ReplicationConnectorBlock
class ReplicationConnectorBlock : 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 addRunningEffects(state: BlockState?, level: Level?, pos: BlockPos?, entity: Entity?): Boolean
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open fun addToMainCreativeTab(parameters: CreativeModeTab.ItemDisplayParameters?, output: CreativeModeTab.Output?)
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open fun animateTick(p_220827_: BlockState?, p_220828_: Level?, p_220829_: BlockPos?, p_220830_: RandomSource?)
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open fun appendHoverText(p_49816_: ItemStack?, p_339606_: Item.TooltipContext?, p_49818_: List<Component?>?, p_49819_: 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?, @Nullable 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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@Nullable
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open fun getAppearance(state: BlockState?, level: BlockAndTintGetter?, pos: BlockPos?, side: Direction?, @Nullable queryState: @Nullable BlockState?, @Nullable queryPos: @Nullable BlockPos?): BlockState?
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@Nullable
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@Nullable
@Nullable
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@Nullable
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open fun getCloneItemStack(p_304395_: LevelReader?, p_49824_: BlockPos?, p_49825_: BlockState?): ItemStack?
open fun getCloneItemStack(state: BlockState?, target: HitResult?, level: LevelReader?, pos: BlockPos?, player: Player?): ItemStack?
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open fun getExpDrop(state: BlockState?, level: LevelAccessor?, pos: BlockPos?, @Nullable blockEntity: @Nullable BlockEntity?, @Nullable 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?, @Nullable entity: @Nullable Entity?): Float
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@Nullable
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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?, @Nullable entity: @Nullable Entity?): SoundType?
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open fun getStateAtViewpoint(state: BlockState?, level: BlockGetter?, pos: BlockPos?, viewpoint: Vec3?): BlockState?
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@Nullable
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open fun handlePrecipitation(p_152450_: BlockState?, p_152451_: Level?, p_152452_: BlockPos?, p_152453_: 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 onBlockStateChange(level: LevelReader?, pos: BlockPos?, oldState: BlockState?, newState: BlockState?)
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open fun onCaughtFire(state: BlockState?, level: Level?, pos: BlockPos?, @Nullable direction: @Nullable Direction?, @Nullable igniter: @Nullable LivingEntity?)
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open fun onDestroyedByPlayer(state: BlockState?, level: Level?, pos: BlockPos?, player: Player?, 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 onNeighborChange(state: BlockState?, level: LevelReader?, pos: BlockPos?, neighbor: BlockPos?)
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open fun onTreeGrow(state: BlockState?, level: LevelReader?, placeFunction: BiConsumer<BlockPos?, BlockState?>?, randomSource: RandomSource?, pos: BlockPos?, config: TreeConfiguration?): Boolean
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open fun playerDestroy(p_49827_: Level?, p_49828_: Player?, p_49829_: BlockPos?, p_49830_: BlockState?, @Nullable p_49831_: BlockEntity?, p_49832_: ItemStack?)
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open fun playerWillDestroy(p_49852_: Level?, p_49853_: BlockPos?, p_49854_: BlockState?, p_49855_: Player?): BlockState?
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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: BlockAndTintGetter?, 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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