beJS
Download: CurseForge
The custom BlockEntity event is a startup event.
Custom BlockEntities are created in a startup script. They cannot be reloaded without restarting the game. The event is not cancellable.
StartupEvents.registry('block', event => {
event.create('example_block', 'entity' /*has to be here for the BE builder to work*/).displayName('Example Block')
.entity(builder => { // adds a BlockEntity onto this block
builder.ticker((level, pos, state, be) => { // a tick method, called on block entity tick
if(!level.clientSide) { // ALWAYS check side, the tick method is called on both CLIENT and SERVER
if(level.levelData.gameTime % 20 == 0) { // only .levelData.gameTime works for some reason??
if(level.getBlockState(pos.above()) === Blocks.AIR.defaultBlockState()) {
level.setBlock(pos.above(), Blocks.GLASS.defaultBlockState(), 3)
} else {
level.setBlock(pos.above(), Blocks.AIR.defaultBlockState(), 3)
}
}
}
}).defaultValues(tag => tag = { progress: 0, example_value_for_extra_saved_data: '0mG this iz Crazyyy'}) // adds a 'default' saved value, added on block entity creation (place etc)
// [1st param: CompoundTag consumer]
.addValidBlock('example_block') // adds a valid block this can attach to, useless in normal circumstances (except if you want to attach to multiple blocks or are building the BE separately)
.itemHandler(27) // adds a basic item handler to this block entity, use something like PowerfulJS for more advanced functionality
// [1st param: slot count]
.energyHandler(10000, 1000, 1000) // adds a basic FE handler, same as above
// [1st param: max energy, 2nd param: max input, 3rd param: max output]
.fluidHandler(1000, stack => true) // adds a basic fluid handler
// [1st param: max amount, 2nd param: fluid filter]
})
})
all valid methods:
addValidBlock('block_id')
ticker((level, pos, state, blockEntity) => ...)
defaultValues(tag => ...)
itemHandler(capacity)
energyHandler(capacity, maxReceive, maxExtract)
fluidHandler(capacity, fluidStack => isValid)
currently nonfunctional
alternatively, you can create the BlockEntity separately and attach it with EntityBlockJS.Builder#entity('kubejs:be_id')
StartupEvents.registry('block_entity_type', event => {
event.create('example_block')
.ticker((level, pos, state, be) => { // a tick method, called on block entity tick
if(!level.clientSide) { // ALWAYS check side, the tick method is called on both CLIENT and SERVER
if(level.levelData.gameTime % 20 == 0) { // only .levelData.gameTime works for some reason??
if(level.getBlockState(pos.above()) === Blocks.AIR.defaultBlockState()) {
level.setBlock(pos.above(), Blocks.GLASS.defaultBlockState(), 3)
} else {
level.setBlock(pos.above(), Blocks.AIR.defaultBlockState(), 3)
}
}
}
}).saveCallback((level, pos, be, tag) => { // called on BlockEntity save, don't see why you would ever need these tbf, but they're here
tag.putInt("tagValueAa", be.getPersistentData().getInt('progress'))
}).loadCallback((level, pos, be, tag) => { // called on BlockEntity load, same as above
be.getPersistentData().putInt("progress", tag.getInt("tagValueAa"))
}).defaultValues(tag => tag = { progress: 0, example_value_for_extra_saved_data: '0mG this iz Crazyyy'}) // adds a 'default' saved value, added on block entity creation (place etc)
// [1st param: CompoundTag consumer]
.addValidBlock('example_block') // adds a valid block this can attach to, useless in normal circumstances (except if you want to attach to multible blocks)
.hasGui() // if ScreenJS is installed, marks this blockentity as having a GUI, doesn't do anything otherwise
.itemHandler(27) // adds a basic item handler to this block entity, use something like PowerfulJS for more advanced functionality
// [1st param: slot count]
.energyHandler(10000, 1000, 1000) // adds a basic FE handler, same as above
// [1st param: max energy, 2nd param: max input, 3rd param: max output]
.fluidHandler(1000, stack => true) // adds a basic fluid handler
// [1st param: max amount, 2nd param: fluid filter]
})