All Classes and Interfaces

Class
Description
 
Skeleton class for worker ai.
Abstract assignment module.
 
Block as one big door
Base class for all Minecolonies Hut Blocks.
 
 
 
 
 
 
 
 
Abstract class for minecolonies named graves.
 
Base building class, has all the foundation for what a building stores and does.
Provides a view of the builder building class.
Class containing the container action of the buildings.
Abstract class used as a base class for request resolver that handle request coming from the building they are originating from.
The abstract event handling building/upgrading huts.
Abstract implementation for building extension instances.
Abstract class for all building extension modules.
Abstract class for Guard huts.
The client view for the Guard building.
Base window class for the main window behind buildings.
Abstract event for building related things.
Abstract class for all modules.
Abstract class for all modules.
 
The structureBuilder building.
The AbstractBuilding View is the client-side representation of a AbstractBuilding.
Manage windows associated with buildings.
This is the fallback for when candb is not present!
Event for something happening to a citizen.
Abstract event for citizen related things.
 
Base class for all blocks that have a functionality within a colony.
Represents the common functions of both the wall and floor colony flag banner blocks
Any colony related event, provides the target colony the event occurred in.
 
Abstract crafting request.
Basic implementation of a crafting module.
this module is for brewing-only users
This module is for standard crafters (3x3 by default)
this module is for those who can't be taught recipes but can still use custom recipes
this module is for Domum Ornamentum cutter recipes
this module is for furnace-only users
Abstract crafting resolver for all crafting tasks.
Abstract crafting resolver for all crafting tasks.
Abstract class for all deliveryman-requests
Abstract for all drowned pirate entities.
Abstract for all drowned pirate entities.
This class provides basic ai functionality.
Abstract class for the principal crafting AIs.
Class taking of the abstract guard methods for both archer and knights.
Class taking of the abstract guard methods for all fighting AIs.
Abstract class for all Citizen Herder AIs
This is the base class of all worker AIs.
Crafts furnace stone related block when needed.
AI class for skills.
This base ai class is used by ai's who need to build entire structures.
Different item check result possibilities.
AI class for the builder.
Possible request stages
Abstract class for all training AIs.
AI class for all workers which use a furnace and require fuel and a block to smelt in it.
Abstract for all amazon entities.
Abstract for all amazon entities.
Abstract for all Barbarian entities.
Abstract for all Barbarian entities.
The abstract citizen entity.
Abstract for all egyptian entities.
Abstract for all egyptian entities.
Abstract for all villain entities.
Abstract for all raider entities.
Abstract for all norsemen entities.
Abstract for all norsemen entities.
Abstract for all pirate entities.
Abstract for all pirate entities.
Special abstract minecolonies mob that overrides laggy vanilla behaviour.
Abstract happiness modifier implementation.
The abstract interaction response handler to be extended by the other ones.
Handles simple things that all items need.
Scroll items base class, does colony registering/checks.
Basic job information.
Class of the crafter job.
Abstract Class for Guard Jobs.
Common job object for all structure AIs.
Abstract implementation for this mod bus events.
Generic module window class.
Abstract class for Jobs that run in the multithreaded path finder.
Base class for planter modules that determines how the AI should work specific fields.
Base class for RecipeStorage types
Abstract for rendering amazons.
Abstract for rendering Barbarians.
Abstract for rendering Pirates.
Abstract for rendering Pirates.
Abstract for rendering amazons.
Abstract for rendering Pirates.
Abstract skeleton implementation of a request.
----------------------- Not Documented Object ---------------------
A class for creating the Research-related JSONs, including Research, ResearchEffects, and (optional) Branches.
A Builder-like class for producing Researches.
A Builder-like class for producing Research Branches
A Builder-like class for producing Research Effects.
 
The Ship based raid event, spawns a ship with raider spawners onboard.
Common base class for JEI teaching GUI extensions.
 
 
Abstract class for minecolonies graves.
 
The abstract implementation for plantation field tile entities.
 
The abstract implementation for farmer field tile entities.
 
An abstract implementation of the ITokenFactory interface that handles serialization etc.
Abstract class for the walkToProxy.
----------------------- Not Documented Object ---------------------
BOWindow for the citizen.
Manage windows and their events.
BOWindow for the town hall.
Abstract class for window for worker building.
General information between WorkOrders.
The WorkOrderView is the client-side representation of a WorkOrders.
Wrapper class for a Manager.
Actions that can be performed in a colony.
Set a new block to the minimum stock list.
Message class to add and remove recipes.
Adjust the skill level of the citizen.
The collection of advancement triggers for minecolonies.
 
 
Event types used in statemachine events.
Special AI Targets which are used for preState cecks and limits.
One time usage AITarget, unregisters itself after usage
A simple target the AI tries to accomplish.
Basic state enclosing states all ai's use.
Triggered when all barracks towers have been fully upgraded on any one barracks
 
Alter a menu item message.
Amazon model.
Amazon raid event for the colony, triggers a horde of amazons that spawn and attack the colony.
Handles all colony orchestration for this managed animal.
 
 
Provides some basic definitions used by the animal herding AI (and JEI).
 
Archery module view.
 
Triggered on allocation of new soldiers
 
Message which handles the assignment of fields to farmers.
Message which handles the assignment of entities to filterable entity lists.
Message which handles the assignment of items to filterable item lists.
Enum determining the assigning strategy.
Message to change the assignmentMode of the fields of the farmer.
Message class which manages the messages assigning or unassigning of citizens.
Represents an attacking player.
Moves the entity and triggers the attack
Utility class for handling add/removal of attribute modifiers.
 
Planter module for growing Items.BAMBOO.
Barbarian raid event for the colony, triggers a horde of barbarians which spawn and attack the colony.
Building statistic module.
Barrackstower handler.
 
Base json reload listener class that handles part of the heavy lifting across all reload listeners.
 
Basic event for statemachines, consists of a condition and a statesupplier to transition the statemachine into.
Basic statemachine class, can be used for any Transition typed which extends the transition interface.
Basic Transition class for statemachines.
The class of the citizen hut.
 
Stores the beekeeper collection setting.
Class holding various groups of AI States which define a behaviour set
 
A custom banner block to construct the associated tile entity that will render the colony flag.
A custom banner block to construct the associated tile entity that will render the colony flag.
Creates a colony sign block.
Block that if activated with BoneMeal or Compost by an AI will produce flowers by intervals until it deactivates
This block is used as a border to show the size of the building.
Creates a decoration controller block.
Gate blocks used for defending the colony against raiders
Alchemist hut block.
Block of the Archers trainings camp.
Hut for the bakery.
Block of the Barracks.
Block of the BarracksTower.
Hut for the beekeeper.
Hut for the blacksmith.
Hut for the builder.
Hut for the shepherd.
Hut for the citizen.
Block of the combat academy camp.
 
Hut for the concrete mason.
Hut for the lumberjack.
Hut for the shepherd.
Hut for the crusher.
Hut for the warehouse.
Hut for the dyer.
 
Hut for the Farmer.
Hut for the fisherman.
Hut for the fletcher.
 
Block of the gate house hut.
Hut for the glassblower.
Hut for the graveyard.
Block of the GuardTower hut.
Hut for the hospital.
Hut for the kitchen.
Hut for the library.
Hut for the lumberjack.
Hut for the mechanic.
Hut for the miner.
Hut for the mystical site.
 
Hut for the plantation.
Hut for the rabbit hutch.
Hut for the sawmill.
Hut for the school.
Hut for the shepherd.
Hut for the sifter.
Hut for the Smeltery.
Hut for the stable.
Hut for the stone mason.
Hut for the StoneSmeltery.
Hut for the shepherd.
HutBlock for the Tavern
Hut for the town hall.
Hut for the university.
Hut for the warehouse.
Block for the graves
 
Block for the shelves of the warehouse.
Handles the server telling nearby clients to render a particle effect.
Block class for the plantation field block.
Hut for the PostBox.
Utility methods for BlockPos.
The net.minecraft.core.Directions, placement and activation.
Stores a solid block setting.
Hut for the Stash.
Stores a blockstate for comparing.
Utility class for handling block states and their properties
This block is a waypoint, which makes citizens path to it.
The class that is responsible for the mapping of the old structurename/style to new style/structurename.
Plantation module for plants that grow on a flat piece of land when bone-mealed.
Wrapper around boolean for return data.
Stores a boolean setting.
Objective type tracking block mining.
Implements a "show recipes" button on the brewing teaching window, and allows you to drag individual ingredients directly from JEI to the teaching grid without using cheat mode.
A crafting type for brewing recipes
Objective type tracking build building.
Represents a bucket of items the builder workers will pick up with them to go to the buildsite.
Handler for some specific blocks that we want only to paste/cost in the complete mode.
Stores the builder mode setting.
 
Event for when a building was added to the building manager.
Triggered whenever a new recipe has been set in any building
 
Class of the alchemist building.
 
 
Requires one out of a list of buildings to be present.
Building class for the Archery.
Building for the bakery.
 
 
Building class for the Barracks.
Barracks building View.
Building class for the Barracks Tower.
A class that functions as the connection between a building and the request system.
 
Building of the beekeeper (apiary).
Bee herding module
The client side representation of the building.
Creates a new building for the blacksmith.
 
The builders building.
Provides a view of the miner building class.
Information about a resource.
Comparator class for BuildingBuilderResource.
Availability status of the resource.
Event handling a new building being built.
Creates a new building for the Chicken Herder.
Chicken herding module
Building class for the Combat Academy.
 
Class of the concrete mason building.
 
Constants regarding buildings.
Event for when a building was built, upgraded, repaired or removed.
Class of the cook building.
The client side representation of the building.
Creates a new building for the Cowboy.
Cow (and Mooshroom) herding module
Class of the crusher building.
 
 
The event handling a building being deconstructed.
Class of the warehouse building.
Class of the dyer building.
 
 
The enchanter building.
 
Entry for the IBuilding registry.
A builder class for BuildingEntry.
Set of servermodule and its view with ID, module or view might be null
The building extension manager class responsible for creating building extension instances from NBT data, etc.
Registry implementation for building extension instances.
Entry for the IBuildingExtension registry.
Abstract class to list all building extensions (assigned) to a building.
Class which handles the farmer building.
 
Field module implementation for the farmer.
Field module view implementation for the farmer.
The fishermans building.
Class of the fletcher building.
 
 
The florist building.
Gate house building.
The client view for the bakery building.
Class of the glassblower building.
 
 
 
Class which handles the graveyard building.
Guard Tower building.
The client view for the bakery building.
Message to set the hiring mode of a building.
Class of the hospital building.
Saves reference to hut
Class of the kitchen building.
 
 
Creates a new building for the Library.
The lumberjacks building.
 
The client side representation of the building.
Class of the mechanic building.
Mechanic crafting module.
 
The miners building.
 
 
The client side representation of the building.
 
 
Class of the plantation building.
 
Field module implementation for the plantation.
Field module view implementation for the plantation.
The different stages a StructureIterator building process can be in.
Creates a new building for the rabbit hutch.
Event for when a building was removed from the building manager.
Event handling a new building being built.
Resolver that checks if a deliverable request is already in the building it is being requested from.
------------ Class not Documented ------------
Certain building research requirements.
The structureBuilder building.
 
Class of the sawmill building.
 
 
Creates a new building for the school.
Message to set the style of a building.
Creates a new building for the Shepherd.
Sheep herding module
Class of the sifter building.
 
Class of the smeltery building.
 
 
Building of the stable.
The herding module for the stable.
Building statistic module.
Building statistic module.
Class of the stonemason building.
 
 
Class of the stone smeltery building.
 
Represents a build task for the StructureIterator AI.
Creates a new building for the Swine Herder.
Class used to manage the townHall building block.
ClientSide representation of the building.
Creates a new building for the university.
Event handling a building being upgraded.
 
Class of the warehouse building.
BuildWarehouse View.
Picks up the building block with the level.
Adds a entry to the builderRequired map.
The request mode.
Burnable requestable.
Small block lookup cache, to avoid repeated lookups
Planter module for growing Items.CACTUS.
AI for handling the raiders walking directions
 
 
Cavalry Horse Entity class for Minecolonies.
 
 
 
Message to execute the renaiming of the townHall.
Enums of modes this message exists.
Enums for Message Type for the freeBlock
Message to change priorities of recipes.
Different priority types of the interactions.
Assignment module for pupils.
This class is to store a check to see if a block is a chiselsandbits block.
 
Wrapper class for chunk pos and colony cap data
The implementation of the colonyTagCapability.
Class to take care of chunk data helper.
Handles spawning item particle effects in a circle around a target.
Event for when a citizen was added to the colony.
How the citizen came into the colony.
High level AI for citizens, which switches between all the different AI states like sleeping,working,fleeing etc
AI States for citizen's state
 
The event for handling a newly born citizen.
Event fired after an undertaker successfully buries a citizen.
A Trigger that is triggered when a citizen is buried in a graveyard
 
Handles all colony related methods for the citizen.
Adaptation of CombatTracker to properly handle citizen death messages.
Constants regarding citizens.
Extra data for Citizens.
 
The CitizenDataView is the client-side representation of a CitizenData.
The event for handling a citizen death.
Event for when a citizen died in any colony.
Handler taking care of citizens getting stuck.
 
 
Handles all experience related things of the citizen.
The food handler for the citizen.
The event for handling a citizen growing up.
The new happiness handler for the citizen.
Handles the inventory of the citizen.
Handles the citizens interaction with an item with the world.
Event for when a citizen their job changes.
Handles the citizen job methods.
 
Citizen model.
The new happiness handler for the citizen.
The citizen name file of a specific style of names.
Current types of name order.
Loads and listens to custom visitor data added
Random quest trigger.
Event for when a citizen was removed from the colony.
Highlight render data for marking a citizen.
A Trigger that is triggered when the miner reaches a certain depth
 
The citizen skill handler of the citizen.
 
Handles the sleep of the citizen.
The event handling a newly spawned(not born) citizen.
Wrapper around a citizen id.
BOWindow for the citizen.
The Classic Recipe type
Small utility class to run an executable on a chat click event.
 
 
 
Mod client configuration.
Used to handle client events.
 
 
 
Planter module for growing Items.COCOA_BEANS.
 
Class to introduce custom stream collectors.
This class describes a colony and contains all the data and methods for manipulating a Colony.
Message for deleting an owned colony
Renders blueprints in the colony area.
Utility class to manage colony border mapping.
 
Small storage class to hold colony connection data.
 
Server side colony connection module of a gatehouse.
Client side version of colony connection module.
Node in the path from one colony to another.
Colony wide constants.
Colony created event.
Utility class to manage colony deathpoint mapping.
Colony deleted event.
Message for deleting an owned colony
This is the colonies event registry entry class, used for registering any colony related events.
This is the colonies event registry entry class, used for registering any colony related events.
Colony flag changed event.
Message to update the colony flag once set in the WindowBannerPicker.
 
A command argument that can dynamically resolve to a colony id.
 
 
 
 
 
Data structure for storing colonies, optimized for performance.
Add or Update a AbstractBuilding.View to a ColonyView on the client.
 
Singleton class that links colonies to minecraft.
All colony manager related constants.
Colony manager loaded event.
Colony manager unloaded event.
 
Colony name changed event.
Message to set the colony name style.
 
 
This class handles all permission checks on events and cancels them if needed.
Player within a colony.
Colony player rank change event.
 
 
Contains all possible progress events.
Represents a colony by size, returns the used image corresponding for each size.
THe states a colony can be in.
Loads and listens to colony story changes.
A bit of story text that is filterable by biome.
Message to set the colony default structure style.
Colony team changed event.
Message to set the colony texture style.
Contains colony specific utility.
Client side representation of the Colony.
Sends visitor data to the client
Update message for auto syncing the entire building extensions list.
Add or Update a AbstractBuilding.View to a ColonyView on the client.
Add or Update a ColonyView on the client.
Add or Update a ColonyView on the client.
Add or Update a ColonyView on the client.
Add or Update a ColonyView on the client.
Message for removing a view on the client, used for cleaning up after deletion
Add or Update a ColonyView on the client.
Message to synch research manager to colony.
This event is raised client-side whenever a particular colony's data is refreshed.
Add or Update a ColonyView on the client.
Sends visitor data to the client
 
A custom "widget" of sorts that lays out minecraft's DyeColors as buttons to choose from.
A custom function to call when the color has been changed.
Used as a function processor to add the widgets to the screen
Combat AI States
Utility class of combat functions
AbstractBuilding View for clients where the max is per building not per module.
Abstract class wrapping around multiple IItemHandler.
 
 
 
 
 
Displays information about a chosen citizen in a chosen colony.
Kills the given citizen.
Lists all citizen of a given colony.
Allows modifying citizen data for test purposes.
Reloads a citizen entity from its Citizendata.
Force-spawns a new citizen in the given colony.
Teleports a chosen citizen to a chosen position.
Displays information about a chosen citizen in a chosen colony.
Forces a citizen to walk to a chosen position..
 
 
 
Command to print statistics on a colony
 
Command to reset all colony and building statistics for a colony.
 
 
Displays information about a chosen citizen in a chosen colony.
Command to export a colony from a world save, exports region and backup file.
 
 
 
 
 
 
 
 
 
 
 
 
Loads a colony by id from the backup file.
Command for pruning world region files to colonies
 
 
 
 
 
 
 
 
 
Teleports the user to the given colony
Command to toggle debug mode for a given player
Displays information about a chosen citizen in a chosen colony.
Constants for command translations.
 
Cleanup task to remove the force flag from all loaded chunks.
 
 
 
 
Compact colony for allies and feud data.
This class is to store the methods that call the methods to check for miscellaneous compatibility problems.
CompatibilityManager handling certain list and maps of itemStacks of certain types.
This class group method use to insure compatibility between minecraft version.
 
 
Handles the server causing compost particle effects.
A vanilla recipe class describing the operation of the compost barrel.
 
Datagen for CompostRecipe
JEI compost recipe category renderer
Connected Event Data with:
Diplomacy Status between two colonies.
 
Some constants needed for the whole mod.
Constants for the quest log.
Helper class to place and remove constructionTapes from the buildings.
Container for Mie
Container for Mie
Crafting container for the recipe teaching of normal crafting recipes.
Crafting container for the recipe teaching of furnace recipes.
Crafting container for the recipe teaching of furnace recipes.
The container class for the grave.
The container class for the rack.
An ingredient that can be used in a vanilla recipe to require more than one item in a particular input slot.
The Courier module for the warehouse.
Module view for courier assignment.
Message to set the hiring mode of a building.
Courier task module to display tasks in the UI.
Extended Crafter job information on the client side, valid for all job types.
Loader for Json based crafter specific recipes
Stores the recipe setting for crafter workers.
Crafter task module to display tasks in the UI.
Implements a "show recipes" button on the crafting teaching window, and allows you to drag individual ingredients directly from JEI to the teaching grid without using cheat mode.
Client side representation of the crafting module.
This class analyzes the current crafting tags and generates a CSV file reporting on which items can be crafted by which crafter, as a way to verify that all intended items are covered by the appropriate crafters (or not).
Class to represent the different types of crafting supported by MineColonies
Utility class that handles crafting duties
Assignment module for crafting workers.
A Trigger for any building request that gets made
 
Message for trying to create a new colony.
Minecolonies specific creative structure handler.
Raider specific creative structure handler.
Planter module for growing Items.CRIMSON_FUNGUS and Items.CRIMSON_ROOTS.
JEI crop recipe category renderer
 
Custom arrow entity class which remove themselves when on the ground for a bit to not cause lag and they do not scale in damage with their motion.
This class represents a recipe loaded from custom data that is available to a crafter but not to a player
Abstract datagen for crafterrecipes that include loot tables.
Manager class for tracking Custom recipes during load and use This class is a singleton
The message used to synchronize crafter recipes from a server to a client.
Abstract datagen for crafterrecipes
Helper to construct custom crafterrecipes for datagen
This event is fired on the client side whenever the CustomRecipeManager has been populated.
Loads and listens to custom visitor data added
 
 
This is a HolderLookup.Provider that's populated on-demand during datagen, so that we can look up loot tables for LootTableAnalyzer.
Handles synching of custom datapack and compatibility data from server to client (and initial population for the server in both single-player and dedicated).
Events subscribed on client-side only.
Events subscribed on both client and server (but mostly for server-side events).
Enables debug mode for the client
Message to toggle pathfinding debug for a specific citizen
Message for sending debug text to the client.
Debug manager to keep track of players having debug mode enabled
Constants for debug translations.
Debug window for citizens
Adds a entry to the builderRequired map.
A Trigger that is triggered when the miner reaches a certain depth
 
Datagen for advancements
Datagen for Alchemist
Datagen for Baker
 
Datagen for Blacksmith
 
 
Default building instance.
Datagen for Chef.
Datagen for concrete mixer crafterrecipes
Loot datagen for crop items -- not the blocks themselves, but how to obtain them from the world.
Datagen for Crusher
 
 
Datagen for data maps.
Datagen for Dyer
Datagen for Enchanter
 
Datagen for entity_icon
Loot table generator for entities
 
Default implementation of the mod event bus.
Datagen for Farmer
Datagen for fisherman loot tables
Datagen for Fletcher
Datagen for Glassblower
Datagen for item models
 
Basic job information on the client side, valid for all job types.
NeoForge global loot table modifier datagen.
Loot table generator for lucky ores.
Datagen for Lumberjack
Datagen for Mechanic
Datagen for Nether Worker
Datagen for Planter
Datagen for generic recipe loot.
Datagen for standard crafting recipes
 
A class for creating the Research-related JSONs, including Research, ResearchEffects, and (optional) Branches.
Datagen for Sawmill
Datagen for Sifter
 
Datagen for Stonemason
Datagen for StoneSmeltery
 
Loot table generator for supply camp/ship
Class used to represent deliveries inside the request system.
Assignment module for couriers
Resolver which resolves requests to it given deliverymen.
Delivery type objective.
Resolves deliveries
 
Custom usually tooltip component, like ItemLore, but simplier
Enum describing the citizens activity.
Dialogue type of objective.
Makes lava in the nether free and water everywhere else.
Diplomacy Status between two colonies.
Place a building directly without buildtool.
A possible disease.
Loads and listens to diseases data.
Extended dman job information on the client side, valid for all job types.
 
Client side representation of the DO architects cutter crafting module.
Cook window class.
 
Utility methods for interacting with Domum Ornamentum
Plantation module for plants that grow vertically downwards, similar to sugar glowberries.
The Pirate raid event, spawns a ship with pirate spawners onboard.
Druid combat AI
 
Dynamic Happiness supplier.
 
This is the fallback for when dynamictrees is not present!
 
Egyptian model.
Egyptian raid event for the colony, triggers a horde of egyptians that spawn and attack the colony.
Class defining our configured feature - the empty colony that is spawning.
Renderer for a normal tile entity (Nothing special with rendering).
An Empty implementation of IBuildingView.
Enchanter window class.
The enchanters station selection module.
 
Message to set add or remove a worker to gather from.
 
Break door entity AI with mutex.
Cavalry AI
AI task to avoid an Entity class.
 
AI which controls child behaviour and growing.
States used for this AI
Entity action to wander randomly around.
The different types of AIStates related to wandering.
 
Concrete mixer AI class.
Druid AI class, which deals with equipment and movement specifics
The AI task for citizens to execute when they are supposed to eat.
The different types of AIStates related to eating.
Custom float goal, which bumps less(only every 3 ticks) and does trigger escape pathfinding underwater
AI to close toggleables when collided.
Helper class for determining toggleables and toggling them.
Knight AI, which deals with gear specifics
Citizen mourning goal.
Different mourning states.
Class which handles the quarrier behaviour.
Ranger AI class, which deals with equipment and movement specifics
The AI task for citizens to execute when they are supposed to eat.
The different types of AIStates related to being sick.
AI to send Entity to sleep.
 
AI class for the builder.
Class which handles the miner behaviour.
The Entity AI study class.
AI for visitors, they do sometimes nap on their place, sit on their place, randomly walk around inside building outline
States of the visitor AI
Crafts brewing recipes.
Baker AI class.
Beekeeper AI class.
Crafts tools and armour.
Crafts food related things.
The AI behind the JobChickenHerder for Breeding and Killing Chickens.
 
Cook AI class.
The AI behind the JobCowboy for Breeding, Killing and Milking Cows.
Crusher AI class.
Delivers item at needs.
Crafts dye related things.
Enchanter AI class.
Farmer AI class.
Fisherman AI class.
Crafts wood related block when needed.
Florist AI class.
Crafts glass relates things, crafts and smelts.
Healer AI class.
The lumberjack AI class.
Crafts everything else basically (redstone stuff etc)
 
Planter AI class.
 
The AI behind the JobRabbitHerder for Breeding and Killing Rabbits.
 
Crafts wood related block when needed.
The AI behind the JobShepherd for Breeding, Killing and Shearing sheep.
Sifter AI class.
Smelter AI class.
 
 
Crafts stone related block when needed.
Crafts furnace stone related block when needed.
The AI behind the JobSwineHerder for Breeding and Killing Pigs.
 
Undertaker AI class.
Class for the Amazon Chief entity.
Class for the Amazon Chief entity.
Class for the Amazon Spearman entity.
Class for the Amazon Spearman entity.
Class for the Archer amazon entity.
Class for the Archer amazon entity.
Class for the Archer Barbarian entity.
Class for the Archer Barbarian entity.
Class for the Archer mummy entity.
Class for the Archer mummy entity.
Class for the Archer Pirate entity.
Class for the Archer Pirate entity.
Class for the Barbarian entity.
Class for the Barbarian entity.
Class for the Chief Pirate entity.
Class for the Chief Pirate entity.
Class for the Chief Barbarian entity.
Class for the Chief Barbarian entity.
The Class used to represent the citizen entities.
 
Class for the Archer drowned Pirate entity.
Class for the Archer drowned Pirate entity.
Class for the Chief Pirate entity.
Class for the Chief Pirate entity.
Class for the Pirate entity.
Class for the Pirate entity.
A loot condition that checks if the entity producing loot is in a biome with a particular tag.
 
Class for all buildings that need a list of mobs to toggle for various reasons.
Client side version of the abstract class for all buildings which require a filterable list of allowed entities.
BOWindow for all the filterable entity lists.
Location described by an Entity.
 
Class for Mercenary entities, which can be spawned to protect the colony
 
 
Class for the Mummy entity.
Class for the Mummy entity.
 
Class for the Archer norsemen entity.
Class for the Archer norsemen entity.
Class for the Chief norsemen entity.
Class for the Chief norsemen entity.
Class for the Pharao entity.
Class for the Pharao entity.
Class for the Pirate entity.
Class for the Pirate entity.
Class for the Norsemen Shieldmaiden entity.
Class for the Norsemen Shieldmaiden entity.
States of entity loading/activity
Entity related utilities.
Entry point to commands.
Constants for tool levels.
An entry in the EquipmentType registry that defines the types of equipment within the colony.
A builder that can construct new EquipmentTypeEntries.
The comparator used to compare two EquipmentTypeEntries.
Interface for the mod event bus.
The event handler lambda definition.
Manager for all colony related events.
Handles all forge events.
 
Manager for all colony related events.
Status enum for colony events.
Manager for event structures
All possible sound events.
Used to exact match stacks when storing them.
This keeps track of an "expedition", which can be any worker that wanders off somewhere and gathers and fights.
 
 
Building module that stores an expedition log
Building module view to display an expedition log
Window to show expedition log
Utility class for experience calculation.
The Expiration based happiness modifier.
 
This class is used when a Factory does not require any input to produce an output.
BOWindow for the citizen.
Field class implementation for the plantation
Describes the stage the field is in.
Message to change the farmer field plot size.
BOWindow for the fields tab in huts.
Message to change the farm field current plant.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
class that holds data related to happiness modifier for the citizen with a Farmer job.
 
Client side version of the abstract class to list all fields (assigned) to a building.
Container class for a finished quest, containing the quest template and how often it got finished.
Custom arrow entity for the fire arrows.
Custom renderer for the fire arrows.
Utility class for summoning in fireworks.
The JEI recipe category for the fisherman.
 
Specific florist item list module view.
JEI recipe category showing supported flowers.
Represents the flowers available at the specified level.
Event handler used to catch various forge events.
Eatable requestable.
An ingredient that can be used in a vanilla recipe to match food items.
 
BOWindow for all the filterable lists.
Food specific util functions.
Message class which manages the messages to request an immediate pickup
Implements a "show recipes" button on the furnace teaching window, and allows you to drag individual ingredients directly from JEI to the teaching grid without using cheat mode.
 
Module for all workers that need a furnace.
Placement handler for special gate blocks
 
 
General walkToProxy for all entities.
Loot condition that checks whether supply loot is enabled in configuration.
Standard implementation of IGenericRecipe.
Generic recipe builder
The main JEI recipe category GUI implementation for IGenericRecipe.
Provides some utility methods to help build more complex GenericRecipes.
Message for asking the server for some colony info before creation.
Message to set the beekeeper scepter in the player inventory.
The message used to synchronize global disease data from a server to a remote client.
The message used to synchronize global quest data from a server to a remote client.
The implementation of the IGlobalResearch interface which represents the research on the global level.
 
An instance of a Research Effect at a specific strength, to be applied to a specific colony.
Factory implementation taking care of creating new instances, serializing and deserializing GlobalResearch.
The class which contains all research.
The message used to synchronize global research trees from a server to a remote client.
Planter module for growing Items.GLOW_BERRIES.
Container for all the grave data
 
Client-side read-only copy of the GraveManager.
 
Defines the types of Grave that the AbstractBlockMinecoloniesGrave supports.
The graveyard list module.
 
BOWindow for the Graveyard building.
Custom Gson helper class extending GsonHelper with additional methods.
Assignment module for guards.
Constants used by the Guard AIs.
Stores the follow mode setting.
Class to hold information about required item for the guard.
 
Stores the patrol mode setting.
Message to set the position of the mine a guard should patrol
Stores a guard task setting.
 
Guard type class.
The builder.
 
Constants for GUI translations.
Class for happiness constants.
Happiness forge registry to facilitate loading and saving to nbt.
Happiness Factor type.
Happiness Factor type.
Happiness inducing reward.
BOWindow for the citizen.
 
Message class which manages the messages hiring or firing of citizens.
The message sent when activating mercenaries
Message for hiring spies at the cost of gold.
Different hiring mode of buildings.
The class of the citizen hut.
ClientSide representation of the building.
Class representing a horde of attackers (barbarians or egyptians).
Horde raid event for the colony, triggers a horde that spawn and attack the colony.
Assignment module for couriers
 
 
Message to execute the renaming of the townHall.
Interface type for IAIState enums Implement this interface to add new statetypes
Interface for buildings with an extended footprint.
Module type to register specific blocks to a building (beds, workstations, etc).
A tagging interface for Amazon Chief that is a IChiefMobEntity and an IArcherAmazon.
A tagging interface for Amazon Entities.
A tagging interface for Amazon Spearman that is both an IAmazonEntity and an ISpearmanMobEntity.
 
Data interface for animals managed by the Animal Manager.
 
The interface for managed animals, such as Cavalry horses.
A tagging interface for Amazon Archers that is both an IAmazonEntity and an IArcherMobEntity.
 
Marker interfaces for mobs that are archers.
 
Archer norsemen entity interface.
 
A Key-Value-MultiMap Store that handles assignments from a Value to a Key.
Assignment module view interface.
Interface for all modules that need special assignment handling.
Interface for all modules that need special assignment handling.
 
 
 
An interface to be implemented by items that want to render overlays while the player is holding the item.
Details about the overlay box to draw.
Interface for the boolean settings factory which is responsible for creating and maintaining bool setting objects.
Serializeable version of a boolean supplier for AI transitions, used for name generation
Interface for the boolean settings factory which is responsible for creating and maintaining bool setting objects.
Specific objective for block breaking.
Marker interface that is used to mark blocks that the Builder cannot break.
 
 
 
Right-clicking this block in the air triggers the building browser window interface.
 
Helper manager to analyse and process the registry for BuildingEntry.
Marker interface for deliveryman buildings
Event description for building events.
Module interface for all building based events.
Interface for building extension instances.
Unique extension id.
Default interface for all building extension modules.
Default interface for all building modules.
Module container for buildings.
Default interface for all client side building modules.
 
Specific objective for building upgrade.
 
 
 
 
 
 
 
 
 
Capability for the colony tag for chunks
Higher level Citizen data (Englobes server and client side variants).
 
 
Manages access to citizen data types.
 
Citizen disease handler interface.
Event description for citizen spawn/death events.
 
Citizen food handler interface.
Food happiness stats.
The citizen happiness handler interface.
 
 
A persistent mount that a citizen may ride while performing their job.
The interface of the citizen manager.
The citizen happiness handler interface.
Citizen related quest effect
The interface for the citizen skill handler.
 
Data for all civilians of a colony, can be citizen/trader/visitor etc
Interface of the Colony and ColonyView which will have to implement the following methods.
Raid event with campfires for delayed start
Connection manager interface.
A colony event which spawns and uses entities
Interface for all colony event types.
Description for an event that happened in the colony.
 
Colony package manager, responsible to update views etc.
Interface type for raid events
Interface type for entities belonging to a colony
An colony event which spawns at a certain position
Used by events which do spawn a structure in the world
 
Common building interface for both client invalid input: '&' server.
Interface for the managers for registered structures.
Common (sideless) Settings module interface.
Interface for all compatabilityManagers.
An IConcreteDeliverable is an Requestable that can be looked up fast in the warehouse, and delivered.
This module represents the ability for a building to generate items via some form of crafting, whether vanilla, smelter, or some entirely custom process.
Crafting Setting.
Interface for modules that creates resolvers.
Used in by RaiderRangedAI to denote that the project has a custom firing sound
Core class that describes the datastores that are part of the RS.
 
Interface describing core building stats.
An IDeliverable is an Requestable that can be delivered.
Marker interface for requestables handled by deliverymen.
Interface for path jobs with a destination/desired direction
Dialogue type of objective interface.
An answer element part of a dialogue path.
A dialogue element in the dialogue objective.
Interface for navigators which keep an internal heuristic mod
 
Module for ignore/acceptance lists of entities.
Client side version of the abstract class for all buildings which require a filterable list of allowed items.
Manager interface for managing entities for a colony
Interface for the event description manager, the event description manager deals the colony event log events.
Interface for the event manager, the event manager deals with all colony related events, such as raid events.
Interface for the Event structure manager The manager takes care of structures spawned for events, takes a backup before spawning and loads the backup when the event is done.
Interface used to describe factories.
Interface used to describe classes that function as Factory controllers.
Terminal type answer.
Interface for the new furnace recipes.
This is a generic recipe wrapper, used to abstract both potential IRecipes (with multiple alternative ingredient sets) and concrete IRecipeStorages (with one specific ingredient set selected by the player).
Interface defining how a research globally is defined.
 
Interface for the IResearchFactory which is responsible for creating and maintaining Research objects.
The interface for the object that holds all research globally.
Data to store in a citizen grave
Interface for grave managers.
 
 
 
Interface describing possible happiness factors.
Wrapper to deal with happiness suppliers.
Interface for all classes that require some kind of dirty handling.
Module defining items to be left behind and not used otherwise.
Interface for highlightable items.
IDataStore definition for a KeyValue-Store.
Interface for the IItemStorageFactory which is responsible for creating and maintaining ItemStorage objects.
Response handler for all kind of GUI interactions.
The data manager of the interaction handler.
 
Interface for the integer settings factory which is responsible for creating and maintaining int setting objects.
Our class for to join IItemHandler providers, so we can have type independent code.
Module for ignore/acceptance lists of items.
Client side version of the abstract class for all buildings which require a filterable list of allowed items.
Interface for the IItemStorageFactory which is responsible for creating and maintaining ItemStorage objects.
An interface (and placeholder) to intercept callouts to JEI when it is not running.
 
 
 
 
Interface for workers that make use of the colony flag (e.g.
Interface for workers that have an additional workstations besides their hut (e.g., the Quarrier) This allows to treat the workstation as an expanded inventory for example.
 
Specific objective for entity killing.
Interface defining how a local research at a colony is.
Interface for the IResearchFactory which is responsible for creating and maintaining Research objects.
The class which contains all research.
Interface describing objects that are locatable.
Interface used to describe locations in the world.
Marker interface used to specify a factory for locations.
 
Commands which may be used by officers and owners or OP only.
Interface for commands, uses Mojang's Brigadier command framework, @see .
 
Interface for commands requiring OP rights to execute.
 
 
Melee mummy interface.
Melee norsemen entity interface.
 
 
Minecolonies food item.
Describes the Navigator used by minecolonies entities
Module for adding minimum stocks to buildings.
Client side version of the abstract class for all buildings which require a filterable list of allowed items.
Immutable ItemStorage version.
Factory implementation taking care of creating new instances, serializing and deserializing ImmutableItemStorage.
 
Defines a model type and its textures.
The registry interface for model types.
Default event interface.
Default interface for objects that contain module instances.
 
Module type to register specific blocks to a building (beds, workstations, etc).
 
Placement handler for replacing infested blocks with their non-infested variants.
IToken factory that produces an IToken from a random UUID
 
An INonExhaustiveDeliverable is an Requestable that can be looked up fast in the warehouse, and delivered.
Chief norsemen entity interface.
 
 
Message to trigger a response handler close on the server side.
Message to trigger a response handler on the server side.
Entry for the IInteractionResponseHandler registry.
Manager creating and loading an instance of the interactionResponseHandler from NBT.
Class containing initializer for all the validator predicates.
Utility class to store all validator predicates for the chat handling.
Stores an integer setting.
Basic inventory for the citizens.
Some constants needed for the whole mod.
Java8 functional interfaces for inventories.
Functional interface describing a Action that is executed ones a Match (the given ItemStack) is found in the given slot.
Functional interface describing a Action that is executed ones a Match (the given ItemStack) is found in the given slot.
Utility methods for the inventories.
Objective data type to take track of activities.
Interface for path jobs
 
Permission interface.
Interface for all building modules that store additional data.
 
 
Specific objective for block placing.
Interface for planter modules that determines how the AI should work specific fields.
The different actions this module is able to perform.
Class containing possible states that the planter AI can be in.
Enum containing the reset state of the result state.
 
 
 
Quest objective interface for deliveries.
Possible answer results in a dialogue tree.
Type that will close the quest without alteration.
Will advance the quest to another objective.
Cancel request and remove from in-progress and available pool for now.
Interface describing an entity that hands out quests.
Quest instance
Interface of the Quest manager of each colony.
Quest objective interface for all objectives.
Type of entity that participates somehow in quests.
Positive terminal answer result.
Quest reward interface for all reward types.
 
Quest Data Instance.
Quest triggers are used to check if a colony fulfills certain conditions for a quest to be made available.
 
Interface implementing all methods required for all raider managers.
 
 
Indicates the mob utilizes ranged weaponry
The Interface describing the recipeManager which takes care of the recipes discovered by the colonies in this world.
Interface for the recipe setting factory.
Interface which describes the RecipeStorage.
Interface for the IRecipeStorageFactory which is responsible for creating and maintaining RecipeStorage objects.
Interface for the managers for registered structures.
 
Reproduction manager for colony wide reproduction (100% family friendly code).
Used to represent requests, of type R, made to the internal market of the colony.
Marker interface for requestable objects.
 
Interface that describes an object that can be located in the Minecraft universe and can request objects inside a colony.
Interface describing objects that can construct IRequester objects.
Marker interface used to specify a factory for requests.
 
The KV-Store for the requests and their identities.
Interface used to describe classes that function as managers for requests inside a colony.
Used to resolve a request.
Interface describing an object that is capable of constructing a specific IRequestResolver
The KV-Store for the requests and their identities.
Interface used to describe a class that provides resolvers.
 
 
Interface defining the datastore for crafters.
Specific datastore for couriers.
The effect of research.
Interface for the IResearchEffectFactory which is responsible for creating and maintaining ResearchEffect objects.
The manager of unlocked research effects of a given colony.
Research manager of the colony holding the tree and effects.
Specific objective for research tracking.
Interface of research requirements.
 
Marker interface for requests that should be retried when they initially failed a couple of seconds later.
 
Empty interface that indicates the Building is actually just a single block.
Empty interface that indicates the Block is actually just a single block, not a building with an schematic.
 
Interface for area based search path jobs
Capability for the colony tag for chunks
 
Generic ISetting that represents all possible setting objects (string, numbers, boolean, etc).
Key type for settings.
Settings module interface.
Client side part of the settings module.
 
Marker interfaces for mobs that wield spears.
Stack based requests interface for display purposes.
Describes the StandardRequestManager data access.
A specific stat.
The basic state type for statemachine states.
AI using our states
Interface type for all statemachine Event types
Statemachine interface, implement to add more statemachine types.
Event transition type for Statemachines
Type for one time usage events
Transition type for Statemachines
Serializeable version of a supplier for AI states, used for name generation
Interface for the statistics manager
String Setting.
Interface for the enum settings factory which is responsible for creating and maintaining enum setting objects.
Stuck handler for pathing, gets called to check/deal with stuck status
Implemented by entities the stuck handler takes care of, used to ask the AI if it possibly could be stuck
Interface for supply type items.
 
Class describing the Ancient Tome item.
Assistant Hammer item used to allow the player to assist the builder in building
Rally Guards Banner Item class.
A custom item class for hut blocks.
Class handling Bread Dough.
 
Class handling Cake Batter.
Class handling the Chief Sword item.
Chorus Bread, made by the baker.
Class describing the clipboard item.
This item represents the colony flag banner, both wall and floor blocks.
Class describing the colonymap item.
Class describing the colony sign item.
Class used to handle the compost item.
Class handling Cookie Dough.
A custom item class for crop blocks.
Class handling the Scepter for the Pharao.
A custom item class for food items.
Item for gates
Golden Bread, made by the Baker.
Class handling the Scimitar item.
A custom item class for jug items.
Abstract class for all buildings which require a filterable list of allowed/blocked items.
Client side version of the abstract class for all buildings which require a filterable list of allowed items.
BOWindow for all the filterable lists.
Class describing the magic potion item.
Milk Bread item, made by the baker, with milk bucket effect
Class describing the Ancient Tome item.
Automatically calculated vanilla level nbts of items.
Loads and listens to get custom nbt matching rules.
Renders boxes for IBlockOverlayItem
Handles spawning item particle effects close to an entity.
Class handling the Pharao Scepter item.
Class handling the Pirate Gear.
Class handling the Plate Armor.
Class describing the quest log item.
Class handling Raw Pumpkin Pie.
Class describing the resource scroll item.
Item based quest reward.
Class handling the Santa hat.
Item used to analyze schematics or selected blocks
Beekeeper Scepter Item class.
Guard Scepter Item class.
Lumberjack Scepter Item class.
Permission scepter.
Magic scroll which applies a regeneration buff to the user and all citizens around
Colony teleport scroll, which teleports the user and any nearby players to the colony, invite a friend-style
Teleport scroll to teleport you back to the set colony.
Magic scroll which summons guards to the users aid, with a limited duration.
Magic scroll which highlights and speedbuffs workers of the building it is applied to
 
Class handling Sifter Mesh.
 
Utility methods for the inventories.
Used to store an stack with various informations to compare items later on.
Factory implementation taking care of creating new instances, serializing and deserializing ItemStorage.
Sweet Bread, made by the baker.
Class to handle the placement of the supplychest and with it the supplycamp.
Class to handle the placement of the supplychest and with it the supplyship.
Entities implement this for the necessary hooks
Interface for tickable things.
 
For all modules that require colony ticks.
Interface for ticking AI's
 
 
Interface describing possible happiness factors.
Interface used to represent a request outside of the request management system.
Marker interface used to specify a factory for requesttokens.
 
KV-Collection-Store for IToken to IToken
 
 
 
Manages the traveling system for a given colony.
Custom return data for triggers.
 
 
 
Data for colony visitors, based on citizendata
Visitor manager to manage visiting entities
View data for visitors
Interface which defines the walkToProxy.
 
Extensible logic for windows, without having to use new base classes.
Extensible logic for windows, without having to use new base classes.
 
 
 
Created by marcf on 3/25/2017.
 
Handler for some specific blocks that we want only to paste/cost in the complete mode.
Class of the alchemist job.
The Archers's Training Job class
The fisherman's job class.
Base class for a JEI recipe category that displays a Minecolonies citizen based on a job.
 
 
Class of the Beekeeper job.
Class of the Blacksmith job.
The job of the builder.
The Cavalry job class.
Class of the Chef job.
The Chicken Herder job
The Knight's Training Job class
 
Class of the Concrete Mason job.
The cook job class.
The Cowboy job
The crusher job class.
 
Class of the deliveryman job.
The Druid's Job class
Class of the dyer job.
 
Entry for the IJob registry.
Builder for a JobEntry.
Job class of the farmer, handles his fields.
The fisherman's job class.
Class of the Fletcher job.
 
Class of the Glassblower job.
The healer job class.
The Huscarl's job class
The Knight's job class
The Lumberjack job class.
The Markman's Job class
Class of the Mechanic job.
Special miner job.
 
Class of the placeholder job.
Class of the planter job.
Job class of the pupil.
Special quarrier job.
The rabbit herder job
The Ranger's Job class
Job class of the researcher.
Class of the Sawmill job.
The Shepherd job
The sifter job class.
The smelter job class.
The Stablemaster job
 
Class of the Stonemason job.
Class of the Stone Smeltery job.
The student job class.
The SwineHerder job
Job class of the teacher.
Constants for job translations.
Job class of the undertaker, handles the graves of dead citizen.
BOWindow for the citizen.
Journeymap interface singleton
 
 
 
Plugin entrypoint for JourneyMap
Planter module for growing Items.KELP.
Objective type entity killing mining.
Student module view.
Hut for the Large quarry.
A BlueprintIterator which only iterates over one Y-level (layer) of a blueprint, using the iterator pattern of a different iterator
 
The living module for citizen to call their home.
Client side version of the living building module.
Living building view.
Load only structure handler just to get dimensions etc from structures, not for placement.
Handles spawning item particle effects on top of a block..
The implementation of the ILocalResearch interface which represents one type of research, stored in each colony.
Factory implementation taking care of creating new instances, serializing and deserializing LocalResearch.
The class which contains all research.
Logging utility class.
 
Similar to LookAtEntityGoal, just adds movement flags
 
Utility helper that analyzes a loot table to determine a likely list of drops, along with their drop rate, for presentation in JEI (and perhaps other purposes).
Represents a single possible drop from a loot table.
Assignment module for foresters.
BOWindow for the citizen.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Mapping result class for returning the entry + warnings.
Send a message to the server to mark the building as dirty.
Mark that for a given item the story was already read.
Useful math stuff to use statically.
Is triggered when the maximum number of fields has been allocated to a single farmer
 
Hut for the Medium quarry.
Knight combat AI
 
Sounds for the mercenaries
Simple class for containing reusable player messaging logic.
Starting class for the message building.
 
Message priority types handle different types of message displays.
 
Minecolonies async PathNavigate.
 
Abstract Minecolonies crop type.
 
Special minecolonies minecart that doesn't collide.
Thanks to: https://github.com/TelepathicGrunt/StructureTutorialMod/tree/1.18.x-Forge-Jigsaw
 
Simple minecraft map element.
Miner Node Data StructureIterator.
Sets the status of the node.
Sets the node style used.
Module view for miner assignment.
Assignment module for miners.
Miner guard assignment module.
Miner Level Data StructureIterator.
Module containing miner level management.
Miner guard assignment module.
Message to repair the level of the miner from the GUI.
Message to set the level of the miner from the GUI.
Minimum stack request type.
Minimum stock module.
Client side representation of the minimum stock module.
Cook window class.
Nodes used in pathfinding.
 
This class handles registration for custom argument types.
Class to create the modBlocks.
This class deals with the initialization of blocks and their items.
 
 
 
Initializer for colony event types, register new event types here.
Initializer for colony event types, register new event types here.
 
 
 
 
Class used to handle the creativeTab of minecolonies.
 
General amazon model.
Amazon Chief model.
General amazon model.
Archer mummy model.
 
 
Create a mummy model.
ModelPharaohMummy.
 
 
All our mods renchants
 
Class used for storing and registering any EquipmentTypes.
 
 
Happiness factory initializer of the values.
 
List of mod interaction handlers.
 
Class handling the registering of the mod items.
 
 
 
Key mappings
Container class for registering custom loot conditions
List of custom loot tables used by the mod (other than those used in recipes)
 
 
Initializes the particle type.
Register the client side factory
Register the particle
 
Holds ref to the mod recipe serializers and recipe types.
 
 
 
 
Removal order for removing all datapack entries from an entire mod namespace.
Registry initializer for the ModResearchEffects.
Contains a list of research effects by type.
Functional interface used in reading the costs from nbt.
Entry for the IResearchEffect registry.
Registry initializer for the ModResearchRequirements.
Registry entries for research requirement types.
Functional interface used in reading the requirements from json.
Functional interface used in reading the requirements from nbt.
Entry for the IResearchRequirement registry.
Registering of sound events for our colony.
 
Custom movement handler for minecolonies citizens (avoid jumping so much).
A command argument that can dynamically resolve to a colony id.
 
 
The mult-output recipe type
Base argument class that can serve to handle multiple different option values.
A singular argument option, this is responsible for checking if the argument value matches the expected user input.
Container class carrying the chosen option + original input value to the resolver method.
 
 
 
Some constants needed to store things to NBT.
 
 
 
The worker module for citizen where they are assigned to if they work at it.
Norsemen model.
Norsemen raid event for the colony, triggers a horde of vikings which spawn and attack the colony.
The Norsemen raid event, spawns a ship with Norsemen spawners onboard.
Ranks within a colony.
Add or Update a AbstractBuilding.View to a ColonyView on the client.
Message to open the build window, for example for decorations.
Message to open the colony founding covenant.
Message to open the colony founding covenant.
Message sent to open an inventory.
Message to open the deco build window on the client.
Message to open the colony founding covenant.
Triggered when a blockui window is opened
 
 
Message sent to open an inventory.
Message to open the plantation field build window on the client.
Message to open the colony founding covenant.
Open the suggestion window.
A predicate that can return success, failure, or undetermined.
Removal order for removing all other mods their datapack entries, except the given mod id.
Static class the handles all the Pathfinding.
Minecolonies specific thread factory.
 
 
 
Pathing constants class.
Configuration values for pathing, used by pathjobs and normally set through the navigator
Stuck handler for pathing
Pathing job for moving into vision of the given entity
Job that handles moving away from something.
Find and return a path to the nearest tree.
Find and return a path to the nearest water.
Job that handles moving away from something.
Job that handles moving close to a position near another
Job that handles moving to a location.
Job that handles moving in a direction
Moves to the given location, with a special passable check.
Path job to find a path between buildings
Special raider pathfinding, can go through blocks and place ladders, is finished when reaching close to the intended spawn and is a legit spawn point.
Job that handles random pathing.
Custom path job to connect signs.
Walks to a random edge block nearby, a block next to air.
 
Class extending pathPoint for our usage with ladders.
Creates a pathResult of a certain path.
Class representing a patient.
Different patient states.
 
Message class which manages the messages hiring or firing of citizens.
Pending connected colony data while pathfinding is still trying to connect.
The different connection types.
Plantation module for plants that should always keep an X amount of plants on the ground in order to keep spreading, similar to mushrooms.
Permission event class, used to store events happening in the colony.
 
Colony Permissions System.
Permission message to set permissions on the colony from the GUI.
Message class for adding a player to a permission set.
Message class for adding a player or fakePlayer to a permission set.
Message class for adding a rank to the colony
Message class for setting a player rank in the permissions.
Message for changing the rank type of a given rank on a colony
Permission message class.
Message class for removing a player from a permission set.
Message class for removing a rank from a colony
Client side presentation of the
A client side representation of the permissions.
Class used to represent pickups inside the request system.
Pickup the town hall block.
Resolver that handles pickup requests.
Factory generating resolvers for pickup requests.
The Pirate raid event, spawns the worst pirates you've ever heard of.
The Pirate raid event, spawns a ship with pirate spawners onboard.
Objective type tracking block placing.
Registers all minecolonies placement handlers
Triggers whenever the build tool is used to position a new structure
 
Triggered when a supply camp or supply ship has been placed
 
Field class implementation for the plantation
Message to request a work order for a plantation field.
BOWindow for the fields tab in huts.
An ingredient that can be used in a vanilla recipe to match plantable items.
Asks the client to play a specific music
Adds a entry to the builderRequired map.
Player entering colony mod event.
Player leaving colony mod event.
Asks the client to play a specific music
Play sounds at a citizen for a certain amount of time, sequentially
Utility class to search for fisher ponds.
 
The position based interaction response handler.
Class used to manage the postbox building block.
View class for the custom minimum stock PostBox functionality
ClientSide representation of the building.
Creates a request from the postbox.
JEI recipe transfer handler for teaching brewing recipes
 
JEI recipe transfer handler for teaching crafting recipes
JEI recipe transfer handler for teaching furnace recipes
 
 
A crafting resolver which takes care of 2x2 crafts which are crafted by the requesting worker.
 
 
Class used to handle the inner workings of the request system with regards to providers.
 
 
 
A crafting resolver which takes care of 3x3 crafts which are crafted by a crafter worker.
 
Pupil module view.
Message to set the hiring mode of a building.
The main data module for the quarry.
Message to query ai history from the server
More specific quest dialogue interaction that also tries to fulfill a deliver request.
A simple quest dialogue interaction that deals with different dialogue trees.
Instance of a specific quest type
Loader for Json based quest data.
 
Quest manager of each colony.
This class handles all permission checks on events and cancels them if needed.
Constant for quest parsing.
Constants used for json parsing
All quest registries related things.
Quest dialogue entry type.
Quest objective entry type.
Quest reward entry type.
Quest trigger entry type.
Quest reputation reward template.
Quest reputation quest trigger.
Instance of a specific quest type
Magic translator for quests.
 
Defines the types of Racks that the AbstractBlockMinecoloniesRack supports.
Raid adjustment reward.
Barbarian constants class.
Raider AI for melee attacking a target
Util class for raider mobs/spawning
Raider AI for shooting arrows at a target
Created by Asher on 12/6/17.
The different types.
All the raiders we got.
AI for handling the raiders walking directions
Handles spawning hostile raid events.
Data holder for raid history
Data holder for raid spawns
Sounds for the raids
 
Random quest trigger.
 
Knight combat AI
 
Reactivate a building.
Used to handle citizen recalls to their hut.
Recalls the citizen to the hut.
Recalls the citizen to the location.
Small target cache class, which tracks used target positions for some time to have citizens spread out more naturally when a target was recently used.
Utility helpers for analyzing the available recipes and determining which crafters are able to use them.
A CraftingType for the vanilla RecipeType
Recipe storage for minecolonies.
Stores a recipe based setting.
Class used to represent a recipe in minecolonies.
 
Factory implementation taking care of creating new instances, serializing and deserializing RecipeStorages.
Entry for the AbstractRecipeType registry.
Builder for a AbstractRecipeType.
Interaction for recruiting visitors
Loads and listens to recruitment costs data.
A recruit cost item.
Utility class with methods regarding reflection.
 
Client side registered structure manager.
Relationship adjustment quest reward.
Interface for implementing different removal orders.
Removes a guard tower from the rallying list
Set a new block to the minimum stock list.
Renderer for the citizens.
Renderer used for archer amazons.
Renderer used for spearman amazons.
Renderer used for archer mummy.
Renderer used for archer amazons.
Renderer used for Barbarians And Archer Barbarians.
Renderer used for Barbarians And Archer Barbarians.
Renderer used for Chief amazons.
Renderer used for Chief Barbarians.
Renderer used for Chief norsemen.
Renderer used for Chief Barbarians.
Renderer used for Barbarians And Archer Barbarians.
Renderer used for Chief Barbarians.
Renderer used for Barbarians And Archer Barbarians.
Renderer used for mummies.
Renderer used for the pharao.
Renderer used for Barbarians And Archer Barbarians.
Renderer used for the shieldmaiden.
Custom renderer for spears
Determines how the fish hook is rendered.
JEI GUI rendering utility helpers
Renderer for EntityMercenary.
Empty renderer for entities which should not actually be rendered.
 
 
 
Repo manager to spawn children.
The request based interaction response handler.
Class used to handle the inner workings of the request system with regards to requests.
Class used to manage IRequestable to IRequest mappings.
Enum used to describe the state of a Request.
 
 
Deliverable that can only be fulfilled by a stack whos item is contained in a given tag with a given minimal amount of items.
Request task module to display tasks in the UI.
 
Request wrapper class used to construct the request tree.
Util class for requests
BOWindow for the citizen.
Different Research Branch types, along with descriptions of their behaviors.
Research complete based reward.
Class for research constants.
This class represents a Type of Research Effect, including its identifier and effect levels.
The map of unlocked research effects of a given colony.
Loader for Json-based researches
Research manager of the colony.
Objective type tracking research.
Certain building research requirements.
Class which defines the possible states of a research.
Loot condition that checks whether the local colony has unlocked the specified research
Message which handles the reset of items to filterable item lists.
Update fix to restaurant.
Update fix to lumberjack
Update fix to restaurant.
Class used to handle the inner workings of the request system with regards to resolvers.
 
Message sent to the server when the client saves a new snapshot by clicking on a warehouse.
Message class which manages the messages hiring or firing of citizens.
Minimum stock module.
Client side version of food menu.
Restaurant menu window.
Goal for a cavalry horse to return to its stable.
Variation of the ItemIcon which accepts multiple items and slowly rotates between them.
Utility class for RS related constants.
Handles sendScanMessages.
Command for opening WindowScanTool or scanning a structure into a file
 
Enum describing the different textures the scarecrow has.
 
 
Class which holds the tags used in schematics
Util for modifying schematics
Planter module for growing Items.SEAGRASS.
Planter module for growing Items.SEAGRASS.
Constants for all the serialization identifiers.
The server side interaction response handler.
The implementation of the colonyTagCapability.
Mod server configuration.
Utility for server related stuff.
Specific Settings key implementation.
Factory implementation taking care of creating new instances, serializing and deserializing Settings.
Specific factory for the bool setting.
Specific factory for the bool setting.
Specific factory for the bool setting.
Specific factory for the beekeeper collection setting.
Specific factory for the bool setting.
Specific factory for the bool setting.
Specific factory for the string setting with desc.
Specific factory for the string setting with desc.
 
Specific factory for the guard follow mode setting.
Specific factory for the guard patrol mode setting.
Specific factory for the string setting with desc.
 
Specific factory for the recipe setting.
Specific factory for the bool setting.
Specific factory for the string setting with desc.
Module containing all settings.
Module containing all settings (client side).
BOWindow for all the settings of a hut.
Utility methods for dealing with voxel shapes
Utils for Colony pirate events
Enum for ship sizes.
This module is used for the buildings that only support simple 2x2 crafting.
Wrapper around the vanilla loot table provider which makes it easier to use.
A class that implements the ISimpleModelType interface.
A simple interaction which displays until an acceptable response is clicked
Hut for the simple quarry.
Removal order for removing a single datapack entry.
Entity used to sit on, for animation purposes.
All possible citizen skills with their complementaries and adversaries.
Skill addition quest reward.
Custom particle for sleeping.
 
Message for sleeping particles
This class is to store a check to see if a tree is a slime tree.
This is the fallback for when tinkers is not present!
Smeltable requestable.
 
Sort the specified building inventory if level greater than or equal to requiredSortLevel.
Utilities for sorting item handlers.
This is a sound manager that allows playing a queue of sounds, for a specific time with length between a series of sounds.
Storage container for a specific sound.
 
Utilities for playing sounds.
Custom arrow entity used for spear throwing, acts similar to the trident without any of the special effects.
 
Model for the Spear.
Assignment module for workers to a building.
Stable-specific assignment module for cavalry guards.
Deliverable that can only be fulfilled by a single stack with a given minimal amount of items.
Deliverable that can only be fulfilled by a single stack with a given minimal amount of items matching one of a list of stacks.
 
 
Default implementation of a FactoryController Singleton.
The server side interaction response handler.
Resolver that checks if a deliverable request is already in the building it is being requested from.
------------ Class not Documented ------------
 
 
 
 
 
Final class holding all the factories for requestables inside minecolonie
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
A default implementation of the IRequestIdentitiesDataStore interface.
 
Main class of the request system.
 
 
A default implementation of the IRequestResolverIdentitiesDataStore interface.
 
Final class holding all the requests for requestables inside minecolonie
An abstract implementation for crafting requests
Generic burnable request.
Generic delivery request.
Generic food request.
Request for a list of potential candidates.
Request for a single ItemStack.
Request for a single ItemStack.
Request for a single ItemStack.
Generic delivery request.
The crafting request for private crafting of a citizen
The public crafting requests, used for workers that perform crafting
Generic smeltable ore request.
Generic Tool Request.
Datastore for request data for buildings.
Factory to serialize/deserialize this datastore.
Crafter data store.
Factory to work with the datastore.
 
 
 
 
Internal implementation of the IToken interface.
Factory for the standard request token, StandardToken
Class used to manage the stash building block.
Random quest trigger.
Static modifier that doesn't change.
Static Happiness supplier.
Location described by an immutable blockpos and a dimension.
Internal factory class.
Resolver that checks if a deliverable request is already in the station where the citizen is assigned to that requested things.
------------ Class not Documented ------------
Constants regarding stats.
Manager for colony related statistics.
A variety of helper functions to facilitate statistics collection by buildings.
Used for chat messages, sounds, and other need based interactions.
Asks the client to stop its music
Handles spawning item particle effects in a stream between two targets.
Stores a string-list setting (Like enum, but easily serializable).
Stores a string-list setting (Like enum, but easily serializable).
Student module view.
Container class for any study item.
Loads and listens to study items for the BuildingLibrary.
Planter module for growing Items.SUGAR_CANE.
 
 
Constants for suppression keys.
Check if we can walk on a surface, drop into, or neither.
Minecolonies survival blueprint handler.
Switch the buildtool with the respective item in the inventory.
Creates a message to switch recipe outputs when multiple are available.
Message to sync some path over to the client.
Message to sync the reached positions over to the client for rendering.
 
Image side definitions.
Constants for the block/item tags defined by Minecolonies
Class for specific minecraft tag utilities.
Target search AI
Tavern building for the colony.
ClientSide representation of the building.
The tavern living module for citizen to call their home.
Sounds for the tavern
Message class which manages changing the team color of the colony.
Helper class for server-side teleporting.
Message for trying to teleport to a friends colony.
Specific texture reload listener.
Storage class to hand the texture packs from off-thread to the main thread.
Threat table class, basically a list of entities with an associated threat value
Data entry in the threat table
Event with a tickrate for a statemachine using a tickrate.
One time event that can be checked at the given tickrate, one time events are removed after causing a state transition.
Transition with tickrate logic, allows to define an intended tickrate at which this transition will be checked.
Constants for tickrate limited Transitions and statemachines.
Statemachine with an added tickrate limiting of transitions, allowing transitions to be checked at a lower rate.
 
Class which handles the tileEntity of our colonyBuildings.
 
The custom renderer to render the colony flag patterns if they exist, and a placeholder marker if in Creative mode.
 
 
The composted dirty tileEntity to grow all kinds of flowers.
 
 
Class which handles the tileEntity of our colonyBuildings.
 
Tile entity for the graves.
 
Represent a TileEntity that will be built by a graveyard undertaker in a graveyard to honor a dead citizen
 
Implementation for plantation field tile entities.
Tile entity for the warehouse shelves.
The scarecrow tile entity to store extra data.
Class to render the scarecrow.
Class which handles the tileEntity for the Stash block.
Class which handles the tileEntity of our colony warehouse.
The time based happiness modifier.
Highlight render data for marking blocks in the world with potential warnings on them.
 
Class to check if certain tinkers items serve as weapons for the guards.
Class to check if certain tinkers items serve as weapons for the guards.
Toggles a rallying banner
Message to toggle recipes (enable/disable).
Class used to handle the inner workings of the request system with regards to tokens.
Class used to represent equipment inside the request system.
Client side version of the abstract class for all buildings which allows to select tools.
 
JEI recipe category showing supported tool and armor levels.
Utility helpers for analyzing the available tools and determining which levels are able to use them.
Constants for tool translations.
Describes a tool and its level compatibility.
Message to execute the renaming of the townHall.
Module containing all settings (client side).
Transfer some items from the player inventory to the Builder's chest or additional chests.
Transfer some items from the player inventory to the Workers's Inventory.
Creates a message to get jei recipes.
Constants for translation
Implementation of the travelling system and its API.
Custom class for Trees.
Custom result of the class which contains the position of the tree.
Plantation module for plants that grow attached to any horizontal side of a tree log.
Message for triggering a connection event message at a given colony from another colony.
Message handling setting triggering.
Message for the research execution.
Our own tuple implementation with hashcode and equals.
Planter module for growing Items.TWISTING_VINES.
Class holds type constants to reduce the formatting errors.
 
 
Constants used by the Undertaker AIs.
A Trigger that is triggered when the undertaker recieves a totem of undying
 
BOWindow for the university.
Crafter task module to display tasks in the UI.
Quest unlock reward template.
Unlock quest trigger.
Message to update the recipes on the client side.
 
Updates the request state of a request.
Update types (reset, or onLoad).
Issues the upgrade of the warehouse pos level 5.
Plantation module for plants that grow vertically upwards, similar to sugar cane.
General purpose utilities class.
Message for vanilla particles around a citizen, in villager-like shape.
Data structure to hold a two dimensional point.
Helper class for storing a mutable vector
Planter module for growing Items.VINE.
Enum for citizen status icons, resource location and translation
Visitor citizen entity
Colony handler for visitors
Data for visitors
View data for visitors
Manages all visiting entities to the colony
The event handling a newly spawned visitor.
----------------------- Not Documented Object ---------------------
 
Handler for the warehouse module.
Client side version of the warehouse module.
BOWindow for the warehouse options.
The class of the citizen hut.
----------------------- Not Documented Object ---------------------
 
Warehouse task module to display tasks in the UI.
Container class for warehouse snapshot data.
Planter module for growing Items.WARPED_FUNGUS and Items.WARPED_ROOTS.
Contains the result of the path job to find water.
 
Handler for non-waxed copper blocks.
Planter module for growing Items.WEEPING_VINES.
BOWindow for the town hall ally list.
BOWindow for the hiring or firing of a worker.
A custom rendered Screen (i.e.
ClipBoard window.
BOWindow for the barracks building.
BrewingStand crafting gui.
BOWindow for selecting the style and confirming the resources.
 
BOWindow for the builder hut.
Window to show available styles for a specific building
 
------------ Class not Documented ------------
BOWindow for the town hall.
ClipBoard window.
 
UI to display colony prestige ranking server-wide.
Confirm/Deny window option.
Class which contains all constants required for windows.
AbstractCrafting gui.
BOWindow for a hut name entry.
Class which creates the GUI of our field inventory.
Furnace crafting gui.
 
BOWindow for the hiring or firing of a worker.
BOWindow for a hut name entry.
BOWindow for the builder hut.
BOWindow for the builder hut.
BOWindow for the tavern
BOWindow for the miner hut.
BOWindow for worker.
BOWindow for a hut name entry.
Task list module.
BOWindow for worker.
 
BOWindow for the town hall.
BOWindow for the citizen.
BOWindow for the hiring or firing of a worker.
BOWindow for the town hall.
BOWindow for the miner hut.
BOWindow for the town hall.
The window shown when clicking on plantation fields blocks.
BOWindow for the request PostBox GUI.
BOWindow for the request PostBox GUI.
Quest log window in progress tab.
Window quest log renderer for available quests.
Window quest log renderer for finished quests.
Window quest log renderer for in progress quests.
Interface for quest log renderers.
 
Window to reactivate a building.
BOWindow for the request detail.
BOWindow to display a particular branch of the tree.
BOWindow for the resource list item.
UI for hiring spies on the barracks
Window for finishing a scan.
Window that shows existing unmatched requests compatible with the given predicate
BOWindow for the town hall.
BOWindow for the miner hut.
BOWindow for the town hall.
Move Building Window.
Adjust the supply tool window.
Supply Story Window.
UI to notify the player that a colony can't be created here.
UI to found a new colony.
UI to reactivate a colony.
UI to delete or abandon an old colony.
Gui for hiring mercenaries
BOWindow for a town hall name entry.
Assignment module for jobs that have to live at the work place mandatorily.
The worker module for citizen where they are assigned to if they work at it.
AbstractBuilding View for clients.
Quest effect which sets the worker idle
Load only structure handler just to get dimensions etc from structures, not for placement specific for worker usage.
Utility methods for BlockPos.
Handles work orders for a colony.
Represents one building order to complete.
The client side representation for a work order that the builder can take to build buildings.
Creates the WorkOrderChangeMessage which is responsible for changes in priority or removal of workOrders.
A work order that the build can take to build decorations.
The client side representation for a work order that the builder can take to build decorations.
Client side version of the abstract class for building that handle workorders.
A work order that the build can take to build mine.
The client side representation for a work order that the builder can take to build mineshafts.
BOWindow for the builder hut work orders list.
A work order that the build can take to build plantation fields.
The client side representation for a work order that the builder can take to build plantation fields.
Types of workorders
World difficulty quest trigger.
Main class for handling world rendering.
Class which has world related util functions like chunk load checks
Class used to handle internal reassignment changes.
Class used to handle internal state changes that might cause a loop.
A shapeless recipe that discards any remaining items.