Blocks
Banner
¶
Banner(entity_id: str, data: entities.Banner)
Bases: BaseEntity[str]
Represents a banner block entity.
base_color_id
property
¶
base_color_id: int
The base color of the banner.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Base color ID (0-15) corresponding to dye colors. |
patterns
property
¶
patterns: List[entities.BannerPattern]
List of patterns applied to the banner.
| RETURNS | DESCRIPTION |
|---|---|
List[entities.BannerPattern]
|
Collection of banner patterns with their configurations. |
custom_name
property
¶
Beacon
¶
Beacon(entity_id: str, data: entities.Beacon)
Bases: BaseEntity[str]
Represents a beacon block entity.
primary_effect_id
property
¶
primary_effect_id: int
Primary effect ID provided by the beacon.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Numeric identifier for the primary status effect. |
secondary_effect_id
property
¶
secondary_effect_id: int
Secondary effect ID provided by the beacon.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Numeric identifier for the secondary status effect. |
pyramid_levels
property
¶
pyramid_levels: int
Pyramid levels beneath the beacon.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Number of pyramid levels (1-4) supporting the beacon. |
lock_string
property
¶
custom_name
property
¶
is_fully_powered
property
¶
is_fully_powered: bool
Check if beacon has maximum power.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if beacon has 4 pyramid levels (maximum), False otherwise. |
has_lock
property
¶
has_lock: bool
Check if beacon is locked.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if beacon has a lock string set, False otherwise. |
Sign
¶
Sign(entity_id: str, data: entities.Sign)
Bases: BaseEntity[str]
Represents a sign block entity.
text_1
property
¶
text_1: Message
First line of text on the sign.
| RETURNS | DESCRIPTION |
|---|---|
Message
|
Formatted message object containing the first line text. |
text_2
property
¶
text_2: Message
Second line of text on the sign.
| RETURNS | DESCRIPTION |
|---|---|
Message
|
Formatted message object containing the second line text. |
text_3
property
¶
text_3: Message
Third line of text on the sign.
| RETURNS | DESCRIPTION |
|---|---|
Message
|
Formatted message object containing the third line text. |
text_4
property
¶
text_4: Message
Fourth line of text on the sign.
| RETURNS | DESCRIPTION |
|---|---|
Message
|
Formatted message object containing the fourth line text. |
all_text_lines
property
¶
MobSpawner
¶
MobSpawner(entity_id: str, data: entities.MobSpawner)
Bases: BaseEntity[str]
Represents a mob spawner block entity.
delay
property
¶
delay: int
Current delay until next spawn attempt.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Time in ticks until the next spawn attempt. |
min_spawn_delay
property
¶
min_spawn_delay: int
Minimum delay between spawns.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Minimum time in ticks between spawn attempts. |
max_spawn_delay
property
¶
max_spawn_delay: int
Maximum delay between spawns.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Maximum time in ticks between spawn attempts. |
spawn_count
property
¶
spawn_count: int
Number of entities to spawn per attempt.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Count of entities spawned in each spawn attempt. |
max_nearby_entities
property
¶
max_nearby_entities: int
Maximum entities that can exist nearby.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Maximum number of entities allowed in the spawning area. |
required_player_range
property
¶
required_player_range: int
Player must be within this range for spawning.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Maximum distance in blocks a player can be for spawning to occur. |
spawn_range
property
¶
spawn_range: int
Range in which entities can spawn.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Radius in blocks around the spawner where entities can appear. |
spawn_data
property
¶
spawn_data: Optional[entities.MobSpawnerEntityData]
Data for the entity to spawn.
| RETURNS | DESCRIPTION |
|---|---|
Optional[entities.MobSpawnerEntityData]
|
Entity configuration data if set, None otherwise. |
spawn_potentials
property
¶
custom_spawn_rules
property
¶
Skull
¶
Skull(entity_id: str, data: entities.Skull)
Bases: BaseEntity[str]
Represents a skull block entity.
rotation
property
¶
rotation: int
Rotation of the skull.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Rotation value from 0-15 representing 16 possible orientations. |
skull_type
property
¶
skull_type: int
Type of skull.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Skull type ID: 0=skeleton, 1=wither skeleton, 2=zombie, 3=player, 4=creeper, 5=dragon. |
owner
property
¶
owner: Optional[entities.SkullOwner]
Owner information for player heads.
| RETURNS | DESCRIPTION |
|---|---|
Optional[entities.SkullOwner]
|
Owner data for player heads, None for non-player skulls. |
has_owner
property
¶
has_owner: bool
Check if skull has an owner.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if skull has owner information (player head), False otherwise. |
StructureBlock
¶
StructureBlock(
entity_id: str, data: entities.StructureBlock
)
Bases: BaseEntity[str]
Represents a structure block entity.
metadata
property
¶
metadata: str
Additional metadata for the structure entities.
| RETURNS | DESCRIPTION |
|---|---|
str
|
Metadata string associated with the structure entities. |
mirror
property
¶
mirror: Literal['NONE', 'LEFT_RIGHT', 'FRONT_BACK']
Mirror setting for structure placement.
| RETURNS | DESCRIPTION |
|---|---|
Literal['NONE', 'LEFT_RIGHT', 'FRONT_BACK']
|
Mirror configuration for structure operations. |
ignore_entities
property
¶
ignore_entities: int
Whether to ignore entities when saving/loading.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Flag indicating if entities should be ignored (1) or included (0). |
is_powered
property
¶
is_powered: bool
Whether the structure block is powered.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if structure block is receiving redstone power, False otherwise. |
seed
property
¶
seed: int
Random seed for structure generation.
| RETURNS | DESCRIPTION |
|---|---|
int
|
Seed value used for randomization in structure operations. |
author
property
¶
author: str
Author of the structure.
| RETURNS | DESCRIPTION |
|---|---|
str
|
Name of the player who created or last modified the structure. |
rotation
property
¶
rotation: Literal[
"NONE",
"CLOCKWISE_90",
"CLOCKWISE_180",
"COUNTERCLOCKWISE_90",
]
Rotation setting for structure placement.
| RETURNS | DESCRIPTION |
|---|---|
Literal['NONE', 'CLOCKWISE_90', 'CLOCKWISE_180', 'COUNTERCLOCKWISE_90']
|
Rotation configuration for structure operations. |
mode
property
¶
mode: Literal['SAVE', 'LOAD', 'CORNER', 'DATA']
Current mode of the structure entities.
| RETURNS | DESCRIPTION |
|---|---|
Literal['SAVE', 'LOAD', 'CORNER', 'DATA']
|
Operating mode of the structure entities. |
position
property
¶
integrity
property
¶
integrity: float
Structural integrity percentage.
| RETURNS | DESCRIPTION |
|---|---|
float
|
Integrity value from 0.0 to 1.0 representing structure completeness. |
show_air_blocks
property
¶
show_air_blocks: bool
Whether to show air blocks in the structure.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if air blocks should be visible, False otherwise. |
name
property
¶
name: str
Name of the structure.
| RETURNS | DESCRIPTION |
|---|---|
str
|
Structure identifier name. |
size
property
¶
show_bounding_box
property
¶
show_bounding_box: bool
Whether to show the bounding box.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if bounding box visualization is enabled, False otherwise. |
is_save_mode
property
¶
is_save_mode: bool
Check if structure block is in save-mode.
| RETURNS | DESCRIPTION |
|---|---|
bool
|
True if mode is 'SAVE', False otherwise. |
EndGateway
¶
EndGateway(entity_id: str, data: entities.EndGateway)
ShulkerBox
¶
Bed
¶
Bed(entity_id: str, data: entities.Bed)
Bases: BaseEntity[str]
Represents a bed block entity.
FlowerPot
¶
FlowerPot(entity_id: str, data: entities.FlowerPot)
Bases: BaseEntity[str]
Represents a flower pot block entity.
item
property
¶
item: str
Item contained in the flower pot.
| RETURNS | DESCRIPTION |
|---|---|
str
|
Minecraft item identifier of the contained plant or flower. |