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.data . ServerLevelData;
ServerLevelData
implements the following interfaces:
WritableLevelData
,LevelData
// ServerLevelData.allowCommands as bool
myServerLevelData . allowCommands
Return Type:
bool
// ServerLevelData.clearWeatherTime as int
myServerLevelData . clearWeatherTime
Return Type:
int
// ServerLevelData.clearWeatherTime = (time as int);
myServerLevelData . clearWeatherTime = myInt;
// ServerLevelData.dayTime as long
myServerLevelData . dayTime
Return Type:
long
// ServerLevelData.dayTime = (time as long);
myServerLevelData . dayTime = myLong;
// ServerLevelData.difficulty as Difficulty
myServerLevelData . difficulty
Return Type:
Difficulty
// ServerLevelData.gameTime as long
myServerLevelData . gameTime
Return Type:
long
// ServerLevelData.gameTime = (time as long);
myServerLevelData . gameTime = myLong;
// ServerLevelData.gameType as GameType
myServerLevelData . gameType
Return Type:
GameType
// ServerLevelData.gameType = (gameType as GameType);
myServerLevelData . gameType = myGameType;
// ServerLevelData.hardcore as bool
myServerLevelData . hardcore
Return Type:
bool
// ServerLevelData.initialized as bool
myServerLevelData . initialized
Return Type:
bool
// ServerLevelData.isDifficultyLocked as bool
myServerLevelData . isDifficultyLocked
Return Type:
bool
// ServerLevelData.levelName as string
myServerLevelData . levelName
Return Type:
string
// ServerLevelData.raining as bool
myServerLevelData . raining
Return Type:
bool
// ServerLevelData.raining = (raining as bool);
myServerLevelData . raining = myBool;
// ServerLevelData.rainTime as int
myServerLevelData . rainTime
Return Type:
int
// ServerLevelData.rainTime = (time as int);
myServerLevelData . rainTime = myInt;
// ServerLevelData.setSpawn(pos as BlockPos, spawnAngle as float);
myServerLevelData . setSpawn(myBlockPos, myFloat);
Parameters:
spawnAngle: float
Type: float
// ServerLevelData.spawnAngle as float
myServerLevelData . spawnAngle
Return Type:
float
// ServerLevelData.thundering as bool
myServerLevelData . thundering
Return Type:
bool
// ServerLevelData.thundering = (thundering as bool);
myServerLevelData . thundering = myBool;
Parameters:
thundering: bool
Type: bool
// ServerLevelData.thunderTime as int
myServerLevelData . thunderTime
Return Type:
int
// ServerLevelData.thunderTime = (time as int);
myServerLevelData . thunderTime = myInt;
// ServerLevelData.wanderingTraderSpawnChance as int
myServerLevelData . wanderingTraderSpawnChance
Return Type:
int
// ServerLevelData.wanderingTraderSpawnChance = (chance as int);
myServerLevelData . wanderingTraderSpawnChance = myInt;
// ServerLevelData.wanderingTraderSpawnDelay as int
myServerLevelData . wanderingTraderSpawnDelay
Return Type:
int
// ServerLevelData.wanderingTraderSpawnDelay = (delay as int);
myServerLevelData . wanderingTraderSpawnDelay = myInt;
// ServerLevelData.worldBorder as Settings
myServerLevelData . worldBorder
Return Type:
Settings
// ServerLevelData.worldBorder = (border as Settings);
myServerLevelData . worldBorder = mySettings;
Parameters:
border: Settings
Type: Settings