All Classes and Interfaces

Class
Description
 
 
 
 
 
 
 
 
 
 
 
An abstract class for custom render passes that are rendered before the level is rendered.
 
 
 
 
 
 
 
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 configured instance of an ItemModelSmith
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A collection of helper methods for data manipulation
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
An ExtendedSoundType is an extension of DeferredSoundType, that provides hooks for when each individual block sound is played.
An interface that serves as a context-appropriate vanilla-matching playSound call.
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.IEventResponder 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 class designed to help with tracking and then displaying items rotating around an object.
 
 
 
 
 
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 simple block entity with various methods normally found inside of Block delegated here from LodestoneEntityBlock
 
 
 
 
 
 
 
 
 
 
An extension of Block Properties designed to interface with LodestoneDatagenBlockData 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.
 
 
 
 
 
 
 
 
 
 
 
A helper class to activate enchantment effects in a more convenient way than through the use of EnchantmentHelper.
 
 
 
 
 
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 a 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.
 
 
 
 
 
 
 
 
 
An extension of the ItemStackHandler class, designed to work well when several inventories are relevant in a singular context, such as a block that stores multiple types of items in different lists.
 
 
 
 
 
 
 
 
 
Network channels function as a database of payload types.
 
 
 
 
 
 
 
 
 
 
 
 
This builder is used to define and format custom rarities.
 
 
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.
A handler responsible for all the backend rendering processes.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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 basic object to simplify resource reload listener registration.
 
 
 
Barebones system for early renderpasses before the level is rendered.
A provider for creating LodestoneRenderType instances.
A token representing a render type Currently does not support a definition without a texture Each unique token will create a unique render type and as such tokens are cached depending on the texture.
 
 
 
 
 
A handler for screen particles.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Shader Storage Buffer Object
 
 
 
 
 
 
 
A helper class containing various methods designed to play sound from a side independent context.
A particle behavior, renders as a moving spark that follows the velocity of the particle.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A VertexConsumer that forwards all calls to multiple other VertexConsumers.
A VertexConsumer that allows for an offset to be applied to the UV coordinates.
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.
 
A VertexConsumer that forwards all calls to multiple other VertexConsumers.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
World events are tickable instanced objects which are saved in a level capability, which means they are unique per dimension.