All Classes and Interfaces

Class
Description
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when objects are added to the registry.
 
 
 
Fired on PackRepository creation to allow mods to add new pack finders.
 
The main ResourceManager is recreated on each reload, just after ReloadableServerResources's creation.
 
 
This event can be used to add static geometry to chunk sections.
A rendering callback that will be invoked during chunk meshing.
 
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.
NeoForge: Use AdvancementProvider instead, provides ease of access for the ExistingFileHelper in the generator
An extension of the vanilla AdvancementProvider to provide a feature-complete experience to generate modded advancements.
An interface used to generated modded advancements.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
Test mod that demos disabling ambient occlusion on specific faces of "elements" models.
 
 
 
 
 
 
 
 
 
 
Holderset that represents an intersection of other holdersets.
 
 
 
 
 
 
 
 
 
 
This event is fired when an Animal is tamed.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the player removes a "repaired" item from the Anvil's Output slot.
 
AnvilUpdateEvent is fired whenever the input stacks (left or right) or the name in an anvil changed.
This class provides a way to test the AnvilUpdateEvent.
 
 
Holderset that represents all elements of a registry.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
Wrapper for BakedModel which delegates all operations to its parent.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Base class to reuse code common between most/all *Capability implementation.
 
 
 
 
 
 
 
 
Base implementation of a FlowingFluid for mods to use.
 
 
 
 
 
 
 
 
A default, exposed implementation of ITrade.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
This tests the following features and requirements of biome modifier jsons::
 
 
 
 
 
 
 
 
 
 
 
Extension of the vanilla builder but also provides read access and a copy-from-existing-data helper.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
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).
 
 
 
 
 
 
 
 
A geometry baking context that is bound to a BlockModel.
 
 
This event is fired whenever a block (like a sapling) grows into a feature (like a tree).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Builder for block models, does not currently provide any additional functionality over ModelBuilder, purely a stub class with a concrete generic.
 
 
 
 
 
 
 
Stub class to extend for block model data providers, eliminates some boilerplate constructor parameters.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Represents a captured snapshot of a block, including the level, position, state, BE data, and setBlock flags.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data provider for blockstate files.
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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).
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
Called from ServerPlayer.startSleepInBed(BlockPos) when a player attempts to sleep.
This LootItemCondition "neoforge:can_tool_perform_action" can be used to check if a tool can perform a given ToolAction.
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
ChunkDataEvent is fired when an event involving chunk data occurs.
If a method utilizes this Event as its parameter, the method will receive every child event of this class.

ChunkDataEvent.data contains the NBTTagCompound containing the chunk data for this event.

All children of this event are fired on the NeoForge.EVENT_BUS.
ChunkDataEvent.Load is fired when vanilla Minecraft attempts to load Chunk data.
This event is fired during chunk loading in
invalid reference
ChunkSerializer#read(ServerLevel, PoiManager, ChunkPos, CompoundTag)
which means it is async, so be careful.

This event is not
invalid reference
ICancellableEvent
.

This event does not have a result.
ChunkDataEvent.Save is fired when vanilla Minecraft attempts to save Chunk data.
This event is fired during chunk saving in ChunkMap#save(ChunkAccess).
 
 
 
 
 
 
 
ChunkEvent is fired when an event involving a chunk occurs.
If a method utilizes this Event as its parameter, the method will receive every child event of this class.

ChunkEvent.chunk contains the Chunk this event is affecting.

All children of this event are fired on the NeoForge.EVENT_BUS.
ChunkEvent.Load is fired when vanilla Minecraft attempts to load a Chunk into the level.
This event is fired during chunk loading in
Chunk.onChunkLoad().
ChunkEvent.Unload is fired when vanilla Minecraft attempts to unload a Chunk from the level.
This event is fired during chunk unloading in
Chunk.onChunkUnload().
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
An immutable ordered set (not implementing Set) of chunk render types.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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)).
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the registry is cleared.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Class for various client-side-only hooks.
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge! Original code: https://github.com/jaskarth/fabric-chunkpregenerator
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Manager for custom ColorResolver instances, collected via RegisterColorHandlersEvent.ColorResolvers.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
Internal class for handling the steps of mod loading that are common for client, data and server runs.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Variant of EnergyStorage for use with data components.
Variant of ItemStackHandler for use with data components.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Composite holdersets have component holdersets and possibly owner holdersets (which have this holderset as a component).
 
 
A model composed of several named children.
 
 
A model data container which stores data for child components.
 
 
 
 
 
A renderable object composed of a hierarchy of parts, each made up of a number of meshes.
 
 
 
 
A context value that provides Matrix4f transforms for certain parts of the model.
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
 
 
 
 
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.
 
 
 
 
 
 
 
Tests for ConditionalOps and related methods.
 
 
 
 
Extension of RegistryOps that also encapsulates a ICondition.IContext.
 
 
Wrapper around a RecipeOutput that adds conditions to all received recipes.
 
 
 
 
 
 
 
 
 
A payload that contains a config file.
 
 
 
 
 
 
 
Represents a model with blockstate configurations, e.g.
A builder for ConfiguredModels, which can contain a callback for processing the finished result.
 
 
 
 
 
 
Declares categories of connections based on the other side.
Utility class for storing and retrieving Connection objects from ChannelHandlerContext objects.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired for hooking into AbstractContainerScreen events.
Fired every time an AbstractContainerScreen renders.
Fired after the container screen's background layer and elements are drawn.
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Test features and guards of crash-callables.
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Adds a block and item to test custom client-controlled breaking sounds.
 
 
 
 
 
 
 
 
 
 
A custom fluid container item with a capacity of a vanilla bucket which uses the FluidUtil functionalities to pickup and place fluids.
 
Adds a blaze head block and item to test the event for registering a custom skull model and to demonstrate the proper way to register a custom mob skull.
 
 
 
 
 
 
 
 
 
 
Test mod for the custom transform types feature.
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A test creating a custom sprite source provider a sprite using it and an item using that sprite.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 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.
 
 
 
 
 
This test class shows an example of how to register unsynced and synced datapack registries, and how to use a dataprovider to generate json files for them.
 
 
 
 
 
Fired when datapack registries can be registered.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Debugging helper class.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Special DeferredHolder for Blocks that implements ItemLike.
 
 
 
 
A Deferred Holder is a Holder that is constructed with only a ResourceKey.
Checks that DeferredHolder works correctly, specifically that get() functions immediately after construction, if registries are already populated.
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.
 
 
 
A subclass of SoundType that uses Supplier<SoundEvent>s.
 
 
 
Tests that the DeferredWorkQueue properly executes enqueued tasks and forwards any exceptions thrown by those tasks
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
To see the effects of this test mod you must create a new world then teleport to the custom dimension (use: /execute in dimension_settings_test:test_overworld run tp @s ...).
 
 
 
 
 
Manager for DimensionSpecialEffects instances.
 
 
 
 
 
Protocol utilities for communicating over Dinnerbone's protocol.
 
 
 
 
 
 
 
 
Helper class that merges two unidirectional handlers into a single bidirectional handler.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
Tests that the values for defaulted optional tags defined in multiple places are combined.
 
 
 
 
 
 
 
 
 
 
 
 
 
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 special type of test which may only be linked to one framework at a time.
 
 
 
 
 
 
 
 
 
 
 
 
Defines a cure that is used to remove MobEffects from a LivingEntity.
 
 
 
Fires for each effect to allow modification or replacement of the particle options (you can set it to null to reset it to default).
 
 
 
 
 
 
 
 
A model composed of vanilla block elements.
 
 
 
 
 
 
Test mod that demos emissivity on "elements" models.
 
 
Implementation of IEnergyStorage that cannot store, receive, or provide energy.
 
 
Singleton that represents an empty fluid ingredient.
 
 
 
 
 
 
 
A completely empty model with no quads or texture dependencies.
 
 
 
 
 
Annotate a test method with this annotation in order to configure an empty template for the test.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the enchantment level is set for each of the three potential enchantments in the enchanting table.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired on the forge bus before an Enderman detects that a player is looking at them.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Reference implementation of IEnergyStorage.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
This event is fired whenever the Pose changes, and in a few other hardcoded scenarios.
CAREFUL: This is also fired in the Entity constructor.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 at the appropriate time.
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.ChorusFruit is fired before a LivingEntity is teleported due to consuming Chorus Fruit.
EntityTeleportEvent.EnderEntity is fired before an Enderman or Shulker randomly teleports.
EntityTeleportEvent.EnderPearl is fired before an Entity is teleported from an EnderPearlEntity.
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.

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 ParameterResolver that provides a MinecraftServer parameter.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Enables data providers to check if other data files currently exist.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
A version of BlockModel.Deserializer capable of deserializing models with custom loaders, as well as other changes introduced to the spec by Forge.
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.
 
 
 
 
Holds extra data that may be injected into a face.
 
 
 
 
 
 
 
A basic fake server player implementation that can be used to simulate player actions.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This class represents the different features a TestFramework may have.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event is fired before Mob.finalizeSpawn(net.minecraft.world.level.ServerLevelAccessor, net.minecraft.world.DifficultyInstance, net.minecraft.world.entity.MobSpawnType, 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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Implementation of QuadLighter that lights quads with flat lighting.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Holds the result of a fluid action from FluidUtil.
Wrapper for vanilla and forge buckets.
 
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.
 
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.
 
 
 
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.
 
 
 
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.
A test case used to define and test fluid type integration into fluids.
 
 
Various tests for FluidUtil, that run when the mod is loaded.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Helper class to keep track of a ticket owner by controller ID and owner object
Helper class to manage tracking and handling loaded tickets.
 
 
 
 
Apply this annotation to a class in order to add a common configuration to all child tests.
 
 
 
 
 
 
 
 
 
 
 
 
 
An IItemHandler that delegates each method to another IItemHandler.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data map value for furnace fuels.
FurnaceFuelBurnTimeEvent is fired when determining the fuel value for an ItemStack.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A simple marker event that notifies when the game is about to close.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Marks a class as containing game tests that should be registered automatically.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge! Original code: https://github.com/jaskarth/fabric-chunkpregenerator
 
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! Original code: https://github.com/jaskarth/fabric-chunkpregenerator
 
 
 
 
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge! Original code: https://github.com/jaskarth/fabric-chunkpregenerator
 
 
A generic packet splitter that can be used to split packets that are too large to be sent in one go.
 
 
 
 
 
 
 
 
 
Manager for geometry loaders.
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.
 
 
When harvesting blocks with bamboo, this modifier is invoked, via the silk_touch_bamboo loot_modifier json
The smelting enchantment causes this modifier to be invoked, via the smelting loot_modifier json
When harvesting wheat with shears, this modifier is invoked via the wheat_harvest loot_modifier json
This modifier checks how many seeds were harvested and turns X seeds into Y wheat (3:1)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Backup of the OpenGL render state, for use in GUI rendering that needs to be able to go back to the previous render state after calling third-party renderers which may apply arbitrary modifications to the render state.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Adaptation of LayeredDraw that is used for Gui rendering specifically, to give layers a name and fire appropriate events.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 BakedModel.
 
Extension interface for BlockAndTintGetter.
 
 
 
 
 
 
 
Interface for more flexible brewing recipes.
 
A listener for block capability invalidation.
 
 
 
 
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.
 
 
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.
 
Extension interface for DimensionSpecialEffects.
 
 
 
Called whenever the ID mapping might have changed.
 
 
 
 
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.
 
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.
 
The context in which a geometry is being baked, providing information such as lighting and transforms, and allowing the user to create materials and query render types.
A loader for custom model geometries.
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
 
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.
 
 
 
 
 
 
 
 
 
 
Extension type for the MenuProvider interface.
 
This class defines a replacement for the default minecart collision code.
Extension interface for Minecraft.
 
 
Base interface for any object that collects culled and unculled faces and bakes them into a model.
 
 
 
 
 
 
 
 
 
An interface designed to unify various things in the Minecraft code base that can be serialized to and from a NBT tag.
 
 
 
 
 
 
 
 
 
 
 
 
This class validates that
invalid reference
Ingredient#invalidate()
is called correctly.
To verify, join a world, then leave it.
 
 
 
 
 
An ingredient type encapsulates the codecs to serialize and deserialize a custom ingredient.
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
FluidIngredient that matches if all child ingredients match
Ingredient that matches if all child ingredients match
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 extension for Registry, adding some additional functionality to vanilla registries, such as callbacks and ID limits.
A standard interface for things that can be rendered to a MultiBufferSource.
 
 
 
 
 
 
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
Used to mark a recipe that shape matters so that the recipe book and auto crafting picks the correct shape.
This allows for mods to create there own Shear-like items and have them interact with Blocks/Entities without extra work.
 
 
 
 
 
 
 
 
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 EntityItem's age has reached its maximum lifespan.
 
 
 
This event is called when a player fishes an item.
 
 
 
 
 
 
 
 
 
 
 
 
Forge reimplementation of vanilla's ItemModelGenerator, i.e.
 
 
 
 
 
 
Builder for item models, adds the ability to build overrides via ItemModelBuilder.override().
 
 
 
 
 
Stub class to extend for item model data providers, eliminates some boilerplate constructor parameters.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
Tests if item usage animation system works as intended.
 
 
 
 
 
 
 
 
 
 
 
A generic lookup for RenderType implementations that use the specified texture.
 
 
Extension interface for Transformation.
General interface for any model that can be baked, superset of vanilla UnbakedModel.
Extension interface for VertexConsumer.
Represents a registry object (usually a Holder) that has data maps.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Dataprovider for using a Codec to generate jsons.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
Loads the built-in language files, and handles loading the default language ("en_us") on the dedicated server.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wrapper around ModelBlockRenderer to allow rendering blocks via Forge's lighting pipeline.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
LivingAttackEvent is fired when a living Entity is attacked.
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 is fired just before damage is applied to entity.
At this point armor, potion and absorption modifiers have already been applied to damage - this is FINAL value.
Also note that appropriate resources (like armor durability and absorption extra hearths) have already been consumed.
This event is fired whenever an Entity is damaged in LivingEntity#actuallyHurt(DamageSource, float) and Player#actuallyHurt(DamageSource, float).

This event is fired via the CommonHooks.onLivingDamage(LivingEntity, DamageSource, float).

LivingDamageEvent.source contains the DamageSource that caused this Entity 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(float, float, DamageSource).

This event is fired via the CommonHooks.onLivingFall(LivingEntity, float, 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.
LivingHurtEvent is fired when an Entity is set to be hurt.
LivingKnockBackEvent is fired when a living entity is about to be knocked back.
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A test mod used to test splitting the ClientboundLoginPacket.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A base implementation of a Global Loot Modifier for modders to extend.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when a LootTable is loaded from JSON.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Helper class that always executes the wrapped handler on the main thread.
 
 
 
 
 
Registers 255 mob effects that log every tick on the client.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This test mod provides two items for testing the Forge onStopUsing hook.
 
 
 
Test mod that demos most Forge-provided model loaders in a single block + item, as well as in-JSON render states and the refactored immutable ModelData managed by the client level.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.MobSpawnType, 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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
General purpose model builder, contains all the commonalities between item and block models.
 
A container for data to be passed to BakedModel 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.
Fired when the ModelBakery is notified of the resource manager reloading.
Allows users to register their own geometry loaders for use in block/item models.
 
 
 
 
 
 
 
 
 
 
 
 
 
A property to be used in ModelData.
 
 
 
 
 
 
 
 
 
Holds lazy-evaluable modified biome info.
Record containing raw biome data.
 
Holds lazy-evaluable modified structure info.
Record containing raw structure data.
 
 
The event used to modify the default components of an item.
Fired during startup after builtin registries are constructed.
 
 
 
 
 
 
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.
 
 
This test mod provides a way to register a CustomPacketPayload with a different protocol version on the client and the server to cause a mod channel mismatch.
 
Custom button subclass to draw an indicator overlay on the button when updates are available.
 
 
 
 
 
 
 
Data map value for monster room spawner mobs.
 
 
 
 
 
 
 
Fired after the player's movement inputs are updated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A mutable linked map with a hashing strategy and a merge function.
 
 
 
 
Interface with directly mutating methods for TestFrameworks.
 
 
 
 
 
Manager for named render types.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
NeoForge's own configuration.
Client specific configuration - only loaded clientside from neoforge-client.toml
General configuration that doesn't need to be synchronized but needs to be available before server startup
 
 
Holds all data maps provided by NeoForge.
 
 
 
 
 
Codec-related helper functions that are not in ExtraCodecs, but useful to NeoForge and other mods.
 
 
 
 
Precompiled neoforge.formatting-conventions script plugin.
 
 
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 tool action
 
 
A class that exposes static references to NeoForge registries.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
Annotate a static method accepting exactly one parameter of MutableTestFramework (or parent interfaces) to register that method as an on-init listener, which will be called in MutableTestFramework.init(IEventBus, ModContainer).
 
Special thanks to Jasmine and Gegy for allowing us to use their pregenerator mod as a model to use in NeoForge! Original code: https://github.com/jaskarth/fabric-chunkpregenerator
 
A test case used to ensure that IBlockStateExtension.onTreeGrow(LevelReader, BiConsumer, RandomSource, BlockPos, TreeConfiguration) works properly, using a custom grass block that should revert to its custom dirt form after a tree grows on top of it instead of turning to dirt.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Holderset that represents a union of other holdersets.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Means to distribute packets in various ways
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data map value for parrot imitations.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A data provider for ParticleDescriptions.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Builder-style helper for registering CustomPacketPayloads, used for modded networking.
Holds the information needed to describe a registered payload.
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
Implement this interface in a StructurePiece class extension to modify its Beardifier behavior.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
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 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.
Fired when an Entity is stopped to be "tracked" by this player (the player no longer receives updates about this entity, e.g.
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.
Tests PlayerNegotiationEvent by listening for and then enqueuing work to be done asynchronously, details regarding the work execution is printed out and exceptions are thrown to ensure proper handling.
 
 
 
 
 
 
 
 
 
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.
This tests for PlayerSpawnPhantomsEventTest and fires when the normal Phantom Spawns could 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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This tests net.minecraftforge.event.world.World.LevelEvent.PotentialSpawns.
 
 
PotionBrewEvent.Post is fired when a potion is brewed in the brewing stand.
PotionBrewEvent.Pre is fired before vanilla brewing takes place.
 
 
 
 
 
 
 
 
 
 
 
 
When used on a class, this sets the default state for whether to prefix any contained game test templates with the simple class name or not.
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
Base class for all quad lighting providers.
 
A collection of IQuadTransformer implementations.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Data map value for raid hero gifts.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A wrapper that composes another IItemHandlerModifiable, exposing only a range of the composed slots.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Manager for recipe book types and categories.
 
 
 
 
 
 
 
 
 
Mostly copied from CraftingScreen
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when the RecipeManager has received and synced the recipes from the server to the client.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
Fired to allow mods to register their reload listeners on the client-side resource manager.
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.
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.
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.
Allows users to register custom key mappings.
 
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 for registering PresetEditor screen factories for world presets.
Allows users to register custom categories for the vanilla recipe book, making it usable in modded GUIs.
Fired to allow mods to register custom render buffers.
Fired to allow mods to register custom shaders.
Fired to allow mods to register their own SpriteSourceType.
Fired for registering structure conversions for pre-1.18.2 worlds.
Put this annotation on a static field containing either a StructureTemplate, a Supplier of StructureTemplate or a StructureTemplateBuilder in order to automatically register that code-defined template.
Fired in order to register chunk ticket controllers.
 
A helper for registration in tests.
 
 
 
 
Deprecated.
 
 
 
 
 
Wrapper around ItemModelShaper that cleans up the internal maps to respect ID remapping.
 
Marker interface for registry callbacks.
 
This test mod show a few example usages of Registry.byNameCodec() to serialize and deserialize registry entries to JSON or NBT.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Vertex pipeline element that remaps incoming data to another format.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This mod is testing the use of RenderLevelStageEvent and is a modifaction of a pre-existing test mod that used the old RenderLevelLastEvent.
 
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.
 
 
Fires at various times during LevelRenderer.renderLevel.
Use to create a custom stages.
A time during level rendering for you to render custom things into the world.
 
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.
 
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 the colours for the tooltip background are determined.
Fired when a tooltip gathers the TooltipComponents to be rendered, before any text wrapping or processing.
Fired before the tooltip is rendered.
 
 
 
 
 
A set of functionally equivalent shaders.
Provides helper functions replacing those in ItemBlockRenderTypes.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This test mod allows a custom scaffolding to move down while sneaking through a method.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired on different events/actions when a Screen is active and visible.
Fired directly after the background of the screen is drawn.
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 is drawn.
Fired before the screen is drawn.
Fired ahead of rendering any active mob effects in the inventory screen.
 
 
 
 
 
 
 
Fired when a screenshot is taken, but before it is written to disk.
Deprecated, for removal: This API element is subject to removal in a future version.
Use extension methods in IGuiGraphicsExtension instead
Abstract scroll panel class.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A model composed of multiple sub-models which are picked based on the ItemDisplayContext being used.
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Called after ServerStartingEvent when the server is available and ready to play.
 
 
 
 
 
 
 
 
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.
 
 
 
 
Used to test that modded dimension types and dimensions are loaded on a clean dedicated server launch.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
Neo: Use IShearable instead.
 
 
 
 
 
 
 
 
 
 
The ShieldBlockEvent is fired when an entity successfully blocks 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.
Note: The shield item stack "should" be available from LivingEntity.getUseItem() at least for players.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Stock data component class to hold a FluidStack.
 
 
Simple implementation of ModelState.
 
 
 
 
 
 
 
 
 
 
 
 
Common class for a simple ticket based system.
Helper class to define a custom tier
Base class for implementations of IUnbakedGeometry which do not wish to handle model creation themselves, instead supplying baked quads through a builder.
 
 
 
 
 
 
 
Fluid ingredient that only matches the fluid of the given stack.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Standard implementation for a FluidIngredient with an amount.
Standard implementation for an ingredient and a count.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Implementation of QuadLighter that lights baked quads using ambient occlusion and light interpolation.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
An Implementation of Properties that is sorted when iterating.
 
 
 
 
 
 
 
Defines an action which produces a sound.
A utility holding common sound actions.
 
 
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.
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This event allows each EntityType to have a SpawnPlacements.SpawnPredicate registered or modified.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A geometry baking context that is not bound to block/item model loading.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when a Player is awarded a Stat.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This test mod provides two items for testing the Forge onStopUsing hook.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
This tests the requirements of structure modifier jsons::
 
 
 
 
 
 
 
 
 
 
Deprecated.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Configuration task that syncs the config files to the client
 
 
 
 
 
 
Syncs registries to the client
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fluid ingredient that matches all fluids within the given 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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The base interface for tests in the TestFramework.
A group of collectors by bus.
A collector of event listeners which automatically unregisters listeners when a test is disabled.
 
Represents the status of a test.
Used by GUIs in order to display helpful information about tests.
 
 
 
 
 
 
 
 
 
The backend of the testing framework.
Interface used for accessing a framework's tests.
 
 
 
 
 
 
Annotate a String field with the value being the ID of a group with this annotation in order to configure the group.
Annotation used by AbstractTest in order to collect information about a test.
A listener which listens for changes in tests.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
Represents a pair of chunk-loaded ticket sets.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Fired when a player trades with an AbstractVillager.
This tests for TradeWithVillagerEvent and fires when the player completes a trade with either a Villager or WanderingTrader(must inherit from AbstractVillager).
 
 
 
 
 
 
 
 
 
Vertex pipeline element that applies a transformation to incoming geometry.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A predicate that takes three arguments and returns a boolean.
 
 
Represents a boolean value that can be true, false or refer to a default value.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Helper for dealing with unbaked models and geometries.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This class provides a button that shows a string glyph at the beginning.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A helper sprite with UVs spanning the entire texture.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Caches player's last known usernames
Used for saving the Gson representation of the cache to disk
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 LayeredDraw.Layer, in the order that they render.
 
 
 
 
 
 
 
A filter for vanilla impl packets.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Builder for variant-type blockstates, i.e.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Wrapper for VertexConsumer which delegates all operations to its parent.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
WandererTradesEvent is fired during reload by TagsUpdatedEvent.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Annotate the class of an AbstractTest or a method-based test with this annotation in order to add test listeners to the test.