If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.entity.type.misc . FallingBlockEntity;
FallingBlockEntity extends Entity
.
FallingBlockEntity
implements the following interfaces:
Nameable
,EntityAccess
,CommandSource
,ICapabilityProviderImpl <ICapabilityProviderImpl >
,ICapabilityProvider
Undocumented Interfaces IForgeEntity
// FallingBlockEntity.acceptsFailure as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).acceptsFailure
Return Type:
bool
// FallingBlockEntity.acceptsFailure() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).acceptsFailure();
Return Type:
bool
// FallingBlockEntity.acceptsSuccess as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).acceptsSuccess
Return Type:
bool
// FallingBlockEntity.acceptsSuccess() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).acceptsSuccess();
Return Type:
bool
// FallingBlockEntity.addTag(tagName as string) as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).addTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// FallingBlockEntity.airSupply as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).airSupply
Return Type:
int
// FallingBlockEntity.airSupply() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).airSupply();
Return Type:
int
// FallingBlockEntity.allSlots as Iterable< ItemStack > FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).allSlots
Return Type:
Iterable <ItemStack >
// FallingBlockEntity.allSlots() as Iterable< ItemStack >; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).allSlots();
Return Type:
Iterable <ItemStack >
// FallingBlockEntity.alwaysAccepts as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).alwaysAccepts
Return Type:
bool
// FallingBlockEntity.alwaysAccepts() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).alwaysAccepts();
Return Type:
bool
// FallingBlockEntity.armorSlots as Iterable< ItemStack > FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).armorSlots
Return Type:
Iterable <ItemStack >
// FallingBlockEntity.armorSlots() as Iterable< ItemStack >; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).armorSlots();
Return Type:
Iterable <ItemStack >
// FallingBlockEntity.bbHeight as float
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).bbHeight
Return Type:
float
// FallingBlockEntity.bbHeight() as float;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).bbHeight();
Return Type:
float
// FallingBlockEntity.bbWidth as float
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).bbWidth
Return Type:
float
// FallingBlockEntity.bbWidth() as float;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).bbWidth();
Return Type:
float
// FallingBlockEntity.blockPosiion as BlockPos FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockPosiion
Return Type:
BlockPos
// FallingBlockEntity.blockPosiion() as BlockPos ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockPosiion();
Return Type:
BlockPos
// FallingBlockEntity.blockPosition as BlockPos FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockPosition
Return Type:
BlockPos
// FallingBlockEntity.blockPosition() as BlockPos ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockPosition();
Return Type:
BlockPos
Gets the BlockState of this falling entity. FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockstate
Return Type:
BlockState
Sets the BlockState of this falling entity. // FallingBlockEntity.blockstate = (state as BlockState ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockstate = myBlockState;
Gets the BlockState of this falling entity. Returns : The BlockState of this falling entity
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockstate();
Return Type:
BlockState
Sets the BlockState of this falling entity. // FallingBlockEntity.blockstate(state as BlockState ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockstate(myBlockState);
// FallingBlockEntity.blockX as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockX
Return Type:
int
// FallingBlockEntity.blockX() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockX();
Return Type:
int
// FallingBlockEntity.blockY as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockY
Return Type:
int
// FallingBlockEntity.blockY() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockY();
Return Type:
int
// FallingBlockEntity.blockZ as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockZ
Return Type:
int
// FallingBlockEntity.blockZ() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).blockZ();
Return Type:
int
// FallingBlockEntity.boundingBox as AABB FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).boundingBox
Return Type:
AABB
// FallingBlockEntity.boundingBox() as AABB ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).boundingBox();
Return Type:
AABB
// FallingBlockEntity.boundingBoxForCulling as AABB FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).boundingBoxForCulling
Return Type:
AABB
// FallingBlockEntity.boundingBoxForCulling() as AABB ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).boundingBoxForCulling();
Return Type:
AABB
Triggers the given net.minecraft.world.level.block.Fallable
's onBrokenAfterFall
method using this entity. // FallingBlockEntity.callOnBrokenAfterFall(fallableBlock as Block , position as BlockPos ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).callOnBrokenAfterFall( < block : minecraft:sand > , new BlockPos( 1 , 2 , 3 ));
Parameters:
fallableBlock: Block
Type: Block
- The fallable block. // FallingBlockEntity.canBeCollidedWith as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).canBeCollidedWith
Return Type:
bool
// FallingBlockEntity.canBeCollidedWith() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).canBeCollidedWith();
Return Type:
bool
// FallingBlockEntity.canCollideWith(other as Entity ) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).canCollideWith(myEntity);
Return Type:
bool
// FallingBlockEntity.canFreeze as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).canFreeze
Return Type:
bool
// FallingBlockEntity.canFreeze() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).canFreeze();
Return Type:
bool
// FallingBlockEntity.clearFire();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).clearFire();
// FallingBlockEntity.closerThan(other as Entity , distance as double) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).closerThan(myEntity, myDouble);
Parameters:
distance: double
Type: double
Return Type:
bool
// FallingBlockEntity.commandSenderWorld as Level FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).commandSenderWorld
Return Type:
Level
// FallingBlockEntity.commandSenderWorld() as Level ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).commandSenderWorld();
Return Type:
Level
// FallingBlockEntity.controllingPassenger as Entity FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).controllingPassenger
Return Type:
Entity
// FallingBlockEntity.controllingPassenger() as Entity ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).controllingPassenger();
Return Type:
Entity
Gets the custom NBT data for this Entity. // FallingBlockEntity.customData as MapData FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).customData
Return Type:
MapData
Gets the custom NBT data for this Entity. Returns : The custom data for this Entity.
// FallingBlockEntity.customData() as MapData ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).customData();
Return Type:
MapData
// FallingBlockEntity.customName as Component FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).customName
Return Type:
Component
// FallingBlockEntity.customName as Component FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).customName
Return Type:
Component
// FallingBlockEntity.customName() as Component ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).customName();
Return Type:
Component
// FallingBlockEntity.customName() as Component ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).customName();
Return Type:
Component
// FallingBlockEntity.dampensVibrations as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).dampensVibrations
Return Type:
bool
// FallingBlockEntity.dampensVibrations() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).dampensVibrations();
Return Type:
bool
Gets the NBT data of this Entity. // FallingBlockEntity.data as MapData FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).data
Return Type:
MapData
Gets the NBT data of this Entity. Returns : The NBT data of this Entity.
// FallingBlockEntity.data() as MapData ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).data();
Return Type:
MapData
// FallingBlockEntity.deltaMovement as Vec3 FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).deltaMovement
Return Type:
Vec3
// FallingBlockEntity.deltaMovement = (deltaMovement as Vec3 ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).deltaMovement = myVec3;
// FallingBlockEntity.deltaMovement() as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).deltaMovement();
Return Type:
Vec3
// FallingBlockEntity.deltaMovement(deltaMovement as Vec3 ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).deltaMovement(myVec3);
// FallingBlockEntity.dimensionChangingDelay as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).dimensionChangingDelay
Return Type:
int
// FallingBlockEntity.dimensionChangingDelay() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).dimensionChangingDelay();
Return Type:
int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).direction
Return Type:
Direction
// FallingBlockEntity.direction() as Direction ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).direction();
Return Type:
Direction
// FallingBlockEntity.discard();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).discard();
// FallingBlockEntity.dismountsUnderwater as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).dismountsUnderwater
Return Type:
bool
// FallingBlockEntity.displayName as Component FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).displayName
Return Type:
Component
// FallingBlockEntity.displayName as Component FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).displayName
Return Type:
Component
// FallingBlockEntity.displayName() as Component ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).displayName();
Return Type:
Component
// FallingBlockEntity.displayName() as Component ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).displayName();
Return Type:
Component
// FallingBlockEntity.distanceTo(entity as Entity ) as float; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).distanceTo(myEntity);
Return Type:
float
// FallingBlockEntity.distanceToSqr(x as double, y as double, z as double) as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).distanceToSqr(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
double
// FallingBlockEntity.distanceToSqr(entity as Entity ) as double; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).distanceToSqr(myEntity);
Return Type:
double
// FallingBlockEntity.distanceToSqr(vec as Vec3 ) as double; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).distanceToSqr(myVec3);
Return Type:
double
// FallingBlockEntity.ejectPassengers();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).ejectPassengers();
// FallingBlockEntity.eyeHeight as float
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).eyeHeight
Return Type:
float
// FallingBlockEntity.eyeHeight() as float;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).eyeHeight();
Return Type:
float
// FallingBlockEntity.eyePosition as Vec3 FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).eyePosition
Return Type:
Vec3
// FallingBlockEntity.eyePosition() as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).eyePosition();
Return Type:
Vec3
// FallingBlockEntity.eyeY as double
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).eyeY
Return Type:
double
// FallingBlockEntity.eyeY() as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).eyeY();
Return Type:
double
Spawns a new falling block entity at the given position with the given blockstate. Returns : The entity that was spawned.
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > );
Parameters:
level: Level
Type: Level
- The level to spawn the entity in.
Return Type:
FallingBlockEntity
// FallingBlockEntity.feetBlockState as BlockState FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).feetBlockState
Return Type:
BlockState
// FallingBlockEntity.feetBlockState() as BlockState ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).feetBlockState();
Return Type:
BlockState
// FallingBlockEntity.fireImmune as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).fireImmune
Return Type:
bool
// FallingBlockEntity.fireImmune() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).fireImmune();
Return Type:
bool
// FallingBlockEntity.firstPassenger as Entity FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).firstPassenger
Return Type:
Entity
// FallingBlockEntity.firstPassenger() as Entity ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).firstPassenger();
Return Type:
Entity
// FallingBlockEntity.fluidJumpThreshold as double
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).fluidJumpThreshold
Return Type:
double
// FallingBlockEntity.fluidJumpThreshold() as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).fluidJumpThreshold();
Return Type:
double
// FallingBlockEntity.forward as Vec3 FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).forward
Return Type:
Vec3
// FallingBlockEntity.forward() as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).forward();
Return Type:
Vec3
Gets the capability for the given side. Returns : The found capability or null.
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getCapability < T>(Capabilities.ENERGY, <constant : minecraft:direction:north > );
Return Type:
T ?
Gets the capability. Returns : The found capability or null.
// FallingBlockEntity.getCapability<T>(cap as Capability <T>) as T?; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getCapability < T>( Capabilities . ENERGY);
Return Type:
T ?
// FallingBlockEntity.getEyePosition(partialTicks as float) as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getEyePosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// FallingBlockEntity.getPosition(partialTicks as float) as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getPosition(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
Gets the position that this entity was spawned at. Returns : The position that the entity was spawned at.
// FallingBlockEntity.getStartPos() as BlockPos ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getStartPos();
Return Type:
BlockPos
// FallingBlockEntity.getUpVector(partialTicks as float) as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getUpVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// FallingBlockEntity.getViewVector(partialTicks as float) as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getViewVector(myFloat);
Parameters:
partialTicks: float
Type: float
Return Type:
Vec3
// FallingBlockEntity.getX(scale as double) as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getX(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// FallingBlockEntity.getY(scale as double) as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getY(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// FallingBlockEntity.getZ(scale as double) as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).getZ(myDouble);
Parameters:
scale: double
Type: double
Return Type:
double
// FallingBlockEntity.handSlots as Iterable< ItemStack > FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).handSlots
Return Type:
Iterable <ItemStack >
// FallingBlockEntity.handSlots() as Iterable< ItemStack >; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).handSlots();
Return Type:
Iterable <ItemStack >
// FallingBlockEntity.hasCustomName as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasCustomName
Return Type:
bool
// FallingBlockEntity.hasCustomName as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasCustomName
Return Type:
bool
// FallingBlockEntity.hasCustomName() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasCustomName();
Return Type:
bool
// FallingBlockEntity.hasCustomName() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasCustomName();
Return Type:
bool
// FallingBlockEntity.hasExactlyOnePlayerPassenger as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasExactlyOnePlayerPassenger
Return Type:
bool
// FallingBlockEntity.hasExactlyOnePlayerPassenger() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasExactlyOnePlayerPassenger();
Return Type:
bool
// FallingBlockEntity.hasGlowingTag as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasGlowingTag
Return Type:
bool
// FallingBlockEntity.hasGlowingTag() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasGlowingTag();
Return Type:
bool
// FallingBlockEntity.hasIndirectPassenger(entity as Entity ) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasIndirectPassenger(myEntity);
Return Type:
bool
// FallingBlockEntity.hasPassenger(entity as Entity ) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasPassenger(myEntity);
Return Type:
bool
// FallingBlockEntity.hasPassenger(predicate as function(t as Entity ) as bool) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hasPassenger(myPredicate);
Parameters:
predicate: function(t as Entity ) as bool
Type: function(t as Entity ) as bool
Return Type:
bool
// FallingBlockEntity.hurt(source as DamageSource , amount as float) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).hurt(myDamageSource, myFloat);
Parameters:
amount: float
Type: float
Return Type:
bool
// FallingBlockEntity.id as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).id
Return Type:
int
// FallingBlockEntity.id() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).id();
Return Type:
int
// FallingBlockEntity.isAlive as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isAlive
Return Type:
bool
// FallingBlockEntity.isAlive() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isAlive();
Return Type:
bool
// FallingBlockEntity.isAlwaysTicking as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isAlwaysTicking
Return Type:
bool
// FallingBlockEntity.isAlwaysTicking() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isAlwaysTicking();
Return Type:
bool
// FallingBlockEntity.isAttackable as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isAttackable
Return Type:
bool
// FallingBlockEntity.isAttackable() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isAttackable();
Return Type:
bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isColliding(myBlockPos, myBlockState);
Return Type:
bool
// FallingBlockEntity.isCrouching as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isCrouching
Return Type:
bool
// FallingBlockEntity.isCrouching() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isCrouching();
Return Type:
bool
// FallingBlockEntity.isCurrentlyGlowing as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isCurrentlyGlowing
Return Type:
bool
// FallingBlockEntity.isCurrentlyGlowing() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isCurrentlyGlowing();
Return Type:
bool
// FallingBlockEntity.isCustomNameVisible as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isCustomNameVisible
Return Type:
bool
// FallingBlockEntity.isCustomNameVisible() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isCustomNameVisible();
Return Type:
bool
// FallingBlockEntity.isDescending as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isDescending
Return Type:
bool
// FallingBlockEntity.isDescending() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isDescending();
Return Type:
bool
// FallingBlockEntity.isDiscrete as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isDiscrete
Return Type:
bool
// FallingBlockEntity.isDiscrete() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isDiscrete();
Return Type:
bool
// FallingBlockEntity.isFree(x as double, y as double, z as double) as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isFree(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
Return Type:
bool
// FallingBlockEntity.isFullyFrozen as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isFullyFrozen
Return Type:
bool
// FallingBlockEntity.isFullyFrozen() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isFullyFrozen();
Return Type:
bool
// FallingBlockEntity.isInLava as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInLava
Return Type:
bool
// FallingBlockEntity.isInLava() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInLava();
Return Type:
bool
// FallingBlockEntity.isInvisible as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInvisible
Return Type:
bool
// FallingBlockEntity.isInvisible() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInvisible();
Return Type:
bool
// FallingBlockEntity.isInvisibleTo(player as Player ) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInvisibleTo(myPlayer);
Return Type:
bool
// FallingBlockEntity.isInvulnerable as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInvulnerable
Return Type:
bool
// FallingBlockEntity.isInvulnerable() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInvulnerable();
Return Type:
bool
// FallingBlockEntity.isInvulnerableTo(source as DamageSource ) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInvulnerableTo(myDamageSource);
Return Type:
bool
// FallingBlockEntity.isInWall as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWall
Return Type:
bool
// FallingBlockEntity.isInWall() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWall();
Return Type:
bool
// FallingBlockEntity.isInWater as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWater
Return Type:
bool
// FallingBlockEntity.isInWater() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWater();
Return Type:
bool
// FallingBlockEntity.isInWaterOrBubble as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWaterOrBubble
Return Type:
bool
// FallingBlockEntity.isInWaterOrBubble() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWaterOrBubble();
Return Type:
bool
// FallingBlockEntity.isInWaterOrRain as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWaterOrRain
Return Type:
bool
// FallingBlockEntity.isInWaterOrRain() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWaterOrRain();
Return Type:
bool
// FallingBlockEntity.isInWaterRainOrBubble as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWaterRainOrBubble
Return Type:
bool
// FallingBlockEntity.isInWaterRainOrBubble() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isInWaterRainOrBubble();
Return Type:
bool
// FallingBlockEntity.isNoGravity as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isNoGravity
Return Type:
bool
// FallingBlockEntity.isNoGravity() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isNoGravity();
Return Type:
bool
// FallingBlockEntity.isOnFire as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isOnFire
Return Type:
bool
// FallingBlockEntity.isOnFire() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isOnFire();
Return Type:
bool
// FallingBlockEntity.isOnPortalCooldown as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isOnPortalCooldown
Return Type:
bool
// FallingBlockEntity.isOnPortalCooldown() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isOnPortalCooldown();
Return Type:
bool
// FallingBlockEntity.isPassenger as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPassenger
Return Type:
bool
// FallingBlockEntity.isPassenger() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPassenger();
Return Type:
bool
// FallingBlockEntity.isPassengerOfSameVehicle(entity as Entity ) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPassengerOfSameVehicle(myEntity);
Return Type:
bool
// FallingBlockEntity.isPickable as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPickable
Return Type:
bool
// FallingBlockEntity.isPickable() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPickable();
Return Type:
bool
// FallingBlockEntity.isPushable as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPushable
Return Type:
bool
// FallingBlockEntity.isPushable() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPushable();
Return Type:
bool
// FallingBlockEntity.isPushedByFluid as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPushedByFluid
Return Type:
bool
// FallingBlockEntity.isPushedByFluid() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isPushedByFluid();
Return Type:
bool
// FallingBlockEntity.isRemoved as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isRemoved
Return Type:
bool
// FallingBlockEntity.isRemoved() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isRemoved();
Return Type:
bool
// FallingBlockEntity.isShiftKeyDown as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isShiftKeyDown
Return Type:
bool
// FallingBlockEntity.isShiftKeyDown() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isShiftKeyDown();
Return Type:
bool
// FallingBlockEntity.isSilent as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSilent
Return Type:
bool
// FallingBlockEntity.isSilent() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSilent();
Return Type:
bool
// FallingBlockEntity.isSpectator as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSpectator
Return Type:
bool
// FallingBlockEntity.isSpectator() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSpectator();
Return Type:
bool
// FallingBlockEntity.isSprinting as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSprinting
Return Type:
bool
// FallingBlockEntity.isSprinting() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSprinting();
Return Type:
bool
// FallingBlockEntity.isSteppingCarefully as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSteppingCarefully
Return Type:
bool
// FallingBlockEntity.isSteppingCarefully() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSteppingCarefully();
Return Type:
bool
// FallingBlockEntity.isSuppressingBounce as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSuppressingBounce
Return Type:
bool
// FallingBlockEntity.isSuppressingBounce() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSuppressingBounce();
Return Type:
bool
// FallingBlockEntity.isSwimming as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSwimming
Return Type:
bool
// FallingBlockEntity.isSwimming() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isSwimming();
Return Type:
bool
// FallingBlockEntity.isUnderWater as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isUnderWater
Return Type:
bool
// FallingBlockEntity.isUnderWater() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isUnderWater();
Return Type:
bool
// FallingBlockEntity.isVehicle as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isVehicle
Return Type:
bool
// FallingBlockEntity.isVehicle() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isVehicle();
Return Type:
bool
// FallingBlockEntity.isVisuallyCrawling as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isVisuallyCrawling
Return Type:
bool
// FallingBlockEntity.isVisuallyCrawling() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isVisuallyCrawling();
Return Type:
bool
// FallingBlockEntity.isVisuallySwimming as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isVisuallySwimming
Return Type:
bool
// FallingBlockEntity.isVisuallySwimming() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).isVisuallySwimming();
Return Type:
bool
// FallingBlockEntity.kill();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).kill();
// FallingBlockEntity.lavaHurt();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).lavaHurt();
// FallingBlockEntity.level as Level FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).level
Return Type:
Level
// FallingBlockEntity.lookAngle as Vec3 FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).lookAngle
Return Type:
Vec3
// FallingBlockEntity.lookAngle() as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).lookAngle();
Return Type:
Vec3
// FallingBlockEntity.maxAirSupply as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).maxAirSupply
Return Type:
int
// FallingBlockEntity.maxAirSupply() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).maxAirSupply();
Return Type:
int
// FallingBlockEntity.maxFallDistance as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).maxFallDistance
Return Type:
int
// FallingBlockEntity.maxFallDistance() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).maxFallDistance();
Return Type:
int
// FallingBlockEntity.motionDirection as Direction FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).motionDirection
Return Type:
Direction
// FallingBlockEntity.motionDirection() as Direction ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).motionDirection();
Return Type:
Direction
// FallingBlockEntity.moveRelative(amount as float, relative as Vec3 ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).moveRelative(myFloat, myVec3);
Parameters:
amount: float
Type: float
// FallingBlockEntity.moveTo(vec as Vec3 ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).moveTo(myVec3);
// FallingBlockEntity.moveTo(x as double, y as double, z as double);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).moveTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.moveTo(pos as BlockPos , yaw as float, pitch as float); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).moveTo(myBlockPos, myFloat, myFloat);
Parameters:
yaw: float
Type: float
pitch: float
Type: float
// FallingBlockEntity.moveTo(x as double, y as double, z as double, yaw as float, pitch as float);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).moveTo(myDouble, myDouble, myDouble, myFloat, myFloat);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
yaw: float
Type: float
pitch: float
Type: float
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).name
Return Type:
Component
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).name
Return Type:
Component
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).name();
Return Type:
Component
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).name();
Return Type:
Component
// FallingBlockEntity.onGround as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).onGround
Return Type:
bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).onPos
Return Type:
BlockPos
// FallingBlockEntity.onPos() as BlockPos ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).onPos();
Return Type:
BlockPos
// FallingBlockEntity.passengers as List< Entity > FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).passengers
Return Type:
List <Entity >
// FallingBlockEntity.passengers() as List< Entity >; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).passengers();
Return Type:
List <Entity >
// FallingBlockEntity.percentFrozen as float
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).percentFrozen
Return Type:
float
// FallingBlockEntity.percentFrozen() as float;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).percentFrozen();
Return Type:
float
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).pistonPushReaction
Return Type:
PushReaction
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).pistonPushReaction();
Return Type:
PushReaction
// FallingBlockEntity.playSound(sound as SoundEvent , volume as float, pitch as float); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).playSound(mySoundEvent, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
// FallingBlockEntity.portalWaitTime as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).portalWaitTime
Return Type:
int
// FallingBlockEntity.portalWaitTime() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).portalWaitTime();
Return Type:
int
// FallingBlockEntity.position as Vec3 FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).position
Return Type:
Vec3
// FallingBlockEntity.position() as Vec3 ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).position();
Return Type:
Vec3
// FallingBlockEntity.positionRider(entity as Entity ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).positionRider(myEntity);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).registryName
Return Type:
ResourceLocation
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).registryName();
Return Type:
ResourceLocation
// FallingBlockEntity.remainingFireTicks as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).remainingFireTicks
Return Type:
int
// FallingBlockEntity.remainingFireTicks() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).remainingFireTicks();
Return Type:
int
// FallingBlockEntity.removeTag(tagName as string) as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).removeTag(myString);
Parameters:
tagName: string
Type: string
Return Type:
bool
// FallingBlockEntity.removeVehicle();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).removeVehicle();
// FallingBlockEntity.rootVehicle as Entity FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).rootVehicle
Return Type:
Entity
// FallingBlockEntity.rootVehicle() as Entity ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).rootVehicle();
Return Type:
Entity
// FallingBlockEntity.sendMessage(component as Component ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).sendMessage(myComponent);
// FallingBlockEntity.setAirSupply(air as int);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setAirSupply(myInt);
// FallingBlockEntity.setCustomName(name as Component ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setCustomName(myComponent);
// FallingBlockEntity.setCustomNameVisible(visible as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setCustomNameVisible(myBool);
// FallingBlockEntity.setDeltaMovement(xDelta as double, yDelta as double, zDelta as double);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setDeltaMovement(myDouble, myDouble, myDouble);
Parameters:
xDelta: double
Type: double
yDelta: double
Type: double
zDelta: double
Type: double
// FallingBlockEntity.setGlowingTag(glowing as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setGlowingTag(myBool);
Sets that entities should be hurt by this block, as well as setting how much damage is done. // FallingBlockEntity.setHurtsEntities(damagePerDistance as float, maxDamage as int);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setHurtsEntities( 0.5 , 5 );
Parameters:
damagePerDistance: float
Type: float
- The damage done per distance fell.
maxDamage: int
Type: int
- The max amount of damage that can be caused by this entity.
// FallingBlockEntity.setInvisible(invisible as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setInvisible(myBool);
Parameters:
invisible: bool
Type: bool
// FallingBlockEntity.setInvulnerable(invulnerable as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setInvulnerable(myBool);
Parameters:
invulnerable: bool
Type: bool
// FallingBlockEntity.setIsInPowderSnow(inPowderSnow as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setIsInPowderSnow(myBool);
Parameters:
inPowderSnow: bool
Type: bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setItemSlot(myEquipmentSlot, myItemStack);
// FallingBlockEntity.setNoGravity(noGravity as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setNoGravity(myBool);
Parameters:
noGravity: bool
Type: bool
// FallingBlockEntity.setOldPosAndRot();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setOldPosAndRot();
// FallingBlockEntity.setOnGround(onGround as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setOnGround(myBool);
Parameters:
onGround: bool
Type: bool
// FallingBlockEntity.setPortalCooldown();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setPortalCooldown();
// FallingBlockEntity.setPos(position as Vec3 ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setPos(myVec3);
// FallingBlockEntity.setPos(x as double, y as double, z as double);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setPos(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.setPosRaw(x as double, y as double, z as double);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setPosRaw(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.setRemainingFireTicks(ticks as int);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setRemainingFireTicks(myInt);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setRemoved(myRemovalReason);
// FallingBlockEntity.setSecondsOnFire(seconds as int);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setSecondsOnFire(myInt);
// FallingBlockEntity.setShiftKeyDown(keyDown as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setShiftKeyDown(myBool);
// FallingBlockEntity.setSilent(silent as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setSilent(myBool);
// FallingBlockEntity.setSprinting(sprinting as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setSprinting(myBool);
Parameters:
sprinting: bool
Type: bool
Sets the position that this entity was spawned at. this is mainly used for the rendering of the entity
// FallingBlockEntity.setStartPos(pos as BlockPos ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setStartPos( new BlockPos( 1 , 2 , 3 ));
// FallingBlockEntity.setSwimming(swimming as bool);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setSwimming(myBool);
Parameters:
swimming: bool
Type: bool
// FallingBlockEntity.setTicksFrozen(ticks as int);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).setTicksFrozen(myInt);
// FallingBlockEntity.shouldBeSaved as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).shouldBeSaved
Return Type:
bool
// FallingBlockEntity.shouldBeSaved() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).shouldBeSaved();
Return Type:
bool
// FallingBlockEntity.shouldInformAdmins as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).shouldInformAdmins
Return Type:
bool
// FallingBlockEntity.shouldInformAdmins() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).shouldInformAdmins();
Return Type:
bool
// FallingBlockEntity.shouldShowName as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).shouldShowName
Return Type:
bool
// FallingBlockEntity.shouldShowName() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).shouldShowName();
Return Type:
bool
// FallingBlockEntity.showVehicleHealth as bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).showVehicleHealth
Return Type:
bool
// FallingBlockEntity.showVehicleHealth() as bool;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).showVehicleHealth();
Return Type:
bool
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).soundSource
Return Type:
SoundSource
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).soundSource();
Return Type:
SoundSource
// FallingBlockEntity.startRiding(entity as Entity ) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).startRiding(myEntity);
Return Type:
bool
// FallingBlockEntity.startRiding(entity as Entity , force as bool) as bool; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).startRiding(myEntity, myBool);
Return Type:
bool
// FallingBlockEntity.stopRiding();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).stopRiding();
// FallingBlockEntity.stringUUID as string
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).stringUUID
Return Type:
string
// FallingBlockEntity.stringUUID() as string;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).stringUUID();
Return Type:
string
// FallingBlockEntity.tags as Set<string>
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).tags
Return Type:
Set <string >
// FallingBlockEntity.tags() as Set<string>;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).tags();
Return Type:
Set <string >
// FallingBlockEntity.teamColor as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).teamColor
Return Type:
int
// FallingBlockEntity.teamColor() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).teamColor();
Return Type:
int
// FallingBlockEntity.teleportTo(x as double, y as double, z as double);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).teleportTo(myDouble, myDouble, myDouble);
Parameters:
x: double
Type: double
y: double
Type: double
z: double
Type: double
// FallingBlockEntity.ticksFrozen as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).ticksFrozen
Return Type:
int
// FallingBlockEntity.ticksFrozen() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).ticksFrozen();
Return Type:
int
// FallingBlockEntity.ticksRequiredToFreeze as int
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).ticksRequiredToFreeze
Return Type:
int
// FallingBlockEntity.ticksRequiredToFreeze() as int;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).ticksRequiredToFreeze();
Return Type:
int
// FallingBlockEntity.turn(yaw as double, pitch as double);
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).turn(myDouble, myDouble);
Parameters:
yaw: double
Type: double
pitch: double
Type: double
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).type
Return Type:
EntityType <Entity >
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).type();
Return Type:
EntityType <Entity >
// FallingBlockEntity.unRide();
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).unRide();
Updates the custom NBT data for this Entity. // FallingBlockEntity.updateCustomData(data as MapData ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).updateCustomData({custom: "data" });
// FallingBlockEntity.updateCustomEntityTag(level as Level , player as Player , data as MapData ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).updateCustomEntityTag(myLevel, myPlayer, myMapData);
Updates the NBT data of this Entity. // FallingBlockEntity.updateData(data as MapData ); FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).updateData({key: "value" });
// FallingBlockEntity.uuid as UUID
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).uuid
Return Type:
UUID
// FallingBlockEntity.uuid() as UUID;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).uuid();
Return Type:
UUID
// FallingBlockEntity.vehicle as Entity FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).vehicle
Return Type:
Entity
// FallingBlockEntity.vehicle() as Entity ; FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).vehicle();
Return Type:
Entity
// FallingBlockEntity.x as double
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).x
Return Type:
double
// FallingBlockEntity.x() as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).x();
Return Type:
double
// FallingBlockEntity.y as double
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).y
Return Type:
double
// FallingBlockEntity.y() as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).y();
Return Type:
double
// FallingBlockEntity.z as double
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).z
Return Type:
double
// FallingBlockEntity.z() as double;
FallingBlockEntity . fall(level, new BlockPos( 1 , 2 , 3 ), < blockstate : minecraft:dirt > ).z();
Return Type:
double