payload that contains a config file.
 
The configuration tracker manages various types of mod configurations.
 
 
 
A generic configuration UI.
A UI screen that presents a list-type configuration value and allows the user to edit it, including an unlimited undo system and reset to default.
A UI screen that presents a single section of configuration values and allows the user to edit them, including an unlimited undo system and reset to default.
 
A custom variant of OptionsInstance.Enum that doesn't show the key on the button, just the value
 
A filter callback to suppress certain elements from being shown in the configuration UI.
 
 
A class representing an undo/redo buffer.
 
 
 
 
 
Fired during GpuDevice creation to allow optional features to be enabled.
Fired when configuring the main render target during startup.
 
 
 
 
 
 
Describes the set of packets a connection understands at a given point.
Declares categories of connections based on the other side.
Utility class for storing and retrieving Connection objects from ChannelHandlerContext objects.
 
 
 
 
 
 
 
 
 
 
A NumberProvider that provides a constant value.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired for hooking into AbstractContainerScreen events.
Fired every time an AbstractContainerScreen renders.
Deprecated, for removal: This API element is subject to removal in a future version.
Fired after the container screen's foreground layer and elements are drawn, but before rendering the tooltips and the item stack being dragged by the player.
 
 
 
 
 
Reload listeners that descend from this class will have the reload context automatically populated when it is available.
 
 
 
 
 
 
 
A NbtProvider that provides either the block entity's NBT data or an entity's NBT data based on an LootContext.EntityTarget.
 
A ScoreboardNameProvider that provides the scoreboard name for an entity selected by a LootContext.EntityTarget.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
LootItemFunction that copies a set of block state properties to the "BlockStateTag" NBT tag of the ItemStack.
 
 
 
 
 
 
 
 
 
LootItemFunction that sets the stack's name by copying it from somewhere else, such as the killing player.
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Dummy exception used as the 'root' exception in mod loading crash reports, which has no stack trace.
 
 
 
 
 
 
 
 
 
 
 
 
Fired when a fluid checks if nearby blocks can convert it to a source block.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when a player attacks an entity in Player.attack(Entity).
 
 
 
 
 
 
Parent of the two crop growth events.
Fired when "growing age" blocks (for example cacti, chorus plants, or crops in vanilla) have successfully grown.
Fired when any "growing age" blocks (for example cacti, chorus plants, or crops in vanilla) attempt to advance to the next growth age state during a random tick.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Custom block model definition to allow completely taking over the loading of a blockstate file
Builder for CustomUnbakedBlockStateModels to allow using them with MultiVariantGenerator and MultiPartGenerator by plugging them into MultiVariant
 
 
 
 
 
 
 
 
 
FluidIngredient that wraps another fluid ingredient to override its SlotDisplay.
Ingredient that wraps another ingredient to override its SlotDisplay.
 
 
Fired when an overlay is about to be rendered to the screen to allow the user to modify it.
Fired before a boss health bar is rendered to the screen.
Fired before the chat messages overlay is rendered to the screen.
Fired before textual information is rendered to the debug screen.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Interface for modded BlockStateModel.Unbaked implementations.
 
 
 
 
An exception thrown for graphs with cycles as an argument for topological sort.
 
 
 
DamageContainer encapsulates aspects of the entity damage sequence so that relevant context related to damage dealt is accessible throughout the entire sequence.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fluid ingredient that matches the given set of fluids, additionally performing either a strict or partial test on the FluidStack's components.
 
 
Ingredient that matches the given items, performing either a strict or a partial NBT test.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A representation of a 16x16x16 cube of nibbles (half-bytes).
 
 
 
 
 
 
 
A provider for data map generation.
 
 
Event fired on the game event bus when the data maps of a registry have either been synced to the client or reloaded on the server.
 
A registry data map contains data-driven object that can be attached to a registry object.
A builder for data map types.
An interface used to merge two conflicting registry data map values attached to the same object.
An interface used to remove values from registry data maps.
A remover that completely removes the value.
An extension of the RegistriesDatapackGenerator which properly handles referencing existing dynamic registry objects within another dynamic registry object.
 
 
 
 
 
 
 
Fired when datapack registries can be registered.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Debugging helper class.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Available features for the default GlDevice
Theoretical GpuDevice properties for the default GlDevice
Default launch handler service - will launch minecraft
 
 
 
 
 
 
 
 
 
Special DeferredHolder for Blocks that implements ItemLike.
A Deferred Holder is a Holder that is constructed with only a ResourceKey.
Special DeferredHolder for Items that implements ItemLike.
 
 
A helper class to aid in registering objects to modded and vanilla registries and provide deferred suppliers to access those objects.
Specialized DeferredRegister for DataComponentTypes.
Specialized DeferredRegister for EntityTypes.
 
A subclass of SoundType that uses Supplier<SoundEvent>s.
Utility for running code on the main launch thread at the next available opportunity.
 
 
A BlockStateModel that delegates all calls to another BlockStateModel.
 
 
 
A DynamicOps that delegates all functionality to an internal delegate.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fluid ingredient that matches the difference of two provided fluid ingredients, i.e.
Ingredient that matches everything from the first ingredient that is not included in the second ingredient
 
DifficultyChangeEvent is fired when difficulty is changing.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Manager for DimensionSpecialEffects instances.
 
 
 
 
 
Protocol utilities for communicating over Dinnerbone's protocol.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fills or drains a fluid container item using a Dispenser.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The /neoforge dump registry command for printing out the contents of a registry to a file in the game directory's dumps/registry folder.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Convenience interface for block state models that wish to support the NeoForge-added context in BlockStateModelExtension.collectParts(BlockAndTintGetter, BlockPos, BlockState, RandomSource, List).
An extension to the netty ChannelHandler interface that allows for dynamic injection of handlers into the pipeline, based on whether they are needed on the current connection or not.
A dynamic fluid container model, capable of re-texturing itself at runtime to match the contained fluid.
 
 
 
 
A loot pool entry container that will generate the dynamic drops with a given name.
 
 
 
 
 
Interface for use by NeoForge to control the early loading screen.
 
 
 
 
 
 
 
 
 
 
Fires for each effect to allow modification or replacement of the particle options (you can set it to null to reset it to default).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Implementation of IEnergyStorage that cannot store, receive, or provide energy.
 
 
 
 
 
 
 
A loot pool entry that does not generate any items.
 
 
A completely empty model with no quads or texture dependencies.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Defines an immutable instance of an enchantment and its level.
 
Fired when the enchantment level is set for each of the three potential enchantments in the enchanting table.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
LootItemFunction that applies a random enchantment to the stack.
 
 
Applies a random enchantment to the stack.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired on the forge bus before an Enderman detects that a player is looking at them.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Reference implementation of IEnergyStorage.
 
Entrypoint and main class of our enhanced AO pipeline.
Cache these objects so that they don't need to be reallocated for every EnhancedAoRenderStorage.
RuntimeException that gives subclasses the simple opportunity to write extra data when printing the stack trace.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
EntityAttributeCreationEvent.
Use this event to register attributes for your own EntityTypes.
EntityAttributeModificationEvent.
Use this event to add attributes to existing entity types.
 
 
 
 
 
An EntityCapability gives flexible access to objects of type T from entities.
 
 
 
 
 
 
 
Handles encoding and decoding of data for SynchedEntityData.
 
Registry for EntityDataSerializer.
 
 
 
 
 
 
 
 
EntityEvent is fired when an event involving any Entity occurs.
If a method utilizes this Event as its parameter, the method will receive every child event of this class.

EntityEvent.entity contains the entity that caused this event to occur.

All children of this event are fired on the NeoForge.EVENT_BUS.
This event is fired on server and client after an Entity has entered a different section.
EntityConstructing is fired when an Entity is being created.
Fired whenever the entity's Pose changes for manipulating the resulting EntityDimensions.
 
 
 
 
 
 
A LootItemCondition that checks if an Entity selected by a LootContext.EntityTarget has a given set of scores.
 
 
 
 
 
 
 
 
 
Fired when
invalid reference
Entity#isInvulnerableTo(DamageSource)
is invoked and determines if downstream hurt logic should apply.
 
This event is fired whenever an Entity joins a Level.
This event is fired whenever an Entity leaves a Level.
 
 
 
EntityMobGriefingEvent is fired when mob griefing is about to occur and allows an event listener to specify whether it should or not.
This event is fired when ever the mob griefing game rule is checked.
 
 
This event gets fired whenever a entity mounts/dismounts another entity.
entityBeingMounted can be null, be sure to check for that.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired for on different events/actions relating to entity renderers.
Fired for registering entity renderer layers at the appropriate time, after the entity and player renderers maps have been created.
Fired for registering additional skull models.
Fired for registering layer definitions at the appropriate time.
Fired for registering entity and block entity renderers at the appropriate time.
 
 
 
 
 
 
 
 
Allows modders to register custom entity selectors by assigning an IEntitySelectorType to a String token.
 
 
 
 
 
 
 
 
 
 
Manager for entity spectator mode shaders.
 
 
EntityStruckByLightningEvent is fired when an Entity is about to be struck by lightening.
This event is fired whenever an EntityLightningBolt is updated to strike an Entity in LightningBolt.tick() via EventHooks.onEntityStruckByLightning(Entity, LightningBolt).

EntityStruckByLightningEvent.lightning contains the instance of EntityLightningBolt attempting to strike an entity.

This event is ICancellableEvent.
If this event is canceled, the Entity is not struck by the lightening.

This event does not have a result.
 
 
EntityTeleportEvent is fired when an event involving any teleportation of an Entity occurs.
If a method utilizes this Event as its parameter, the method will receive every child event of this class.

EntityTeleportEvent.getTarget() contains the target destination.
EntityTeleportEvent.getPrev() contains the entity's current position.

All children of this event are fired on the NeoForge.EVENT_BUS.
EntityTeleportEvent.EnderEntity is fired before an Enderman or Shulker randomly teleports.
EntityTeleportEvent.EnderPearl is fired before an Entity is teleported from an EnderPearlEntity.
EntityTeleportEvent.ChorusFruit is fired before a LivingEntity is teleported due to consuming Chorus Fruit.
EntityTeleportEvent.SpreadPlayersCommand is fired before a living entity is teleported from use of SpreadPlayersCommand.
EntityTeleportEvent.TeleportCommand is fired before a living entity is teleported from use of TeleportCommand.
 
Base class of the two entity tick events.
EntityTickEvent.Post is fired once per game tick, per entity, after the entity performs work for the current tick.
EntityTickEvent.Pre is fired once per game tick, per entity, before the entity performs work for the current tick.
 
 
 
EntityTravelToDimensionEvent is fired before an Entity travels to a dimension.

EntityTravelToDimensionEvent.dimension contains the id of the dimension the entity is traveling to (may be the same as the entity's current dimension).

This event is ICancellableEvent.
If this event is canceled, the Entity does not travel to the dimension.

This event does not have a result.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A composite loot pool entry container that expands all its children in order.
 
 
 
 
 
 
 
 
 
 
Combined list of parameters used to create a new enum constant and mutable holder of the created enum constant
Environment implementation class
 
Global environment variables - allows discoverability with other systems without full forge dependency
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Annotate a class which will be subscribed to an Event Bus at mod construction time.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Convert any empty maps into explorer maps that lead to a structure that is nearest to the current
invalid reference
LootContextParams.ORIGIN
, if present.
 
 
 
A LootItemCondition that checks whether an item should survive from an explosion or not.
 
ExplosionEvent triggers when an explosion happens in the level.

ExplosionEvent.Start is fired before the explosion actually occurs.
ExplosionEvent.Detonate is fired once the explosion has a list of affected blocks and entities.

ExplosionEvent.Start is ICancellableEvent.
ExplosionEvent.Detonate can modify the affected blocks and entities.
Children do not use
invalid reference
HasResult
.
Children of this event are fired on the NeoForge.EVENT_BUS.
ExplosionEvent.Detonate is fired once the explosion has a list of affected blocks and entities.
ExplosionEvent.Start is fired before the explosion actually occurs.
ExplosionKnockbackEvent is fired once the explosion has calculated the knockback velocity to add to the entity caught in blast.

This event is not ICancellableEvent.
This event does not use
invalid reference
HasResult
.
This event is fired on the NeoForge.EVENT_BUS.
This class provides a button that fixes several bugs present in the vanilla GuiButton drawing code.
 
 
 
 
Slider widget implementation which allows inputting values in a certain range with optional step size.
Base interface for unbaked models that wish to support the NeoForge-added bake method that receives additional properties.
 
 
 
Provides information on whether an enum was extended and how many entries are vanilla vs. modded
 
 
 
 
 
 
 
Holds extra data that may be injected into a face.
 
 
 
 
 
 
 
 
 
 
 
A basic fake server player implementation that can be used to simulate player actions.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Condition checking that a set of feature flags are enabled.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
LootItemFunction that applies the "SkullOwner" NBT tag to any player heads based on the given LootContext.EntityTarget.
 
 
 
 
 
 
 
 
This event is fired before Mob.finalizeSpawn(net.minecraft.world.level.ServerLevelAccessor, net.minecraft.world.DifficultyInstance, net.minecraft.world.entity.EntitySpawnReason, net.minecraft.world.entity.SpawnGroupData) is called.
This allows mods to control mob initialization.
In vanilla code, this event is injected by a transformer and not via patch, so calls cannot be traced via call hierarchy (it is not source-visible).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Keeps track of custom firework shape types, because Particle is client side only this can't be on the Shape itself.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A ScoreboardNameProvider that always provides a fixed name.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Holds the result of a fluid action from FluidUtil.
Wrapper for vanilla and forge buckets.
Returns the tint color of the fluid contained in the item stack.
FluidHandlerItemStack is a template capability provider for ItemStacks.
Destroys the container item when it's emptied.
Swaps the container item for a different one when it's emptied.
FluidHandlerItemStackSimple is a template capability provider for ItemStacks.
Destroys the container item when it's emptied.
Swaps the container item for a different one when it's emptied.
This class serves as the fluid analogue of an item Ingredient, that is, a representation of both a predicate to test FluidStacks against, and a list of matching stacks for e.g. display purposes.
 
This represents the "type" of a FluidIngredient, providing means of serializing and deserializing the ingredient over both JSON and network, using the FluidIngredientType.codec and FluidIngredientType.streamCodec, respectively.
A registry which defines the interactions a source fluid can have with its surroundings.
An interface which performs an interaction for a source.
An interface which tests whether a source fluid can interact with its surroundings.
Holds the interaction data for a given source type on when to succeed and what to perform.
 
 
 
Slot display for a single fluid holder.
Helper class for safely accessing fluid textures on a render worker (such as in LiquidBlockRenderer) to avoid potential issues when a chunk gets re-batched while resources are being reloaded.
ItemStack equivalent for fluids.
Base fluid stack contents factory: directly returns the stacks.
Utility class for creating linked set for FluidStack with specific hash strategy as FluidStack does not override Object.hashCode() and Object.equals(Object).
Slot display for a given fluid stack, including fluid amount and data components.
 
 
Slot display that shows all fluids in a given tag.
 
Flexible implementation of a Fluid Storage object.
A definition of common attributes, properties, and methods that is applied to a Fluid.
A record that holds some information to let a fluid drip from Pointed Dripstone stalactites and fill cauldrons below.
The properties of the fluid.
 
 
 
 
 
 
 
 
 
 
 
This is the second of four commonly called events during mod lifecycle startup.
This is the first of four commonly called events during mod initialization.
 
 
 
 
This is the second of four commonly called events during mod core startup.
 
 
This is a mostly internal event fired to mod containers that indicates that loading is complete.
 
Container handle representing all of FML's mixin configs.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A goal allowing a mob to follow others.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Helper class to keep track of a ticket owner by controller ID and owner object
Helper class to manage tracking and handling loaded tickets.
 
 
 
 
 
ForgeFeature is a simple test for mods for the presence of specific features such as OpenGL of a specific version or better or whatever.
 
A Bound, from a mods.toml file
 
 
Version based feature test.
A wrapper for HighlightConverter that auto-disables ANSI when the terminal doesn't support it.
 
 
 
 
 
 
 
 
 
An IItemHandler that delegates each method to another IItemHandler.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the frame graph is set up at the start of level rendering, right before the vanilla frame passes are set up.
 
 
 
 
 
 
 
 
Utility class for working with FriendlyByteBufs.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Packet payload for sending a frozen registry to the client
This payload is sent to the client when the server has finished sending all the frozen registries.
Packet payload sent to the client to start the frozen registry sync.
 
 
 
 
Calculates AO for a full cube face.
 
 
 
 
 
 
 
 
 
 
 
 
Base interface for builders that accept loot functions.
 
 
 
Data map value for furnace fuels.
FurnaceFuelBurnTimeEvent is fired when determining the fuel value for an ItemStack.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Describes an in game event or action that can be detected by listeners such as the Sculk Sensor block.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A simple marker event that notifies when the game is about to close.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is called when EffectsInInventory draws the tooltip lines for a hovered MobEffectInstance in an AbstractContainerScreen.
This event is used to collect the IDs of attribute modifiers that will not be displayed in item tooltips.
 
 
 
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge!
 
 
Can be used in place of OverlayMetadataSection during datagen if you wish to generate conditions.
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge!
 
Represents individual steps that the features and carvers chunk status go through, respectively.
 
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge!
 
 
A generic packet splitter that can be used to split packets that are too large to be sent in one go.
 
 
 
 
 
 
 
 
 
This event is fired whenever the enchantment level of a particular item is requested for gameplay purposes.
It is called from
invalid reference
IItemStackExtension#getEnchantmentLevel(Enchantment)
and
invalid reference
IItemStackExtension#getAllEnchantments()
.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Provider for forge's GlobalLootModifier system.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Enable-able features of a Blaze3d backend GpuDevice.
Describes device capability limits similar to what glGetInteger or VkPhysicalDeviceLimits would return.
Helper class for validations done by the ValidationGpuDevice layer
 
 
 
 
 
 
 
 
Defines a type which can be used to perform any bootstrap operations before creating a window during the early loading window process.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is ICancellableEvent
GrindstoneEvent.OnPlaceItem is fired when the inputs to a grindstone are changed.
This event is ICancellableEvent
GrindstoneEvent.OnTakeItem is fired when the output in a grindstone are is taken.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a listener for GUI events.
 
A utility class for managing a stack of screen rectangles for scissoring.
 
 
Manages individual components rendered as part of the hud, allowing modders to intercept rendering of these components and add their own in-between.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Used by PayloadRegistrar to declare the default handling thread for registered IPayloadHandlers.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Utility class for creating a nice human readable dump of binary data.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Extension interface for AbstractWidget.
 
An ArmPose that can be defined by the user.
Custom copy handler for data attachments, to improve efficiency compared to the default serialize-deserialize-implementation.
An object that can hold data attachments.
Serializer for data attachments.
 
 
 
Extension interface for BlockAndTintGetter.
 
 
 
 
 
 
Interface for more flexible brewing recipes.
 
A listener for block capability invalidation.
 
This feature generates part of the icebergs found in frozen oceans.
 
 
Client-only extensions to Block.
Extension interface for ClientCommonPacketListener
Client-only extensions to FluidType.
Client-only extensions to Item.
 
Client-only extensions to MobEffect.
Additional methods for CommandSourceStack so that commands and arguments can access various things without directly referencing using server specific classes
Extension interface and functionality hoist for both ServerCommonPacketListener and ClientCommonPacketListener.
 
 
Register an instance to ModContainer.registerExtensionPoint(Class, Supplier) to supply a config screen for your mod.
A config spec is responsible for interpreting (loading, correcting) raw CommentedConfigs from NightConfig.
 
This is an interface for querying configuration elements
 
This extension of MenuType.MenuSupplier allows a mod to handle the extra data it sent to the client when creating the client-side copy of a menu.
Provide using the Java ServiceLoader mechanism.
Supplies a header to add to crash reports.
Defines a custom configuration task that should be run when a client connects.
Interface for mods' custom holderset types
Interface that modders can implement to create new behaviors for Ingredients.
 
 
 
 
 
 
An IDeathMessageProvider is used by custom DeathMessageType instances.
This allows providing custom death messages based on the available parameters, instead of the hard-coded vanilla defaults.
 
A strategy that uses System.identityHashCode(Object) and a == b comparisons.
Loaded as a ServiceLoader.
Extension interface for DimensionSpecialEffects.
Offers services to locators for adding mod files in various stages to the discovery pipeline.
 
 
 
 
 
An energy storage is the unit of interaction with Energy inventories.
 
An interface for Entities that need extra information to be communicated between the server and client when they are spawned.
System environment.
 
To be implemented on vanilla enums that should be enhanced with ASM to be extensible.
An extension point for a mod container.
 
 
Implement this interface as a capability which should handle fluids, generally storing them in one or more internal IFluidTank objects.
 
ItemStacks handled by an IFluidHandler may change, so this class allows users of the fluid handler to get the container after it has been used.
 
This interface represents a Fluid Tank.
Extension interface for Font.
Additional helper methods for FriendlyByteBuf.
Implementation that defines what a global loot modifier must implement in order to be functional.
 
 
 
 
 
Extension interface for GuiGraphics.
Extension for Holder
 
 
What format a holderset serializes to in json/nbt/etc
Interface used to report issues to the game.
An ItemDecorator that is used to render something on specific items, when the DurabilityBar and StackCount is rendered.
 
 
 
 
 
Defines the context that a KeyMapping is used.
Extension interface for KeyMapping.
Provides context for various FML plugins about the current launch operation.
A singleton instance of this is loaded by the system to designate the launch target
Loaded from the initial classpath of the system to identify plugins that wish to work across the system.
 
 
Indicates where the ILaunchPluginService.processClass(Phase, ClassNode, Type) method should be called.
 
 
 
 
 
 
 
 
 
 
 
 
 
Interface for custom MapDecoration renderers
Extension type for the MenuProvider interface.
 
This class defines a replacement for the default minecart collision code.
Extension interface for Minecraft.
 
This is for allowing the plugging in of alternative early display implementations.
 
 
 
Marker interface for events dispatched on the ModLifecycle event bus instead of the primary event bus
 
Represents a single "mod" file in the runtime.
The type of file.
Loaded as a ServiceLoader.
 
 
Inspects JarContents found by IModFileCandidateLocator and tries to turn them into IModFile.
 
 
 
 
 
Loaded as a ServiceLoader, from the plugin layer.
 
 
 
 
During world generation, adjacent chunks may be fully generated (and thus be level chunks), but are often needed in proto chunk form.
Generates a single octave of Perlin noise.
 
 
 
 
 
 
Indicate an incompatible environment to the modlauncher system.
Defines how files that are not handled are reported.
When we find a jar file that no IModFileReader can handle, we try to detect if the mod potentially came from another modding system and warn the user about it not being compatible.
 
Specifies that the annotated enum has an int ID parameter which must match the enum constant's ordinal
 
 
 
 
 
 
 
 
An ingredient type encapsulates the codecs to serialize and deserialize a custom ingredient.
Fired during Minecraft initialization and datagen startup to allow initializing custom client-only "registries".
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when an input is detected from the user's input devices.
Fired when a keymapping that by default involves clicking the mouse buttons is triggered.
Fired when a keyboard key input occurs, such as pressing, releasing, or repeating a key.
Fired when a mouse button is pressed/released.
Fired when a mouse button is pressed/released, after processing.
Fired when a mouse button is pressed/released, before being processed by vanilla.
Fired when a mouse scroll wheel is used outside of a screen and a player is loaded, before being processed by vanilla.
 
 
Special linked hash set that allow changing the order of its entries and is strict to throw if attempting to add an entry that already exists.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This is the third of four commonly called events during mod core startup.
This is the fourth of four commonly called events during mod core startup.
 
 
FluidIngredient that matches if all child ingredients match
Ingredient that matches if all child ingredients match
 
 
 
A possibly unbounded range of integers based on LootContext.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A LootItemCondition that inverts the output of another one.
 
Base interface for providers that support ordering.
 
 
 
Contains helpers for performing file I/O in a resilient manner.
Declares an interface which is functionally equivalent to Consumer, except supports the ability to throw IOExceptions that may occur.
 
 
 
 
 
Extension for PacketFlow to add some utility methods.
 
Common context interface for payload handlers.
Callback for handling custom packets.
 
 
This is the Heart of the PermissionAPI, it manages PermissionNodes as well as it handles all permission queries.
 
 
Extension class for PlayerList
Extension interface for PoseStack.
Transformer for baked quads.
This interface is to be implemented on Container objects.
Extra methods for RecipeOutput.
An IReductionFunction is used by DamageContainer instances.
This allows sequential modification of damage reduction values to be stored and later invoked before actual reductions are applied to the damage sequence.
An extension for Registry, adding some additional functionality to vanilla registries, such as callbacks and ID limits.
Describes a chunk section that may be rendered on the GPU.
Extension class for render state objects.
 
 
 
 
 
 
 
An IScalingFunction is used by custom DamageScaling instances.
This allows finer control over the actual scaling value, instead of the hard-coded vanilla defaults.
 
Extension class for ServerChunkCache
Extension interface for ServerCommonPacketListener
Extension class for ServerGamePacketListener
This interfaces allows shears (modded invalid input: '&' vanilla) and entities (modded invalid input: '&' vanilla) to cooperate without needing advance knowledge of each other.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when the attributes for an item stack are queried (for any reason) through IItemStackExtension.getAttributeModifiers().
Advanced version of ItemAttributeModifiers.Builder which supports removal and better sanity-checking.
Internal key class.
 
 
 
 
 
 
 
 
 
 
 
 
 
An ItemCapability gives flexible access to objects of type T from item stacks.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Parent class of the two events that fire when a Player collides with an ItemEntity.
This event is fired when an ItemEntity on the ground has been picked up by the player and after the item is added to the player's inventory.
This event is fired when a player collides with an ItemEntity on the ground.
 
 
Base class for all ItemEntity events.
Event that is fired when an ItemEntity's age has reached its maximum lifespan.
This event is called when a player fishes an item.
 
 
 
 
Slot class that can be used with immutable IItemHandlers like ComponentItemHandler.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event provides the functionality of the pair of functions used for the Bundle, in one event: Item.overrideOtherStackedOnMe(ItemStack, ItemStack, Slot, ClickAction, Player, SlotAccess) Item.overrideStackedOnOther(ItemStack, Slot, ClickAction, Player) This event is fired before either of the above are called, when a carried item is clicked on top of another in a GUI slot.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Event that is fired whenever a player tosses (Q) an item or drag-n-drops a stack of items outside the inventory GUI screens.
 
 
 
 
 
 
 
 
 
 
 
 
 
Extension interface for Transformation.
Users who wish to provide a mod service which plugs into this API should implement this interface, and provide a ServiceLoader configuration file pointing at their implementation.
 
 
A transformer is injected into the modding ClassLoader.
Simple data holder indicating where the ITransformer can target.
 
 
 
Called early in setup, to allow pluggable "discovery" of additional transformer services.
 
 
 
 
 
Extension interface for VertexConsumer.
Represents a registry object (usually a Holder) that has data maps.
 
 
Responsible for handling mod files that are explicitly marked as mods or libraries via metadata files.
 
Finds Version data from a package, with possible default values
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Dataprovider for using a Codec to generate jsons.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A launch target for bootstrapping a slim Minecraft environment in forgedev, to be used in JUnit tests.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
From stackoverflow: https://stackoverflow.com/a/27644392
 
 
 
 
 
 
 
 
Loads the built-in language files, and handles loading the default language ("en_us") on the dedicated server.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Entry point for the ModLauncher.
 
 
Identifies the launch target and dispatches to it
Decorates ILaunchHandlerService for use by the system
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Proxy object for a value that is calculated on first access, and can be refreshed as well.
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Key and value decoded independently, unknown set of keys
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired whenever an event involving a LevelAccessor occurs.
This event fires whenever a ServerLevel is initialized for the first time and a spawn position needs to be chosen.
This event is fired whenever a level loads.
Fired when building a list of all possible entities that can spawn at the specified location.
This event fires whenever a level is saved.
This event is fired whenever a level unloads.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Base class of the two level tick events.
LevelTickEvent.Post is fired once per game tick, per level, after the level performs work for the current tick.
LevelTickEvent.Pre is fired once per game tick, per level, before the level performs work for the current tick.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A LootItemFunction that limits the stack's count to fall within a given IntRange.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The Listener class represents the listener in a 3D audio environment.
 
 
 
 
 
 
 
 
 
 
 
 
LivingBreatheEvent is fired whenever a living entity ticks.

This event is fired via CommonHooks.onLivingBreathe(LivingEntity, int, int).

This event is not
invalid reference
ICancellableEvent
.

This event does not have a result.
This event allows you to change the target an entity has.
A living target type indicates what kind of system caused a change of targets.
This enum contains two default living target types.
 
LivingConversionEvent.Post is triggered when an entity is replacing itself with another entity.
LivingConversionEvent.Pre is triggered when an entity is trying to replace itself with another entity This event may trigger every tick even if it was cancelled last tick for entities like Zombies and Hoglins.
LivingDamageEvent captures an entity's loss of health.
LivingDamageEvent.Post is fired after health is modified on the entity.
The fields in this event represent the FINAL values of what was applied to the entity.
LivingDamageEvent.Pre is fired when an Entity is set to be hurt.
LivingDeathEvent is fired when an Entity dies.
Fired when the ender dragon or wither attempts to destroy a block and when ever a zombie attempts to break a door.
LivingDropsEvent is fired when an Entity's death causes dropped items to appear.
This event is fired whenever an Entity dies and drops items in LivingEntity.die(DamageSource).

This event is fired via the
invalid reference
CommonHooks#onLivingDrops(LivingEntity, DamageSource, Collection, int, boolean)
.

LivingDropsEvent.source contains the DamageSource that caused the drop to occur.
LivingDropsEvent.drops contains the ArrayList of EntityItems that will be dropped.
invalid reference
#lootingLevel
contains the amount of loot that will be dropped.
LivingDropsEvent.recentlyHit determines whether the Entity doing the drop has recently been damaged.

This event is ICancellableEvent.
If this event is canceled, the Entity does not drop anything.

This event does not have a result.
LivingDrownEvent is fired whenever a living entity can't breathe and its air supply is less than or equal to zero.
 
 
 
 
 
 
 
 
Fired after an item has fully finished being used.
Fired when a player starts 'using' an item, typically when they hold right mouse.
Fired when a player stops using an item without the use duration timing out.
Fired every tick that a player is 'using' an item, see LivingEntityUseItemEvent.Start for info.
LivingEquipmentChangeEvent is fired when the Equipment of a Entity changes.
LivingEvent is fired whenever an event involving a LivingEntity occurs.
If a method utilizes this Event as its parameter, the method will receive every child event of this class.

All children of this event are fired on the NeoForge.EVENT_BUS.
LivingJumpEvent is fired when an Entity jumps.
This event is fired whenever an Entity jumps in LivingEntity#jumpFromGround(), MagmaCube#jumpFromGround(), Slime#jumpFromGround(), Camel#executeRidersJump(), and AbstractHorse#executeRidersJump().

This event is fired via the CommonHooks.onLivingJump(LivingEntity).

This event is not ICancellableEvent.

This event does not have a result.
 
Event for when an entity drops experience on its death, can be used to change the amount of experience points dropped or completely prevent dropping of experience by canceling the event.
LivingFallEvent is fired when an Entity is set to be falling.
This event is fired whenever an Entity is set to fall in LivingEntity.causeFallDamage(double, float, DamageSource).

This event is fired via the CommonHooks.onLivingFall(LivingEntity, double, float).

LivingFallEvent.distance contains the distance the Entity is to fall.
This event is fired when a living entity attempts to get a projectile with the LivingEntity.getProjectile(ItemStack) method.
LivingHealEvent is fired when an Entity is set to be healed.
LivingIncomingDamageEvent is fired when a LivingEntity is about to receive damage.
LivingKnockBackEvent is fired when a living entity is about to be knocked back.
LivingShieldBlockEvent is fired when an entity is hurt and vanilla checks if the entity is attempting to block with a shield.
Cancelling this event will have the same impact as if the shield was not eligible to block.
The damage blocked cannot be set lower than zero or greater than the original value.
 
This event is fired when a living entity is about to swap the items in their main and offhand.
Fired when an Entity attempts to use a totem to prevent its death.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Prevent LoaderException from adding its own stack trace to the wrapped throwable's stack trace.
 
 
 
 
 
 
Master list of all mods in the loading context.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
LootItemCondition that checks the
invalid reference
LootContextParams.ORIGIN
position against a LocationPredicate after applying an offset to the origin position.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A logical side of the Minecraft game.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The LoopingAudioStream class provides an AudioStream that loops indefinitely over the provided InputStream.
A functional interface for providing an AudioStream from an InputStream.
A FilterInputStream that does not close the underlying InputStream.
 
 
 
 
LootContext stores various context information for loot generation.
 
Represents a type of entity that can be looked up in a LootContext using a
invalid reference
LootContextParam
.
 
Holds all known LootContextParams.
Registry for
invalid reference
LootContextParamSet
s.
An object that will use some parameters from a LootContext.
 
 
 
A loot pool entry that always generates a given item.
A LootItemCondition that checks whether the block state matches a given Block and StatePropertiesPredicate.
 
A condition based on LootContext.
 
A LootItemFunction that only modifies the stacks if a list of predicates passes.
 
 
Registry for LootItemConditionType.
The SerializerType for LootItemCondition.
A LootItemCondition that checks a given EntityPredicate against a given LootContext.EntityTarget.
A LootItemFunction modifies an ItemStack based on the current LootContext.
 
Registry for LootItemFunction
The SerializerType for LootItemFunction.
A LootItemCondition that matches if the last damage to an entity was done by a player.
A LootItemCondition that succeeds with a given probability.
 
A base implementation of a Global Loot Modifier for modders to extend.
 
The SerializerType for NbtProvider.
The SerializerType for NumberProvider.
 
 
 
 
 
Registration for LootPoolEntryType.
A loot pool entry generates zero or more stacks of items based on the LootContext.
Base class for loot pool entry containers.
 
The SerializerType for LootPoolEntryContainer.
A LootPoolEntryContainer that expands into a single LootPoolEntry.
 
 
 
The SerializerType for ScoreboardNameProvider.
 
 
 
 
Fired when a LootTable is loaded from JSON.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Helper class that always executes the wrapped handler on the main thread.
 
 
 
 
 
 
 
 
 
 
 
 
 
Function interface for render state modifiers that target MapDecorations.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A LootItemCondition that checks the tool against an ItemPredicate.
 
 
 
 
 
 
 
Models the Maven coordinates for an artifact.
Convert a maven coordinate into a Path.
Locates mod-file candidates from Maven repository folder-structures.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Redirect calls to one method to another.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A custom context selector to avoid initializing multiple log4j contexts due to ClassLoader.getParent() always returning null (as a ModuleClassLoader can have multiple parents).
 
 
 
 
 
This event is fired from Mob.checkDespawn().
It fires once per tick per mob that is attempting to despawn.
 
 
 
 
This event is fired when an interaction between a LivingEntity and MobEffectInstance happens.
This event is fired when a new MobEffectInstance is added to an entity.
This event is fired to check if a MobEffectInstance can be applied to an entity.
 
This event is fired when a MobEffectInstance expires on an entity.
This Event is fired when a MobEffect is about to get removed from an Entity.
 
 
 
 
 
 
 
 
 
 
 
 
 
This class holds all events relating to the entire flow of mob spawns.
Currently, the events have the following flow for any given mob spawn:
This event is fired when a mob checks for a valid spawn position, after SpawnPlacements.checkSpawnRules(net.minecraft.world.entity.EntityType<T>, net.minecraft.world.level.ServerLevelAccessor, net.minecraft.world.entity.EntitySpawnReason, net.minecraft.core.BlockPos, net.minecraft.util.RandomSource) has been evaluated.
Conditions validated here include the following: Obstruction - mobs inside blocks or fluids. Pathfinding - if the spawn block is valid for pathfinding. Sea Level - Ocelots check if the position is above sea level. Spawn Block - Ocelots check if the below block is grass or leaves.
 
This event is fired when Spawn Placements (aka Spawn Rules) are checked, before a mob attempts to spawn.
Spawn Placement checks include light levels, slime chunks, grass blocks for animals, and others in the same vein.
The purpose of this event is to permit runtime changes to any or all spawn placement logic without having to wrap the placement for each entity.
 
 
 
 
 
 
This event is fired whenever a mob is removed and splits into multiple children.
This defines a Mod to FML.
 
 
 
 
 
 
 
 
 
Fired during mod and server loading, depending on ModConfig.Type of config file.
Fired when the configuration is changed.
Fired when a config is unloaded - that is, when a server (integrated or dedicated) shuts down or when a player disconnects from a remote server.
This class provides access to all mod configs known to FML.
 
 
 
 
 
 
 
 
 
 
 
Used to prevent cached config values from being updated unless the game or the world is restarted.
 
The container that wraps around mods in the system.
Registration for a custom packet payload.
Represents a modded network component, indicates what channel and version the client and server agreed upon.
A payload that contains the modded network configuration and play components.
Represents a potential modded network component, used for querying the client for modded network components.
Payload for the modded network query request.
Payload sent to the client when the server has failed to set up the modded network.
Registration for a custom packet payload.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A container for data to be passed to BlockStateModel instances.
 
A manager for the lifecycle of all the ModelData instances in a Level.
 
 
 
 
Houses events related to models.
Fired when the ModelManager is notified of the resource manager reloading.
Fired while the ModelManager is reloading models, after the model registry is set up, but before it's passed to the BlockModelShaper for caching.
Allows users to register their own unbaked model loaders for use in block/item models.
Fired when the ModelDiscovery is notified of dependency discovery of its top models.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A property to be used in ModelData.
 
 
 
 
 
 
 
 
 
 
 
Attributes of a modfile relating to how it was discovered.
 
A parser specification for building a particular mod files metadata.
An exception that can be thrown/caught by IModFileCandidateLocator code, indicating a bad mod file or something similar.
 
Represents a potential mixin configuration.
 
 
 
 
Holds lazy-evaluable modified biome info.
Record containing raw biome data.
 
Holds lazy-evaluable modified structure info.
Record containing raw structure data.
 
 
This event is fired on the logical server when a ServerLevel is building its custom spawners.
The event used to modify the default components of an item.
Fired during startup after builtin registries are constructed.
 
 
Parent type to all ModLifecycle events.
Master list of all mods - game-side version.
 
 
 
 
 
 
Contains the logic to load mods, i.e. turn the LoadingModList into the ModList, as well as initialization tasks for mods and methods to dispatch mod bus events.
Exception that is fired when a mod loading future cannot be executed because a dependent future failed.
 
 
 
 
 
 
Fires when the mod loader is in the process of loading a world that was last saved with mod versions that differ from the currently-loaded versions.
 
 
Custom button subclass to draw an indicator overlay on the button when updates are available.
Support loading mods located in JAR files in the mods folder
 
 
 
 
 
 
 
 
 
 
 
 
 
Data map value for monster room spawner mobs.
 
 
 
 
 
 
 
 
Fired after the player's movement inputs are updated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The MusicManager class manages the playing of music in Minecraft.
 
 
A Component which can have its Style and siblings modified.
 
A mutable linked map with a hashing strategy and a merge function.
 
 
 
 
 
 
Specifies that the annotated enum has a string name parameter which must be prefixed with the mod ID of the mod adding a given enum constant
 
Manager for named render types.
 
 
 
 
 
Namespace-aware version of DirectoryLister.
 
 
 
An interface for GUI elements that can provide narration information.
The narration priority levels.
 
 
An interface for providing narration information.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A provider for NBT data based on a LootContext.
Registry for NbtProvider
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents the input to the negotiation process for a single network payload type.
Represents a network component that has been negotiated between the client and server.
Represents the result of a negotiation of network components.
 
 
 
 
 
 
 
 
 
 
Client specific configuration - only loaded clientside from neoforge-client.toml
 
 
For production client environments (i.e. vanilla launcher).
 
 
General configuration that doesn't need to be synchronized but needs to be available before server startup
 
 
 
Holds all data maps provided by NeoForge.
 
 
Masks classes from the Minecraft jar that are for the wrong distribution in a development environment, throwing an informative exception.
For the NeoForge development environment.
Provides the Minecraft and NeoForge mods in a NeoForge dev environment or a mod dev environment.
 
 
 
 
Codec-related helper functions that are not in ExtraCodecs, but useful to NeoForge and other mods.
 
 
 
 
 
 
 
This is an implementation of the LoadingOverlay that calls back into the early window rendering, as part of the game loading cycle.
 
Currently used only for replacing shears item to shears_dig item ability
 
Properties that NeoForge adds for BlockModels and UnbakedModels.
Allows common code to call client-only methods, through NeoForgeClientProxy.
 
 
 
A class that exposes static references to NeoForge registries.
 
 
 
 
 
 
 
 
 
Keys for Neo-added resource listeners, for use in dependency ordering in the relevant events.
 
 
 
 
General configuration that needs to be synchronized to the server and/or is desirable to be configurable per world
 
 
For production dedicated server environments.
 
 
 
 
 
 
This reader will essentially handle all files as plain Java libraries, but will only do so for candidates that are embedded in recognized mod files.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a complete negotiated network payload type, which is stored on the client and server.
Negotiates the network components between the server and client.
The result of a negotiation.
 
Specifies that the annotated enum is used in networking and must be checked for mismatches between the client and server
 
 
 
Represents a complete negotiated network, which is stored on the client and server.
Core registry for all modded networking.
 
 
 
 
 
 
 
 
 
Fired when new registries can be constructed and registered.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Signifies that an enum is not exhaustive, and additional values may be added while NeoForge is stable.
 
 
 
 
 
 
 
 
This samples the sum of two individual samplers of perlin noise octaves.
 
 
 
Base class for Noteblock Events
Fired when a Noteblock is changed.
Information about the pitch of a Noteblock note.
Describes the Octave of a Note being played by a Noteblock.
Fired when a Noteblock plays it's note.
 
 
 
 
Holderset that represents all elements of a registry not present in another holderset.
 
 
 
 
 
 
 
 
 
 
 
 
Provides a float or int based on a LootContext.
Registration for LootNumberProviderType.
 
 
 
 
 
Some reflection helper code.
 
 
 
 
 
 
 
 
 
 
 
 
 
ObjectTimings aggregates timings data collected by TimeTracker for an Object and performs operations for interpretation of the data.
 
 
A loader for OBJ models.
An OBJ material library (MTL), composed of named materials.
 
A model loaded from an OBJ file.
 
A tokenizer for OBJ and MTL files.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fires when a player joins the server or when the reload command is ran, before tags and crafting recipes are sent to the client.
 
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge!
 
 
 
 
 
The OpenALUtil class provides utility functions for working with OpenAL audio.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Holderset that represents a union of other holdersets.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data map value for oxidizable blocks allowing mods to easily register basic oxidizing interactions for their blocks.
 
 
 
 
 
 
 
 
 
 
 
Main netty packet decoder.
Means to distribute packets in various ways.
 
Main netty packet encoder.
 
 
The direction of packets.
 
Describes how packets are handled.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data map value for parrot imitations.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A data provider for ParticleDescriptions.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
"Locates" mods from a fixed set of paths.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Builder-style helper for registering CustomPacketPayloads, used for modded networking.
Holds the information needed to describe a registered payload.
 
 
A Percentage Attribute is one which always displays modifiers as percentages, including for AttributeModifier.Operation.ADD_VALUE.
 
 
 
 
 
 
This class generates multiple octaves of perlin noise.
This class generates multiple octaves of simplex noise.
 
 
Pair of a PermissionDynamicContextKey and a value of the corresponding type.
Represents a key that can be used to build a PermissionDynamicContext.
Fired to gather information for the permissions API, such as the IPermissionHandler and PermissionNodes.
Used to register a new PermissionHandler, a server config value exists to choose which one to use.
Used to register your PermissionNodes, every node that you want to use, must be registered!
Represents the basic unit at the heart of the permission system.
Utility Interface used for resolving the default value of PermissionNodes
This event will fire when the player is opped or deopped.
 
 
Type of a Permission, use the existing Types in PermissionTypes
Default PermissionTypes, if you need additional ones, please PR it.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pools PictureInPictureRenderer for a single type of PictureInPictureRenderState and tries to reuse renderers on subsequent frames.
Encapsulates a factory to create PictureInPictureRenderer and links it to the type of PictureInPictureRenderState that the created renderers support.
 
Implement this interface in a StructurePiece class extension to modify its Beardifier behavior.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Functional interface for modifying or replacing RenderPipelines in arbitrary render paths on the fly.
 
 
 
Base piston event, use PistonEvent.Post and PistonEvent.Pre
 
Fires after the piston has moved and set surrounding states.
Fires before the piston has updated block states.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is called when a player picks up a potion from a brewing stand.
 
 
 
 
 
 
 
 
 
 
PlayerDestroyItemEvent is fired when a player destroys an item.
This event is fired whenever a player destroys an item in
invalid reference
MultiPlayerGameMode#destroyBlock(BlockPos)
,
invalid reference
MultiPlayerGameMode#useItem(Player, InteractionHand)
,
invalid reference
MultiPlayerGameMode#useItemOn(LocalPlayer, InteractionHand, BlockHitResult)
, Player.attack(Entity), Player#hurtCurrentlyUsedShield(float), Player.interactOn(Entity, InteractionHand), CommonHooks.getCraftingRemainder(ItemStack), ServerPlayerGameMode.useItem(ServerPlayer, Level, ItemStack, InteractionHand) , ServerPlayerGameMode.useItemOn(ServerPlayer, Level, ItemStack, InteractionHand, BlockHitResult) and ServerPlayerGameMode.destroyBlock(BlockPos).

PlayerDestroyItemEvent.original contains the original ItemStack before the item was destroyed.
 
 
 
 
 
 
 
PlayerEvent is fired whenever an event involving a Player occurs.
BreakSpeed is fired when a player attempts to harvest a block.
This event is fired whenever a player attempts to harvest a block in
invalid reference
Player#getDigSpeed(BlockState, BlockPos)
.

This event is fired via the EventHooks.getBreakSpeed(Player, BlockState, float, BlockPos).

PlayerEvent.BreakSpeed.state contains the block being broken.
Fired when the EntityPlayer is cloned, typically caused by the impl sending a RESPAWN_PLAYER event.
HarvestCheck is fired when a player attempts to harvest a block.
This event is fired whenever a player attempts to harvest a block in Player.hasCorrectToolForDrops(BlockState).

This event is fired via the EventHooks.doPlayerHarvestCheck(Player, BlockState, BlockGetter, BlockPos).

PlayerEvent.HarvestCheck.state contains the BlockState that is being checked for harvesting.
 
 
The player is being loaded from the world save.
NameFormat is fired when a player's display name is retrieved.
This event is fired whenever a player's name is retrieved in Player.getDisplayName() or Player.refreshDisplayName().

This event is fired via the EventHooks.getPlayerDisplayName(Player, Component).

PlayerEvent.NameFormat.username contains the username of the player.
 
Fired when the game type of a server player is changed to a different value than what it was previously.
 
 
 
The player is being saved to the world store.
Fired when an Entity is started to be "tracked" by this player (the player receives updates about this entity, e.g. motion).
Fired when an Entity is stopped to be "tracked" by this player (the player no longer receives updates about this entity, e.g. motion).
TabListNameFormat is fired when a player's display name for the tablist is retrieved.
This event is fired whenever a player's display name for the tablist is retrieved in ServerPlayer.getTabListDisplayName() or ServerPlayer.refreshTabListName().

This event is fired via the EventHooks.getPlayerTabListDisplayName(Player).

PlayerEvent.TabListNameFormat.getDisplayName() contains the display name of the player or null if the client should determine the display name itself.
 
Occurs when a player falls, but is able to fly.
 
 
 
 
 
 
Fired by Gui.HeartType.forPlayer(net.minecraft.world.entity.player.Player) to allow mods to change the heart sprite which is displayed in the player's health bar.
 
 
 
 
PlayerInteractEvent is fired when a player interacts in some way.
This event is fired on both sides when the player right clicks an entity.
This event is fired on both sides whenever a player right clicks an entity.
This event is fired when a player left clicks while targeting a block.
 
This event is fired on the client side when the player left clicks empty space with any ItemStack.
This event is fired on both sides whenever the player right clicks while targeting a block.
This event is fired on the client side when the player right clicks empty space with an empty hand.
This event is fired on both sides before the player triggers Item.use(Level, Player, InteractionHand).
 
 
 
 
 
 
Exposes the player inventory WITHOUT the armor inventory as IItemHandler.
 
 
 
 
This event is fired on the server when a connection has started the Forge handshake, Forge will wait for all enqueued work to be completed before proceeding further with the login process.
 
 
 
 
 
 
 
 
 
 
Fired by
invalid reference
PlayerList#respawn(ServerPlayer, boolean)
before the server respawns a player.
 
 
 
 
 
 
This event is fired when a player's spawn point is set or reset.
The event can be canceled, which will prevent the spawn point from being changed.
 
 
 
 
This event is fired from PhantomSpawner.tick(net.minecraft.server.level.ServerLevel, boolean, boolean) when phantoms would attempt to be spawned, with one event fired per player.
Controls if the spawn attempt for the group of phantoms will occur.
 
 
 
 
 
Base class of the two player tick events.
PlayerTickEvent.Post is fired once per game tick, per player, after the player performs work for the current tick.
PlayerTickEvent.Pre is fired once per game tick, per player, before the player performs work for the current tick.
 
 
 
This event is fired when the player is waking up.
This is merely for purposes of listening for this to happen.
There is nothing that can be manipulated with this event.
 
PlayerXpEvent is fired whenever an event involving player experience occurs.
This event is fired when the player's experience level changes through the Player.giveExperienceLevels(int) method.
This event is fired after the player collides with an experience orb, but before the player has been given the experience.
This event is fired when the player's experience changes through the Player.giveExperiencePoints(int) method.
PlayLevelSoundEvent is fired when a sound is played on a Level.
PlayLevelSoundEvent.AtEntity is fired when a sound is played on the Level at an Entity's position.
PlayLevelSoundEvent.AtPosition is fired when a sound is played on the Level at a specific position.
 
 
 
Fired when a sound is about to be played by the sound engine.
Fired when a non-streaming sound is being played.
Fired when a streaming sound is being played.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Defines a type of potion in the game.
 
PotionBrewEvent.Post is fired when a potion is brewed in the brewing stand.
PotionBrewEvent.Pre is fired before vanilla brewing takes place.
 
 
 
 
 
Defines all of the potion types registered by Minecraft itself.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Locates the Minecraft client files in a production environment.
Locates the Minecraft server files in a production environment.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired on the NeoForge.EVENT_BUS.
This event is fired when a projectile entity impacts something.
This event is fired via EventHooks.onProjectileImpact(Projectile, HitResult) This event is fired for all vanilla projectiles by Forge, custom projectiles should fire this event and check the result in a similar fashion.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Vertex consumer that outputs baked quads.
 
 
 
 
 
A collection of IQuadTransformer implementations.
Used to convert between chunk positions (referred to here as sections, from LevelChunkSection), block positions, and quart positions.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data map value for raid hero gifts.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A basic interface for random number generation.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Defines an entity attribute that is limited to a range of values.
 
 
 
A wrapper that composes another IItemHandlerModifiable, exposing only a range of the composed slots.
 
 
 
 
 
 
 
Variant of Connection that monitors the amount of received packets and disables receiving if the set limit is exceeded.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Manager for mod-provided search ExtendedRecipeBookCategory implementations.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
We use this to transfer the actual recipe content from server to client.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data Provider class for generating the recipe_priorities.json file and adding recipe priority overrides to it.
 
 
 
 
 
 
 
This event is fired on the client when it has finished receiving recipe data from the server.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Keeps track of which parts of a region file are used and which parts are free.
 
This class handles a single region (or anvil) file and all files for single chunks at chunk positions for that one region file.
 
Handles reading and writing the region files for a Level.
A decorator for input and output streams used to read and write the chunk data from region files.
 
 
 
 
 
 
Fire to register new types of CustomUnbakedBlockStateModel and CustomBlockModelDefinition.
Event to register new brewing recipes.
Fired to register capability providers at an appropriate time.
Event to register CauldronFluidContent for modded cauldrons.
Fired to allow mods to register client commands.
Allows registering client extensions for various game objects.
Event fired on the mod event bus when the ClientNetworkRegistry is being set up.
Allows users to register custom ClientTooltipComponent factories for their TooltipComponent types.
Fired for registering block and item color handlers at the appropriate time.
Fired for registering block color handlers.
Allows registration of custom ColorResolver implementations to be used with BlockAndTintGetter.getBlockTint(BlockPos, ColorResolver).
Fired for registering item color handlers.
Commands are rebuilt whenever ReloadableServerResources is recreated.
Event fired when special model renderers are registered.
Fired when the server configuration packet listener collects all the configuration tasks that should be run on the server to configure the client.
Event fired on the mod event bus, in order to register data map types.
Allows users to register custom DimensionSpecialEffects for their dimensions.
Event for registering screen effects when transitioning across dimensions.
 
Allows users to register custom shaders to be used when the player spectates a certain kind of entity.
Fired for each registry when it is ready to have modded objects registered.
 
Game tests are registered on client or server startup.
Allows users to register custom layers for GUI rendering.
 
Allows users to register custom IItemDecorator to Items.
Event fired when item models are registered.
Allows registering custom AnimationTargets and interpolation functions for loading JSON entity animation files.
Allows users to register custom key mappings.
Allows users to register custom decoration renderers for MapDecorations which require more dynamic rendering than a single texture on the map decoration atlas allows.
Fired for registering texture atlases that will be used with Material or other systems which retrieve the atlas via Minecraft.getTextureAtlas(ResourceLocation) or ModelManager.getAtlas(ResourceLocation).
 
Allows users to register custom named render types.
Fired for registering particle providers at the appropriate time.
Event fired when the NetworkRegistry is being set up.
Event to register custom PictureInPictureRenderers for specialized rendering in UIs.
Fired to register PipelineModifiers to modify RenderPipelines in arbitrary render paths.
Event for registering PresetEditor screen factories for world presets.
Event fired when special model renderers are registered.
Event to register ExtendedRecipeBookCategory instances for search.
Fired to allow mods to register custom render buffers.
Fired to allow mods to register custom pipelines.
Fired for registering modifier functions for various render state objects.
 
Event fired when item model property selectors are registered.
This event allows each EntityType to have a SpawnPlacements.SpawnPredicate registered or modified.
 
 
Event fired when special block model renderers are created.
Event fired when special model renderers are registered.
Fired to allow mods to register their own default metadata section types for use during sprite loading.
Fired to allow mods to register their own SpriteSource codecs.
Fired for registering structure conversions for pre-1.18.2 worlds.
Fired in order to register chunk ticket controllers.
 
 
 
Deprecated.
 
 
The root level registry, essentially a registry of registries.
 
 
 
 
Marker interface for registry callbacks.
 
 
 
 
 
 
 
 
 
 
 
 
 
A codec that wraps a single element, or "file", within a registry.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Vertex pipeline element that remaps incoming data to another format.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired before the player's arm is rendered in first person.
Fired before a block texture will be overlaid on the player's view.
The type of the block overlay to be rendered.
 
Base class of the two render frame events.
RenderFrameEvent.Post is fired once per frame, after the current frame is rendered via
invalid reference
GameRenderer#render(float, long, boolean)
.
RenderFrameEvent.Pre is fired once per frame, before the current frame is rendered via
invalid reference
GameRenderer#render(float, long, boolean)
.
Fired when the HUD is rendered to the screen.
Fired after the HUD is rendered to the screen, if the corresponding RenderGuiEvent.Pre is not cancelled.
Fired before the HUD is rendered to the screen.
Fired when a GUI layer is rendered to the screen.
Fired after a GUI layer is rendered to the screen, if the corresponding RenderGuiLayerEvent.Pre is not cancelled.
Fired before a GUI layer is rendered to the screen.
Fired before a hand is rendered in the first person view.
Fired before a selection highlight is rendered.
Fired before a block's selection highlight is rendered.
Fired before an entity's selection highlight is rendered.
Fired before an item stack is rendered in an item frame.
 
 
Fired when a LivingEntity is rendered.
Fired after an entity is rendered, if the corresponding RenderLivingEvent.Post is not cancelled.
Fired before an entity is rendered.
This event is fired before an entity renderer renders the nameplate of an entity.
This event is fired when an entity renderer extracts the render state of an entity relevant to rendering the nametag.
This event is fired before an entity renderer renders the nameplate of an entity.
 
 
 
 
 
 
 
 
Fired when a player is being rendered.
Fired after the player is rendered, if the corresponding RenderPlayerEvent.Pre is not cancelled.
Fired before the player is rendered.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired during tooltip rendering.
Fired when a tooltip gathers the TooltipComponents to be rendered, before any text wrapping or processing.
Fired before the tooltip is rendered.
Fired when the textures for the tooltip background are determined.
 
 
 
 
 
A set of functionally equivalent shaders.
Provides helper functions replacing those in ItemBlockRenderTypes.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Replaces code such as itemstack.getItem() == Items.CROSSBOW with instanceof checks such as itemstack.getItem() instanceof CrossbowItem.
Replaces direct field access in a class with access to the getter.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Marks a constructor that is reserved for vanilla enum constants and cannot be used to create additional entries through the enum extension system
 
 
 
 
 
 
 
 
 
Extension for ResolvedModel.
 
 
 
 
 
 
 
An immutable key for a resource, in terms of the name of its parent registry and its location in that registry.
 
 
 
 
 
 
 
An immutable location of a resource, in terms of a path and namespace.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a (possibly randomly influenced) predicate of a given block state to be replaced during world generation.
 
 
 
 
 
 
Transforms enums implementing IExtensibleEnum to add additional entries loaded from files provided by mods
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Provides a scoreboard name based on a LootContext.
Registration for ScoreboardNameProvider.
 
 
 
Provides a number by reading the score of a scoreboard member whose name is provided by a ScoreboardNameProvider.
 
 
 
 
 
 
 
 
 
 
 
 
Fired on different events/actions when a Screen is active and visible.
Fired when a keyboard key corresponding to a character is typed.
Fired after the character input is handled, if not handled by the screen and the corresponding ScreenEvent.CharacterTyped.Pre is not cancelled.
Fired before the character input is handled by the screen.
Fired before a Screen is closed.
Fired when a screen is being initialized.
Fired after the screen's overridable initialization method is called.
Fired before the screen's overridable initialization method is fired.
Fired whenever a keyboard key is pressed or released.
Fired when a keyboard key is pressed.
Fired after the key press is handled, if not handled by the screen and the corresponding ScreenEvent.KeyPressed.Pre is not cancelled.
Fired before the key press is handled by the screen.
Fired when a keyboard key is released.
Fired after the key release is handled, if not handled by the screen and the corresponding ScreenEvent.KeyReleased.Pre is not cancelled.
Fired before the key release is handled by the screen.
Fired when a mouse button is pressed.
This event is fired after the mouse click is handled, if the corresponding ScreenEvent.MouseButtonPressed.Pre was not cancelled.
 
Fired before the mouse click is handled by the screen.
Fired when a mouse button is released.
This event is fired after the mouse release is handled, if the corresponding ScreenEvent.MouseButtonReleased.Pre was not cancelled.
 
Fired before the mouse release is handled by the screen.
Fired when the mouse was dragged while a button is being held down.
Fired after the mouse drag is handled, if not handled by the screen and the corresponding ScreenEvent.MouseDragged.Pre is not cancelled.
Fired before the mouse drag is handled by the screen.
Fired whenever an action is performed by the mouse.
Fired when the mouse was dragged while a button is being held down.
Fired after the mouse scroll is handled, if not handled by the screen and the corresponding ScreenEvent.MouseScrolled.Pre is not cancelled.
Fired before the mouse scroll is handled by the screen.
Fired before any Screen is opened, to allow changing it or preventing it from being opened.
Fired when a screen is being drawn.
Fired after the screen's renderBackground and before its render method.
Fired after the screen is drawn.
Fired before the screen is drawn.
Fired ahead of rendering any active mob effects in the EffectsInInventory held by a AbstractContainerScreen.
 
 
 
 
 
 
 
Fired when a screenshot is taken, but before it is written to disk.
 
Abstract scroll panel class.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the MusicManager checks what situational music should be used.
 
 
 
 
We use a "self-test" to launch a client and dedicated server from within our CI and exit.
 
 
 
 
 
 
A composite loot pool entry container that expands all its children in order until one of them fails.
 
 
 
 
 
Called before the server begins loading anything.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired whenever a ServerboundChatPacket is received from a client who has submitted their chat message.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
PacketListener for the server side of the PLAY protocol.
 
 
PacketListener for the server side of the HANDSHAKING protocol.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
PacketListener for the server side of the LOGIN protocol.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Called after ServerStartingEvent when the server is available and ready to play.
Server-side implementation of StatsCounter; handles counting, serialising, and de-serialising statistics, as well as sending them to connected clients via the award stats packet.
 
 
 
 
PacketListener for the server side of the STATUS protocol.
 
 
Called after ServerStoppingEvent when the server has completely shut down.
Called when the server begins an orderly shutdown, before ServerStoppedEvent.
 
 
 
 
Base class of the two server tick events.
ServerTickEvent.Post is fired once per server tick, after the server performs work for the current tick.
ServerTickEvent.Pre is fired once per server tick, before the server performs work for the current tick.
 
 
 
 
 
 
 
 
 
A type of Runnable that throws a Throwable.
 
 
 
LootItemFunction that adds a list of attribute modifiers to the stacks.
 
 
 
LootItemFunction that sets the banner patterns for a banner item.
 
 
 
 
 
 
 
LootItemFunction that sets the contents of a container such as a chest by setting the BlocKEntityTag of the stacks.
 
LootItemFunction that sets the LootTable and optionally the loot table seed on the stack's BlockEntityTag.
 
 
LootItemFunction that sets a stack's enchantments.
 
 
Deprecated.
 
 
 
 
 
LootItemFunction that sets the stack's count based on a NumberProvider, optionally adding to any existing count.
LootItemFunction that sets the stack's damage based on a NumberProvider, optionally adding to any existing damage.
 
 
LootItemFunction that sets a stack's lore tag, optionally replacing any previously present lore.
 
LootItemFunction that sets a stack's name.
 
 
 
 
 
 
 
LootItemFunction that adds an effect to any suspicious stew items.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Shared global constants.
 
 
 
 
Deprecated.
Neo: Use IShearable instead.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A thread group and factory combination which belongs to a LogicalSide.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Stock data component class to hold a FluidStack.
Fluid ingredient that matches the fluids specified by the given HolderSet.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Common class for a simple ticket based system.
 
An UnbakedStandaloneModel implementation that loads a single model.
 
 
A generator for a single octave of Simplex noise.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Standard implementation for a FluidIngredient with an amount.
Standard implementation for an ingredient and a count.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Used to signify that a packet encoding error is not fatal.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired when all players are asleep and the time should be set to day.
setWakeUpTime(wakeUpTime) sets a new time that will be added to the dayTime.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
LootItemFunction that tries to smelt any items using
invalid reference
RecipeType.SMELTING
.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wraps exceptions thrown while reading structures to include the path of the structure in the exception message.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
An Implementation of Properties that is sorted when iterating.
Base class for AddServerReloadListenersEvent and AddClientReloadListenersEvent.
 
 
 
 
 
 
 
 
Defines an action which produces a sound.
A utility holding common sound actions.
The SoundBuffer class represents an audio buffer containing audio data in a particular format.
The SoundBufferLibrary class provides a cache containing instances of SoundBuffer and AudioStream for use in Minecraft sound handling.
Contains all the data to completely define a sound event.
Identifies a specific sound that has to be played in a sound event, along with all the necessary parameters.
Represents the type of sound that the SoundDefinition.Sound object represents.
Data provider for the sounds.json file, which identifies sound definitions for the various sound events in Minecraft.
The SoundEngine class handles the management and playback of sounds in the game.
 
 
The SoundEngineExecutor class is responsible for executing sound-related tasks in a separate thread.
Fired when the SoundEngine is constructed or (re)loaded, such as during game initialization or when the sound output device is changed.
 
Superclass for sound related events.
Superclass for when a sound has started to play on an audio channel.
The SoundEventListener interface defines a listener for sound events.
 
 
 
 
 
The SoundManager class is responsible for managing sound events and playing sounds.
The Preparations class represents the prepared sound event registrations and caches for applying to the sound manager.
 
 
 
 
 
 
 
 
 
 
 
This event is fired from NaturalSpawner.spawnCategoryForPosition(net.minecraft.world.entity.MobCategory, net.minecraft.server.level.ServerLevel, net.minecraft.core.BlockPos) when the spawning system determines the maximum amount of the selected entity that can spawn at the same time.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Intended for mods to help mark if a modded item allows for placing modded plants of any kind or size.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A payload that is used to split a packet into multiple payloads.
 
 
 
 
 
 
 
 
 
Functional interface representing the signature of the SpriteContents constructor but nullable to support skipping based on metadata.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data provider for atlas configuration files.
An atlas configuration is bound to a specific texture atlas such as the minecraft:blocks atlas and allows adding additional textures to the atlas by adding SpriteSources to the configuration.
 
 
 
 
 
 
 
 
 
 
 
 
 
Slot to handle immutable itemstack storages (Ex: ComponentItemHandler).
 
 
 
 
 
 
 
 
 
A key referring to a model file to be loaded and baked as a standalone model (not bound to a block or item).
 
 
 
Wrapper around all standard top-level model parameters added by vanilla and NeoForge except elements.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
An immutable statistic to be counted for a particular entry in the Stat.type's registry.
Fired when a Player is awarded a Stat.
 
 
 
 
 
 
 
 
 
 
 
 
A formatter for a statistic's corresponding count.
 
 
 
 
 
Manages counting a set of Stat objects, stored by a map of statistics to their count.
 
 
 
 
Holds a map of statistics with type T for a corresponding StatType.registry.
 
 
 
 
 
 
The available comparison functions that are used for comparing the stencil reference value to the current stencil buffer value when determining if a fragment passes the stencil test.
 
The operations to take for manipulating the stencil buffer value after computing the stencil test result.
Describes the stencil test and writing state for the front or back face.
Describes the stencil test state for the render pipeline.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
An NbtProvider that provides NBT data from a named
invalid reference
CommandStorage
.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
An object that splits a graph into strongly connected components lazily with Tarjan's Strongly Connected Components Algorithm.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
JSON-serializable structure modifier.
 
 
Stock structure modifier that adds a mob spawn override to a structure.
Stock biome modifier that removes mob spawns from a structure modifier.
Stock structure modifier that removes mob spawns from a structure.
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A Style for Component.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The SweepAttackEvent is fired when a Player attacks a target, after the CriticalHitEvent has been fired.
 
 
 
 
 
 
 
 
 
 
 
 
The symmetric group S3, also known as all the permutation orders of three elements.
Configuration task that syncs the config files to the client
 
Keeps data in sync from server to client for an entity.
 
 
 
 
Syncs registries to the client
 
 
 
 
 
 
 
 
 
Builder class for creating a TabNavigationBar instance.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A loot pool entry container that generates based on an item tag.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Note, fluid tags should not be plural to match the vanilla standard.
 
 
The /neoforge tags command for listing a registry's tags, getting the elements of tags, and querying the tags of a registry object.
 
 
Fired when tags are updated on either server or client.
Represents the cause for a tag update.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Specifies the target type for the ITransformer.Target.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Test harness launch service - this will do nothing, but will take "test.harness" and offer it to the transformer system.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Utility to format data into a textual (markdown-compliant) table.
 
 
 
 
 
 
 
Fired after a texture atlas is stitched together and all textures therein have been loaded.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A class used to manage chunk loading tickets associated with a specific ID.
Class to help mods remove no longer valid tickets before they are activated on load.
Represents a pair of chunk-loaded ticket sets.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A LootItemCondition that checks the day time against an IntRange after applying an optional modulo division.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A class to assist in the collection of data to measure the update times of ticking objects {currently Tile Entities and Entities}
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the client queues a Toast message to be shown onscreen.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Provides a topological sort algorithm.
 
 
 
 
 
 
 
 
 
 
PrintStream which redirects it's output to a given logger.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when a player trades with an AbstractVillager.
 
 
 
 
 
 
 
 
 
 
 
 
Decorates ITransformationService to track state and other runtime metadata.
 
 
 
 
Defines a class containing constants which implementations of ITransformerDiscoveryService may use.
 
 
 
Module transforming class loader
Started as a copy of ExtendedThrowablePatternConverter because there is no mechanism to hook additional data into that class, which is very rubbish.
Vertex pipeline element that applies a transformation to incoming geometry.
Holds onto a specific list of transformers targetting a particular node type
Transformer store - holds all the transformers
Detailed targetting information
 
 
 
 
An enum value that can be be translated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A predicate that takes three arguments and returns a boolean.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Typed key-value map, similar to the AttributeKey netty stuff.
Unique blackboard key
 
 
 
 
 
 
Extension for UnbakedModel.
A loader for custom unbaked models.
 
 
Implements functionality similar to Vanillas VariantMutator, but generalized to unbaked blockstate models in general.
 
 
An unbaked standalone model.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This class provides a button that shows a string glyph at the beginning.
 
 
 
 
 
Generates a random number which is uniformly distributed between a minimum and a maximum.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A helper sprite with UVs spanning the entire texture.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fires on both the client and server thread when a player interacts with a block.
 
 
 
 
 
 
 
 
 
Caches player's last known usernames
Used for saving the Gson representation of the cache to disk
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Validation wrapper around CommandEncoder
This is used to wrap the RenderPass
Context for validating loot tables.
 
 
 
 
The validation GpuDevice is used to ensure that both mods and backends are complying with the B3D API contract correctly.
Validation wrapper around GpuTexture
Currently this class is boilerplate
Validation wrapper around RenderPass
Validates RenderPipieline usages.
LootItemCondition that checks if a number provided by a NumberProvider is within an IntRange.
 
 
 
 
Extension class for ValueInput
A generic interface for objects that can be serialized to a ValueOutput and deserialized from a ValueInput
 
 
 
 
Extension class for ValueOutput
 
 
 
 
 
 
 
Keys for vanilla reload listeners, used to specify dependency ordering in the AddClientReloadListenersEvent.
A filter for impl packets, used to filter/modify parts of vanilla impl messages that will cause errors or warnings on vanilla clients, for example entity attributes that are added by Forge or mods.
 
 
 
 
 
VanillaGameEvent is fired on the server whenever one of Vanilla's GameEvents fire.
 
Identifiers for the vanilla HUD components, in the order that they render.
 
 
 
 
 
 
 
A filter for vanilla impl packets.
 
 
 
 
 
 
 
Keys for vanilla reload listeners, used to specify dependency ordering in the AddServerReloadListenersEvent.
 
 
 
 
 
 
 
 
 
 
 
 
 
Prepends each frame ("packet") with its length encoded as a VarInt.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wrapper for VertexConsumer which delegates all operations to its parent.
 
 
 
 
 
 
 
 
 
 
 
 
Represents a resolvable height value, or y coordinate, based on the world minimum and maximum height.
 
 
 
 
 
 
 
 
Data map value for vibration frequencies.
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired for hooking into the entity view rendering in GameRenderer.
Fired to allow altering the angles of the player's camera.
Fired for customizing the color of the fog visible to the player.
Fired for altering the raw field of view (FOV).
Fired for rendering custom fog.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
VillagerTradesEvent is fired during reload by TagsUpdatedEvent.
 
 
 
 
 
 
VillageSiegeEvent is fired just before a zombie siege finds a successful location in VillageSiege#tryToSetupSiege(ServerLevel), to give mods the chance to stop the siege.

This event is ICancellableEvent; canceling stops the siege.

This event does not have a result.
 
 
 
 
 
 
 
 
 
 
 
VoidFluidHandler is a template fluid handler that can be filled indefinitely without ever getting full.
 
Exception thrown when a vote impass occurs
Exception thrown when a voter rejects the entire configuration
The internal vote context structure.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
WandererTradesEvent is fired during reload by TagsUpdatedEvent.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data map value for waxable blocks allowing mods to easily register basic waxing interactions for their blocks.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A LootItemCondition that checks whether it currently raining or thundering.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The WeighedSoundEvents class represents a collection of weighted sound events.
The Weighted interface represents an element with a weight in a weighted collection.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Used to define certain positions to skip or ignore when carving.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This is an internal object used by the GoalSelector to choose between Goals.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Event to determine which player an XP Orb should follow.