ServerLevel
Importing the class
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.world.ServerLevel;Extends
ServerLevel extends Level.
Implements
ServerLevel
implements the following interfaces:
LevelAccessor,ICapabilityProviderImpl<ICapabilityProviderImpl>,ICapabilityProvider,CommonLevelAccessor,LevelReader,BlockAndTintGetter,BlockGetter,ServerLevelAccessor
Undocumented Interfaces
WorldGenLevel,IForgeLevel,LevelTimeAccess,EntityGetter,LevelSimulatedRW,CollisionGetter,SignalGetter,NoiseBiomeSource,IForgeBlockAndTintGetter,LevelHeightAccessor,IForgeBlockGetter,LevelSimulatedReader,LevelWriter
Members
This lets you store data on this specific level, so data stored in the Overworld will not be accessible from the Nether.
// ServerLevel.customData as CraftTweakerSavedDatamyServerLevel.customData
Return Type:
CraftTweakerSavedData
This lets you store data on this specific level, so data stored in the Overworld will not be accessible from the Nether.
Returns: The custom data for this world.
myServerLevel.customData();
Return Type:
CraftTweakerSavedData
// ServerLevel.damageSources as DamageSourcesmyServerLevel.damageSources
Return Type:
DamageSources
// ServerLevel.daytime as longmyServerLevel.daytime
Return Type:
long
// ServerLevel.daytime() as long;myServerLevel.daytime();
Return Type:
long
// ServerLevel.dayTime = (time as long);myServerLevel.dayTime = myLong;Parameters:
time: long Type: long
- The new time of day. Should be between 0 and 24000. Returns: Whether the block was changed.
myServerLevel.destroyBlock(new BlockPos(0, 1, 2), true);Parameters:
Return Type:
bool
Returns: Whether the block was changed.
myServerLevel.destroyBlock(new BlockPos(0, 1, 2), true, player);Parameters:
Return Type:
bool
// ServerLevel.difficulty as DifficultymyServerLevel.difficulty
Return Type:
Difficulty
// ServerLevel.dimension as ResourceLocationmyServerLevel.dimension
Return Type:
ResourceLocation
// ServerLevel.gameTime as longmyServerLevel.gameTime
Return Type:
long
// ServerLevel.gameTime() as long;myServerLevel.gameTime();
Return Type:
long
Returns: The highest redstone signal available to the position.
myServerLevel.getBestNeighborSignal(new BlockPos(0, 1, 2));
Return Type:
int
myServerLevel.getBlockEntity(myBlockPos);
Return Type:
BlockEntity
Returns: The data of the tile entity.
myServerLevel.getBlockEntityData(new BlockPos(0, 1, 2));
Return Type:
IData
Returns: The block state at the position.
myServerLevel.getBlockState(new BlockPos(0, 1, 2));
Return Type:
BlockState
Returns: The found capability or null.
myServerLevel.getCapability<T>(Capabilities.ENERGY, <constant:minecraft:direction:north>);Parameters:
Return Type:
T?
Returns: The found capability or null.
myServerLevel.getCapability<T>(Capabilities.ENERGY);Parameters:
Return Type:
T?
myServerLevel.getCurrentDifficultyAt(myBlockPos);
Return Type:
DifficultyInstance
Returns: The highest strong (direct) redstone signal of all directly neighboring blocks.
myServerLevel.getDirectSignalTo(new BlockPos(0, 1, 2));
Return Type:
int
Returns: A List of Entities that match.
// ServerLevel.getEntities(predicate as function(t as Entity) as bool, type as EntityType<Entity> = null) as List<Entity>;myServerLevel.getEntities((entity as MCEntity) => entity.isImmuneToFire(), <entitytype:minecraft:sheep>);Parameters:
Return Type:
List<Entity>
myServerLevel.getEntities(entity, 1.0, 1.0, 1.0, 11.4, 11.4, 11.4, (entityIn) => entityIn.isInWater());Parameters:
Return Type:
List<Entity>
pos2 is omitted, it will use pos1.add(1, 1, 1)Returns: all entities in given area
myServerLevel.getEntitiesInArea<T>(new BlockPos(0, 1, 2), new BlockPos(3, 4, 5));Parameters:
Return Type:
List<Entity>
myServerLevel.getEntitiesInAreaExcluding(entity, (entityIn) => entityIn.isInWater(), new BlockPos(0, 1, 2), new BlockPos(3, 4, 5));Parameters:
Return Type:
List<Entity>
Returns: all entities in given area.
myServerLevel.getEntitiesOfClass<T>(1.0, 1.0, 1.0, 11.4, 11.4, 11.4);Parameters:
x1: double Type: double y1: double Type: double z1: double Type: double x2: double Type: double y2: double Type: double z2: double Type: double
Return Type:
List<Entity>
Returns: The redstone signal strength available from that direction.
myServerLevel.getSignal(new BlockPos(0, 1, 2), <direction:north>);Parameters:
Return Type:
int
myServerLevel.globalLevelEvent(2005, new BlockPos(0, 1, 2), 0);// ServerLevel.hasChunk(x as int, z as int) as bool;myServerLevel.hasChunk(myInt, myInt);Parameters:
x: int Type: int z: int Type: int
Return Type:
bool
Returns: Whether the position is receiving a redstone signal.
myServerLevel.hasNeighborSignal(new BlockPos(0, 1, 2));
Return Type:
bool
// ServerLevel.isClientSide as boolmyServerLevel.isClientSide
Return Type:
bool
// ServerLevel.isDay as boolmyServerLevel.isDay
Return Type:
bool
// ServerLevel.isDay() as bool;myServerLevel.isDay();
Return Type:
bool
Returns: Whether the position is in a loaded chunk.
myServerLevel.isLoaded(new BlockPos(0, 1, 2));
Return Type:
bool
// ServerLevel.isNight as boolmyServerLevel.isNight
Return Type:
bool
// ServerLevel.isNight() as bool;myServerLevel.isNight();
Return Type:
bool
Returns: Whether it is raining at the current position.
myServerLevel.isRainingAt(new BlockPos(0, 1, 2));
Return Type:
bool
Returns: Whether the position was inside a slime chunk.
myServerLevel.isSlimeChunk(new BlockPos(0, 1, 2));
Return Type:
bool
// ServerLevel.level as ServerLevelmyServerLevel.level
Return Type:
ServerLevel
myServerLevel.levelEvent(player, myInt, myBlockPos, myInt);Parameters:
myServerLevel.levelEvent(myInt, myBlockPos, myInt);// ServerLevel.maxLightLevel as intmyServerLevel.maxLightLevel
Return Type:
int
// ServerLevel.playSound(player as Player, position as BlockPos, event as SoundEvent, source as SoundSource);myServerLevel.playSound(myPlayer, myBlockPos, mySoundEvent, mySoundSource);Parameters:
event: SoundEvent Type: SoundEvent source: SoundSource Type: SoundSource // ServerLevel.playSound(player as Player, position as BlockPos, event as SoundEvent, source as SoundSource, volume as float, pitch as float);myServerLevel.playSound(myPlayer, myBlockPos, mySoundEvent, mySoundSource, myFloat, myFloat);Parameters:
event: SoundEvent Type: SoundEvent source: SoundSource Type: SoundSource volume: float Type: float pitch: float Type: float // ServerLevel.raining as boolmyServerLevel.raining
Return Type:
bool
// ServerLevel.rainLevel = (level as float);myServerLevel.rainLevel = myFloat;Parameters:
level: float Type: float
- The new rain level between 0 and 1 // ServerLevel.rainLevel(level as float);myServerLevel.rainLevel(0.5);Parameters:
level: float Type: float
- The new rain level between 0 and 1 // ServerLevel.random as RandomSourcemyServerLevel.random
Return Type:
RandomSource
Returns: a BlockHitResult holding the result, the position and facing the ray stops.
// ServerLevel.rayTraceBlocks(startVec as Vec3, endVec as Vec3, blockMode as BlockClipContext, fluidMode as FluidClipContext, entity as Entity = null) as BlockHitResult;myServerLevel.rayTraceBlocks(new Vec3(0.0, 0.0, 0.0), new Vec3(1.1, 4.5, 1.4), RayTraceBlockMode.OUTLINE, RayTraceFluidMode.NONE, entity);Parameters:
blockMode: BlockClipContext Type: BlockClipContext
- the type of block that the ray trace would stop at. fluidMode: FluidClipContext Type: FluidClipContext
- the type of fluid that the ray trace would stop at.
Return Type:
BlockHitResult
// ServerLevel.seaLevel as intmyServerLevel.seaLevel
Return Type:
int
// ServerLevel.seed as longmyServerLevel.seed
Return Type:
long
SequenceBuilder for this level. SequenceBuilder's let you compose scripted events such as waiting 5 ticks, then setting the weather to rain.
Returns: A new SequenceBuilder for this level.
// ServerLevel.sequence(data as IData = new crafttweaker.api.data.MapData()) as SequenceBuilder<Level, IData>;myServerLevel.sequence({version: "1.0.0"});
Return Type:
SequenceBuilder<Level, IData>
SequenceBuilder for this level. SequenceBuilder's let you compose scripted events such as waiting 5 ticks, then setting the weather to rain.
Returns: A new SequenceBuilder for this level.
myServerLevel.sequence<T>({version: "1.0.0"});Parameters:
data: T Type: T
Return Type:
SequenceBuilder<Level, T>
Returns: Whether the block was changed.
myServerLevel.setBlockAndUpdate(new BlockPos(0, 1, 2), <blockstate:minecraft:iron_block>);Parameters:
Return Type:
bool
// ServerLevel.setTimeToDay();myServerLevel.setTimeToDay();// ServerLevel.setTimeToMidnight();myServerLevel.setTimeToMidnight();// ServerLevel.setTimeToNight();myServerLevel.setTimeToNight();// ServerLevel.setTimeToNoon();myServerLevel.setTimeToNoon();// ServerLevel.skyDarken as intmyServerLevel.skyDarken
Return Type:
int
// ServerLevel.thundering as boolmyServerLevel.thundering
Return Type:
bool