All Classes and Interfaces

Class
Description
 
 
 
 
 
 
 
 
 
 
A collection of various helper methods related to block entities
 
A collection of various helper methods related to block positions
A collection of various helper methods related to blockstates
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A collection of helper methods for data manipulation
 
 
 
 
 
The Easing class holds a set of general-purpose motion tweening functions by Robert Penner.
A base class for Back easings.
Back easing in - backtracking slightly, then reversing direction and moving to target.
Back easing in/out - backtracking slightly, then reversing direction and moving to target, then overshooting target, reversing, and finally coming back to target.
Back easing out - moving towards target, overshooting it slightly, then reversing and coming back to target.
A base class for elastic easings.
An Elastic easing used for ElasticIn functions.
An Elastic easing used for ElasticInOut functions.
An Elastic easing used for ElasticOut functions.
 
 
 
 
 
 
 
 
An ExtendedSoundType is a simple extension of ForgeSoundType, also providing hooks for when each individual sound is played.
 
Represents a pair of values where one takes precedence over the other.
 
 
 
 
 
 
 
 
 
 
 
Utility interface for registering buffer objects to be destroyed when the game closes.
Blocks that implement this interface will automatically be valid targets for the LodestoneBlockEntities.MULTIBLOCK_COMPONENT block entity.
 
The core of a multiblock structure, tracks the positions of all the components in the structure.
Represents a mesh with indices to vertices.
 
Represents a vertex with indices for position, normal and uv.
A handler for firing ItemEventHandler.IEventResponderItem events
 
 
An interface containing various methods which are triggered alongside various forge events.
 
A simple block entity which holds a single ItemStack
A class responsible for generating item models when used with an ItemModelProvider
 
A configured instance of an ItemModelSmith
 
 
 
 
Represents a single level of detail for an MultiLODModel
 
 
 
 
An interface for building the levels of detail for a MultiLODModel
 
A simple implementation of an armor tied humanoid model.
 
 
 
 
A handler for common attributes I use in my mods.
 
 
 
 
 
A simple block entity with various methods normally found inside of Block delegated here from LodestoneEntityBlock
A powerful ItemStackHandler designed to work with block entities
 
 
 
 
 
 
 
 
It's the exact same thing as BlockModelProvider, except with a different factory and by extension, a different model builder.
An extension of Block Properties, allowing you to add LodestoneThrowawayBlockData Some of these values are optional; they only get added during datagen.
 
 
 
 
 
 
 
 
 
A copy of a sword, without actually being a sword.
 
 
A config system allowing for static initialization of config values.
 
 
 
 
 
 
Various throwaway data stored in ThrowawayBlockDataHandler.THROWAWAY_DATA_CACHE, which is only ever instantiated during the data-generation process.
 
A SimpleBlock is an implementation of EntityBlock that allows most frequently used logic to be handled in a SimpleBlockEntity It's important to still utilize generic, T extends YourBlockEntity, in order to allow for other mods to extend your block and use a different block entity
 
 
 
 
 
A Recipe Class designed for In-World Crafting without the presence of an interface.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Network channels function as a database of payload types.
 
 
 
 
 
 
 
 
A Recipe Serializer implementation for use with any custom recipe type.
 
A Basic implementation for a custom recipe type along with some static helper functions for fetching recipes.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Various throwaway data stored in ThrowawayBlockDataHandler.THROWAWAY_DATA_CACHE, which is cleared after the game is finished loading.
 
Register renderers in FMLClientSetupEvent.
 
 
 
 
 
An LODStrategy or Level of Detail Strategy is a class containing the logic for determining which level of detail to use for a given ObjModel.
 
 
 
 
 
 
 
 
 
 
 
A basic Multiblock component block.
A basic Multiblock component block entity.
 
 
 
 
 
A model that can switch between different levels of detail based on the model data.
 
A VertexConsumer that forwards all calls to multiple other VertexConsumers.
 
 
 
 
An IndexedModel that is parsed from an Wavefront OBJ file.
 
 
 
 
 
 
 
 
 
Handles world-space post-processing.
Abstract world space post-process pass.
 
 
 
 
A handler responsible for all the backend rendering processes.
 
 
Stores all relevant data from a RenderType.
 
 
 
 
 
 
 
A handler for screen particles.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A collection of methods designed to simplify and unify the use of vectors
 
 
Represents a vertex with position, normal, uv, color, light, and overlay data.
 
 
 
 
 
 
 
 
 
 
 
 
 
World events are tickable instanced objects which are saved in a level capability, which means they are unique per dimension.