All Classes and Interfaces

Class
Description
Sent client to server to request that the currently held item should "absorb" a new replacement block.
This is the blueprint iterator.
The different results when advancing the structure.
This is a base class for BlueprintIterators based on a delegated iterator All methods are implemented through the delegate.
BuildTool window.
Interface for all commands
Class for building command trees efectively
Our dummy exception type
 
 
Handles simple things that all items need.
Abstract item mechanic for pos selecting
Abstract implementation of the handler holding information that is common for all handlers.
Manage windows and their events.
Messages for adding or removing a tag
Operations running on entire areas, require a start and end position and will iterate over the entire area.
Base class for handling the root mechanics of any operation.
Class which preserves a state change of a block and TE
 
Datagen provider for Block Entity Tags
The block entity for BlockTagSubstitution
Storage for information about the replacement block, if any.
This block is used as a substitution block for the Builder.
Contains block information we need for placement.
Possible placement result.
Possible results for placement.
Utility methods for BlockPos.
This block is used as a substitution block for the Builder.
This block is used as a substitution block for the Builder.
Datagen provider for Block Tags
This block is a substitution block (it disappears on normal build) but stores blueprint data (mostly tags) during scan.
Handle the substitution handler.
Utility class for all Block type checking.
 
The blueprint class which contains the file format for the schematics.
Exists to separate blueprint specific rendering from FakeLevel.
Registry and handler for modifying blueprint information with regards to blocks.
Registry and handler for modifying blueprint information with regards to entities.
The Blueprint render handler on the client side.
This is the default blueprint iterator.
A hilbert space-filling curve, generalised to any dimensions.
Iterator which walks the structure from outside in , in a clockwise rotation
Iterator which walks the structure from outside in , in a clockwise rotation
Random blueprint iterator.
 
Class where blueprint placement is handled.
Contains all information we need for placement at a given position.
Necessary data for blueprint preview.
The renderer for blueprint.
Assuming there's no blend function active let's take advantage of OpenGL blend color constant which doesnt require any shader changes at all.
Sends a blueprint from the client to the server.
Utilities for locating tags in a blueprint
 
Utility functions for blueprints.
Preview data for box contexts.
Preview data for box contexts.
Send build tool data to the server.
Type of button.
Change storage to store changes to an area to be able to undo them.
INLINE: delegate class, check method overrides
Request a blueprint from the client.
Mod client configuration.
 
Waits for blueprint futures to finish loading and then processes them.
Data to be processed.
Data to be processed.
 
 
Client side proxy.
Client side structure pack discovery.
Different states of the client structure loading progress.
Mod root configuration.
Some constants needed for the whole mod.
Creative placement handler that doesn't require resources or tools.
Utils for data fixer mechanism
Enum for data
 
 
Datagen provider for Entity Tags
Mod entry command
Class with methods for receiving various forge events
Used during mirroring of blueprint palette
 
Fake level fake chunk :D all data related methods must redirect to fake level Updating procedure is same as fakeLevel Porting info: uncomment last method section fix compile errors add override for remaining methods and sort/implement them accordingly comment last method section
Porting: class is relatively small, just check super class manually (all of missing methods are/were just aliases)
As much as general fake level.
Porting: class is relatively small, just check super class manually (all of missing methods are/were just aliases)
Porting: class is relatively small, just check super class manually (all of missing methods are/were just aliases)
Vanilla equivalent without section storage.
Porting: class is relatively small, just check super class manually (all of missing methods are/were just aliases)
Message to replace a block from the world with another one.
Constants for UI based values.
Interface for all blocks which anchor a structure.
Interface for TE's which hold schematic specific data.
 
 
Data source for FakeLevel
Loosely based on BlockAndTintGetter
Simple light level config
Blueprint anchor that may not want to show up in the list.
Blueprint anchor that levels.
Interface for all network messages
Blueprint anchor that has a display name.
 
Structurize specific inventory utilities.
Class handling our IO pool.
Structurize specific thread factory.
 
Handler for all kinds of placements.
Possible result of an IPlacementHandler call.
Basic proxy interface.
 
Interface for block entities that are blueprint anchors and have specific requirements to be placed.
BlockEntity rotation.
An item that supports shift-wheel-scrolling
An item that supports middle-clicking
Special creative placement handler anchors.
A handler for structures.
Handle the placement of blueprints in survival.
import net.minecraft.world.item.Item.Properties; Class handling the buildTool item.
Caliper Item class.
Notify server that client clicked or scrolled the middle mouse on a special item
Data storage for holding all positions for a given itemstorage.
Item used to scan structures.
 
A tooltip component that renders an ItemStack
Utility methods for the inventories.
Used to store an stack with various informations to compare items later on.
 
Item for tagging positions with tags
Client-side Item utility class
 
 
 
Helper class for localization and sending player messages.
 
Logging utility class.
Singleton class that links colonies to minecraft.
A waitable primitive that is open/closed manually rather than counted like a CyclicBarrier or Semaphore.
Useful math stuff to use statically.
 
Class to register blocks to Structurize
Class used to handle the creativeTab of structurize.
Class to register items to Structurize
 
 
Some constants needed to store things to NBT.
 
Our wrapper for Forge network layer
A class that handles the data wrapping for our inner index codec.
Notify the client about the structure packs on the server side.
Notify the server about the structure packs on the client side.
 
This exists because it seems to be the only way to override OverlaidBakedModel.isCustomRenderer()...
Simple wrapper to create OverlaidBakedModel.
Simple loader to create OverlaidGeometry.
Command for opening Pasting a structure from a file
Command for opening Pasting a structure from a file
 
 
Class containing all placement handler implementations.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
mojang abusing lazyupdates, this modification always happens, but we need it now, not later
 
 
 
Deprecated.
Contains an operation, as remove block, replace block, place structure, etc.
Operation for placing structures.
Stores blockState and tileEntity at position.
Operation for redo.
Message to remove a block from the world.
Operation for removing one type of block.
Message to remove an entity from the world.
Operation for removing one type of block.
Operation for removing multiple types of blocks.
Rendering cache for boxes, blueprints, etc.
 
 
 
Message to replace a block from the world with another one.
Operation for removing a single type of block.
Represents all possible states of structure when rorating or mirroring
Handles sendScanMessages.
Command for opening WindowScanTool or scanning a structure into a file
Send the scan message for a player to the server.
Data representing a set of scans in the scan tool.
Data for one scan slot
 
Mod server configuration.
Waits for blueprint futures to finish loading and then processes them.
Data to be processed.
Data to be processed.
Data to be processed.
Class handling blueprint syncing between players.
Proxy to the server.
Here we load the structure packs on the server side.
Different states of the client structure loading progress.
Class handling the Server UUID Message.
Messages for adding or removing a tag
Type of shapes our tool supports.
Tells the client to update their scan render box.
Simple placement context for non blueprint handling.
Simple implementation of IFakeLevelBlockGetter mostly for usage in methods where Level is needed for virtual BE/entities etc.
 
 
Represents a class that wrappers other messages in byte form and is used to split the wrapped messages data into several chunks.
Class to store and handle structure iterators.
Wrapper that contains all the info of the structure pack.
Class that contains all the structurepacks of the instance.
The representation of a structure pack category (a folder).
Possible placement for the invocation fo structure placement.
Utility methods related to structure placement.
Structure placement class that will actually execute the placement of a structure.
The different operations.
Mod main class.
Class to register a survival blueprint handler.
Sync blueprint preview data to the client.
Sync blueprint preview data to the server.
Sync player settings to server.
Handles tags.
Tag anchor renderer; renders replacement block model inside of anchor "overlay" model.
Deprecated, for removal: This API element is subject to removal in a future version.
Scan tool operation types.
Highlight render data for marking blocks in the world with potential warnings on them.
 
Transfer a zipped structure pack to the client.
Constants for translation
Operation for undo.
Message class which handles undoing a change to the world.
Marks an area of blocks for re-rendering on the client
Send the scan tool update message to the client.
Command for updating schematic files to the current minecraft version(datafixer)
Command to update all schematics in structurize/updater/input to the blueprint format to structurize/updater/output.
 
Command for creating a new session for sender
General purpose utilities class.
The UUID storage class.
Class which contains all constants required for windows.
BuildTool window.
Button Data.
Type of button.
Window for the replace block GUI.
Window for finishing a scan.
Window to select a resource from a given list of items
BuildTool window.
Window class for the style picker.
 
 
Main class for handling world rendering.