All Classes and Interfaces

Class
Description
An AB Connection represents a connection between two Light energy "hub" blocks.
 
The Light Tile class represents any and all tile entities that handle Light energy in some way.
An affinity extension class that has built in behavior for what is expected of an environmentally affine biome
A single use storage class.
Provides access to a copy of the APIs offered by this mod.
The exception that is thrown when a null reference is passed to a method that does not accept it as a valid argument.
A collection of utilities for 32 bit integers.
A utility class that can be used to identify blocks by a general type.
This class manages the registration of blocks for the mod.
A custom binding from block to material that may not necessarily use the Block's defined material.
If a block is not defined in this class to have a custom material, then the material it was constructed with is used.
This data generator is responsible for searching for mod objects implementing IToolRequirementProvider and using the data of that method to figure out what tags to give to the block.
 
Represents the depth of a breath after emerging from water.
Cardinals stores utilities related to the six adjacent directions around a cube, or, the six "cardinal" directions.
A utility class to manage the state of chunks being kept alive or not.
The @ClientUseOnly annotation signifies that the associated item relies on classes that only exist on the client, and thus using it on the server will cause a crash or exception.
Defines a block that serves as a non-complex means of handling Light energy.
Mostly intended for use in ConnectableLightTechBlock, this provides methods associated with testing connections.
A lookup of error messages that the API may generate for any given reason.
A profiler for the Ori mod.
Represents the effectiveness of an attack on an enemy from a spirit.
The DamageMarshaller class is responsible for controlling how Damage is applied to Spirits.
This base class represents a block associated with The Decay.
Values common across most spreading Decay blocks.
Decay mycelium, which replaces dirt and grass.
The status effect that occurs when someone is decaying.
A decay liquid block, which inherits the attributes of both liquid and decay materials.
A decayed tree log.
A petrified log.
 
 
A stripped decay log.
A unique block that represents a thin film of Decay mycelium.
Config that Decay blocks must follow when doing their decayish things.
All default biome types.
Default implementations for sound behaviors on blocks.
Literally just SoundEvent as a different class.
This class contains utilities needed to construct effects shorthand.
This class manages the speed, health, and knockback resistance of Spirits.
A class that replicates changes in effect duration over the network.
A class that represents the data necessary to replicate a potion effect's altered duration across the network.
An implementation of Forge PR #7941, this event is used to intercept when a sound is played by a specific entity (as opposed to in general, which is what Forge's existing event does) and potentially modify it using the context as to who/what played it.
A shitty representation of a Forge event sort of thing.
 
This class stores data about a biome's environmental affinity.
An implementation of the environmental affinity API.
A modified variation of a weak reference that somewhat violates its contract by allowing two things:
Allowing this reference to be compared to another with EquatableWeakReference.equals(java.lang.Object) Allowing this reference to form a strong reference to its stored object (for its use in WeakList)
Additional damage sources defined by this mod.
A class containing extended materials.
 
 
A set of general utilities that the mod may or may not use.
 
Generates models associated with items.
A custom and rather hacky "data generator" (not in the traditional Minecraft sense!) that generates sounds.json based on some completely custom and arbitrary tomfoolery.
 
Represents this tile entity as one that has an ambient sound that loops.
A lazy utility for forge registries to provide the BlockItem properties of a block.
An extension to IDecayBlockIdentifier that goes beyond the mere definition of being a Decay block.

Blocks implementing IDecayBlock are implicitly classified as decay blocks (for obvious reasons), but also contain the more aggressive behaviors of The Decay in that they will spread and infect nearby blocks.
An empty interface for the purpose of identifying Decay blocks.
An API providing a means of interacting with the environment and registering how affine those environments are to Light or Decay.
An empty interface used to group all Light-based blocks together without requiring an abstract class between Block and Light blocks.
An energy system similar to (but purposely not directly compatible with) IEnergyStorage.
An interface that requires Block Entities to package the data they send over the network into an NBT tag, allowing inherited NBT tag behavior in a manner akin to worlds or entities.
This covers the entity-wide sound interception system, for the sake of completeness.
This class covers the clientside portion of the Spirit sound injector.
This mixin intercepts attack sounds and allows Spirit special sounds to play instead.
This mixin affects the common portion of the Spirit sound injector.
This mixin covers the serverside component of the sound overrides made for Spirits.
 
InjectUsesInnerModel<T extends net.minecraft.world.entity.LivingEntity,M extends net.minecraft.client.model.HumanoidModel<T>,A extends net.minecraft.client.model.HumanoidModel<T>>
This mixin injects into the usesInnerModel value for armor items to improve armor rendering on Spirits.
Utility for mixins.
Allows the implementor to read to and write from a CompoundTag instance.
Denotes this item as one of a Spirit's Light, which implies it was made through themselves or some technology they were using.
A function used to acquire a SpiritMaterial.
An API providing a means of registering custom sounds for when a spirit walks on your blocks or materials.
Registers all items of the mod to the game.
An interface that requires blocks to return a list of their appropriate tags, intended for use in datagen.
Represents a Light Capacitor, used to store Light energy.
Represents a Light Conduit.
A static class that provides a means of adapting power between ILightEnergyStorage and IEnergyStorage
Describes the manner in which energy is being converted.
Represents the result of a transaction done between Light and RF equipment.
LightEnergyTicker<T extends net.minecraft.world.level.block.entity.BlockEntity>
A universal ticker for all Light-based tile entities.
An item used in crafting Light-based technologies.
 
 
 
This class serves as the housing for a Light tech device's ambient loop sound.
The Lumo-Wand, a tool designed for Light-based circuitry.
A very hacky method of reading and writing data in a single effect instance without creating a custom instance type.
An implementation of NumberRange that can have its minimum and maximum set after construction.
This class provides utilities that allow writing some more object types to NBT as well as reading that data back.
The NetworkReplicated annotation signifies that the attached element is automatically replicated over the network by some system.
This does NOT imply it is synchronized immediately! This is not functional and exists for programmers only.
A mimicry of .NET's NotImplementedException which is used for (usually) abstract methods that do not have an implementation, or code that is otherwise incomplete.
The @NotNetworkReplicated annotation signifies that the attached element is not replicated over the network by some system.
A value representing a range between two numbers [min, max]
The main class for the entire mod.
 
 
An extension to Forge's EnergyStorage that binds to a TileEntity and automatically modifies its NBT and marks it as dirty.
Registers my potions to the game.
 
 
 
 
 
 
The core networking code used to dispatch and receive network events for player models.
Provides the protocol version and channel IDs to various networking systems.
This class allows for overriding the rendered text color of the status effect.
The @ServerUseOnly annotation signifies that the associated item relies on classes that only exist on the server, and thus using it on the client will cause a crash or exception.
 
A provider of two, distinct List instances, one for each side of the game.
A value that exists independently for both sides of the game.
A static master-class used for all operations pertaining to bitwise flags for blocks that do things with their neighbors.
 
 
Represents a type of attack that's different than just swinging your sword (because you are the lord of diamond swords).
This class allows API users to access whether or not players are spirits.
 
 
 
 
Controls all functions of spirits performing a dash.
 
This class manages the identification of spirits.
Manages all behaviors pertaining to how spirits jump.
All materials that are associated with Spirits walking on something.
 
 
 
 
 
 
 
 
All code pertaining to spirit size and collision modifications.
An implementation of the spirit sound API, which is used if the mod is installed.
Plays sounds pertaining to Spirits.
Provides methods to acquire context-specific sounds for spirits performing various actions.
Handles when certain sounds should play.
 
 
 
 
 
Registers all of my tile entities to the game.
 
A class used to truncate numeric values to use SI endings.
 
Identifies sounds played by vanilla and loosely categorizes them.
A loose categorization method of sounds based on how overrides are applied.
 
 
This interface mandates that the block entity implementing it receives notifications of the world changing.