Replication Connector Block
class ReplicationConnectorBlock(properties: BlockBehaviour.Properties) : AEBaseEntityBlock<ReplicationConnectorBlockEntity> , INetworkDirectionalConnection(source)
Properties
Functions
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open fun addLandingEffects(state1: BlockState, level: ServerLevel, pos: BlockPos, state2: BlockState, entity: LivingEntity, numberOfParticles: Int): Boolean
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open fun addToMainCreativeTab(parameters: CreativeModeTab.ItemDisplayParameters?, output: CreativeModeTab.Output?)
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open fun appendHoverText(stack: ItemStack?, context: Item.TooltipContext?, tooltip: Consumer<Component?>?, flag: TooltipFlag?)
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open fun canBeHydrated(state: BlockState, getter: BlockGetter, pos: BlockPos, fluid: FluidState, fluidPos: BlockPos): Boolean
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open override fun canConnect(level: Level?, pos: BlockPos?, state: BlockState?, side: Direction?): Boolean
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open fun canConnectRedstone(state: BlockState, level: BlockGetter, pos: BlockPos, direction: @Nullable Direction?): Boolean
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open fun canDropFromExplosion(state: BlockState, level: BlockGetter, pos: BlockPos, explosion: Explosion): Boolean
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open fun canEntityDestroy(state: BlockState, level: BlockGetter, pos: BlockPos, entity: Entity): Boolean
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open fun canHarvestBlock(state: BlockState, level: BlockGetter, pos: BlockPos, player: Player): Boolean
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open fun canSustainPlant(state: BlockState, level: BlockGetter, soilPosition: BlockPos, facing: Direction, plant: BlockState): TriState
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open fun collisionExtendsVertically(state: BlockState, level: BlockGetter, pos: BlockPos, collidingEntity: Entity): Boolean
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open fun getAdjacentBlockPathType(state: BlockState, level: BlockGetter, pos: BlockPos, mob: @Nullable Mob?, originalType: PathType): @Nullable PathType?
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open fun getAppearance(state: BlockState, level: BlockAndLightGetter, pos: BlockPos, side: Direction, queryState: @Nullable BlockState?, queryPos: @Nullable BlockPos?): BlockState
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open fun getBeaconColorMultiplier(state: BlockState, level: LevelReader, pos: BlockPos, beaconPos: BlockPos): @Nullable Int?
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@Nullable
@Nullable
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open fun getBlockPathType(state: BlockState, level: BlockGetter, pos: BlockPos, mob: @Nullable Mob?): @Nullable PathType?
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open fun getCloneItemStack(level: LevelReader, pos: BlockPos, state: BlockState, includeData: Boolean, player: Player): ItemStack
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open fun getExpDrop(state: BlockState, level: LevelAccessor, pos: BlockPos, blockEntity: @Nullable BlockEntity?, breaker: @Nullable Entity?, tool: ItemStack): Int
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open fun getExplosionResistance(state: BlockState, level: BlockGetter, pos: BlockPos, explosion: Explosion): Float
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open fun getFireSpreadSpeed(state: BlockState, level: BlockGetter, pos: BlockPos, direction: Direction): Int
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open fun getFlammability(state: BlockState, level: BlockGetter, pos: BlockPos, direction: Direction): Int
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open fun getFriction(state: BlockState, level: LevelReader, pos: BlockPos, entity: @Nullable Entity?): Float
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open fun <T : BlockEntity> getListener(level: ServerLevel, blockEntity: T): @Nullable GameEventListener?
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open fun getMapColor(state: BlockState, level: BlockGetter, pos: BlockPos, defaultColor: MapColor): MapColor
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open fun getRespawnPosition(state: BlockState, type: EntityType<*>, levelReader: LevelReader, pos: BlockPos, orientation: Float): Optional<ServerPlayer.RespawnPosAngle>
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open fun getSoundType(state: BlockState, level: LevelReader, pos: BlockPos, entity: @Nullable Entity?): SoundType
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open fun getStateAtViewpoint(state: BlockState, level: BlockGetter, pos: BlockPos, viewpoint: Vec3): BlockState
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open fun getToolModifiedState(state: BlockState, context: UseOnContext, itemAbility: ItemAbility, simulate: Boolean): @Nullable BlockState?
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open fun handlePrecipitation(state: BlockState, level: Level, pos: BlockPos, precipitation: Biome.Precipitation)
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open fun hidesNeighborFace(level: BlockGetter, pos: BlockPos, state: BlockState, neighborState: BlockState, dir: Direction): Boolean
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open fun ignitedByLava(state: BlockState, level: BlockGetter, pos: BlockPos, direction: Direction): Boolean
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open fun isConduitFrame(state: BlockState, level: LevelReader, pos: BlockPos, conduit: BlockPos): Boolean
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open fun isFireSource(state: BlockState, level: LevelReader, pos: BlockPos, direction: Direction): Boolean
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open fun isFlammable(state: BlockState, level: BlockGetter, pos: BlockPos, direction: Direction): Boolean
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open fun isScaffolding(state: BlockState, level: LevelReader, pos: BlockPos, entity: LivingEntity): Boolean
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open fun makesOpenTrapdoorAboveClimbable(state: BlockState, level: LevelReader, pos: BlockPos, trapdoorState: BlockState): Boolean
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open fun onBlockExploded(state: BlockState, level: ServerLevel, pos: BlockPos, explosion: Explosion)
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open fun onBlockStateChange(level: LevelReader, pos: BlockPos, oldState: BlockState, newState: BlockState)
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open fun onCaughtFire(state: BlockState, level: Level, pos: BlockPos, direction: @Nullable Direction?, igniter: @Nullable LivingEntity?): Boolean
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open fun onDestroyedByPlayer(state: BlockState, level: Level, pos: BlockPos, player: Player, toolStack: ItemStack, willHarvest: Boolean, fluid: FluidState): Boolean
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open fun onDestroyedByPushReaction(state: BlockState, level: Level, pos: BlockPos, pushDirection: Direction, fluid: FluidState)
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open fun onTreeGrow(state: BlockState, level: WorldGenLevel, placeFunction: BiConsumer<BlockPos, BlockState>, randomSource: RandomSource, pos: BlockPos, config: TreeConfiguration): Boolean
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open fun playerDestroy(level: Level, player: Player, pos: BlockPos, state: BlockState, blockEntity: @Nullable BlockEntity?, destroyedWith: ItemStack)
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open fun playerWillDestroy(level: Level, pos: BlockPos, state: BlockState, player: Player): BlockState
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open fun playStepSound(state: BlockState, level: Level, pos: BlockPos, entity: Entity, volumeMultiplier: Float, pitchMultiplier: Float)
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open fun setBedOccupied(state: BlockState, level: Level, pos: BlockPos, sleeper: LivingEntity, occupied: Boolean)
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open fun setBlockEntity(blockEntityClass: Class<ReplicationConnectorBlockEntity?>?, blockEntityType: BlockEntityType<ReplicationConnectorBlockEntity>?, clientTicker: BlockEntityTicker<ReplicationConnectorBlockEntity>?, serverTicker: BlockEntityTicker<ReplicationConnectorBlockEntity>?)
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open fun setPlacedBy(level: Level, pos: BlockPos, state: BlockState, @Nullable placer: @Nullable LivingEntity?, is: ItemStack)
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open fun shouldCheckWeakPower(state: BlockState, level: SignalGetter, pos: BlockPos, side: Direction): Boolean
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open fun shouldDisplayFluidOverlay(state: BlockState, level: BlockAndLightGetter, pos: BlockPos, fluidState: FluidState): Boolean
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open fun shouldHideAdjacentFluidFace(state: BlockState, selfFace: Direction, adjacentFluid: FluidState): Boolean
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open fun triggerEvent(state: BlockState, level: Level, pos: BlockPos, eventID: Int, eventParam: Int): Boolean
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