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beJS

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The custom BlockEntity event is a startup event.


Block Entities

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)
                      	be.persistentData.putBoolean("placed", true)
                    } else {
                        level.setBlock(pos.above(), Blocks.AIR.defaultBlockState(), 3)
                        be.persistentData.putBoolean("placed", false)
                    }
                  	console.info("placed: " + be.persistentData.getBoolean("placed"))
                }
            }
    	}).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]
    })
})

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]
})


all valid methods available on all builders:

  • addValidBlock('block_id')
  • ticker((level, pos, state, blockEntity) => ...)
  • defaultValues(tag => ...)
  • itemHandler(capacity)
  • energyHandler(capacity, maxReceive, maxExtract)
  • fluidHandler(capacity, fluidStack => isValid)


Multiblocks

multiblock builder example:

StartupEvents.registry('block', event => {
    let CAP_PREDICATE = be => { // has *any* forge capability (item, energy, fluid)
        return be != null && (be.getCapability(ForgeCapabilities.ITEM_HANDLER).present || be.getCapability(ForgeCapabilities.FLUID_HANDLER).present || be.getCapability(ForgeCapabilities.ENERGY).present)
    }

	event.create('multi_block', 'multiblock').material('metal').hardness(5.0).displayName('Multiblock')
	    .entity(builder => {
	        builder.ticker((level, pos, state, be) => { // tick me here, but ONLY WHEN MULTIBLOCK IS FORMED!!
                
        	})
        	.pattern(builder => { // ordering is: [aisle: z, aisle contents[]: y, single string: x]
        	    builder
        	        .aisle( 'BBB',
                            'ACA',
                            'AAA')
                    .aisle( 'BBB',
                            'AAA',
                            'AAA')
                    .aisle( 'BBB',
                            'AAA',
                            'AAA')
                    .where('A', BlockInWorld.or(BlockInWorld.hasState(BlockPredicate.forBlock('minecraft:iron_block')), BlockInWorld.hasBlockEntity(CAP_PREDICATE)))
              					// ^ iron block OR any capability on a BE
                    .where('C', BlockInWorld.hasState(BlockPredicate.forBlock('kubejs:multi_block')))
              					// ^ controller block
                    .where('B', BlockInWorld.hasState(BlockPredicate.forBlock('minecraft:copper_block')))
              					// ^ self explanatory
        	})
        })
        .property(BlockProperties.HORIZONTAL_FACING) // block builder stuff, facing direction
        .defaultState(state => {
            state.setValue(BlockProperties.HORIZONTAL_FACING, Direction.NORTH)
        })
        .placementState(state => {
            state.setValue(BlockProperties.HORIZONTAL_FACING, state.horizontalDirection.opposite)
        })
})

extra valid methods onĀ multiblock builder:

  • pattern(builder => ...)


more advanced example: link

multiblock (and recipe type) example: link


Recipe Types

beJS can create custom recipe types for your block entities to use!

StartupEvents.registry('recipe_type', event => {
    event.create('name_here')
        .assembler((recipe, container) => { // optional, but very much suggested
            let results = recipe.results
            for (let i = 0; i < results.size() && i < container.containerSize; ++i) {
                container.setItem(i, results.get(i))
            }
        })
        .maxInputs(2) // required
        .maxOutputs(4) // required
        .toastSymbol('kubejs:block_id_here') // optional
})

valid methods on all RecipeType builders:

  • assembler((recipe, container) => ...)
  • maxInputs(count)
  • maxOutputs(count)
  • toastSymbol(stack)


Item/Fluid Handlers

beJS has multiple custom handlers that have extra functionality:

IMultipleItemHandler

IMultipleItemHandler is an item handler with multiple slots. valid methods listed below:

  • getAllContainers() : List<IItemHandlerModifiable>
  • getContainer(index) : IItemHandlerModifiable
  • getStackInSlot(container, slot) : ItemStack
  • insertItem(container, slot, stack, simulate) : ItemStack
  • extractItem(container, slot, amount, simulate) : ItemStack
  • getSlotLimit(container, slot) : int
  • isItemValid(container, slot, stack) : boolean
  • setStackInSlot(container, slot, stack)