OptionalclickCalled when player uses some item on a TileEntity.
true if the event is handled and should not be propagated to
the next handlers. Return true if you don't want the user interface
to be opened.
OptionalclientClient tile entity prototype copy.
OptionalcontainerEvents of the container on the server side.
Example of the server container event function.
OptionalcreatedCalled when a TileEntity is created.
OptionaldefaultDefault data values, will be initially added to TileEntity.data field.
OptionaldestroyOccurs when the TileEntity is being destroyed.
true to prevent it.
TileEntity object from destroying (but if the block was destroyed, returning
true from this function doesn't replace the missing block with a new one)
OptionaldestroyOccurs when a block of the TileEntity is being destroyed. See Callback.DestroyBlockFunction for details.
OptionaleventsEvents that receive packets on the server side.
Example of the server packet event function. 'this.sendResponse' method is only available here.
OptionalgetCalled to get the UI.IWindow object for the current TileEntity. The window is then opened within TileEntity.container when the player clicks it.
OptionalgetCalled on client side, returns the window to open.
OptionalgetCalled on server side and returns UI name to open on click.
OptionalinitCalled when a TileEntity is initialized in the world.
OptionalloadCalled when the client copy is created.
OptionalonCalled before every tile ticking to remove them.
OptionalonCalled when player connects to server.
connected player client
OptionalonCalled when player disconnects from server.
disconnected player client
OptionalprojectileOccurs when a projectile entity hits the TileEntity. See Callback.ProjectileHitFunction for details.
OptionalredstoneOccurs when the TileEntity should handle redstone signal. See Callback.RedstoneSignalFunction for details.
OptionalrequireCalled when more liquid is required.
OptionaltickCalled every tick and should be used for all the updates of the TileEntity.
OptionalunloadCalled on destroying the client copy.
OptionaluseUse ItemContainer that supports multiplayer.
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Interface passed to TileEntity.registerPrototype function.