历史 - net.minecraft.world.level.block.LayeredCauldronBlock
1.21.11
名称
dzl
eeg
字段
构造函数
方法
1.21.10
名称
字段
构造函数
方法
void (BlockState, Level, BlockPos, Entity, InsideBlockEffectApplier): a, entityInside, method_9548, onEntityCollision, m_49259_
void (BlockState, Level, BlockPos, Entity, InsideBlockEffectApplier, boolean): a, entityInside, method_9548, onEntityCollision, m_49259_
1.21.9
名称
duo
dzl
字段
构造函数
方法
void (BlockState, Level, BlockPos): e, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): d, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): d, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
void (BlockState, Level, BlockPos): c, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
int (BlockState, Level, BlockPos): a, getAnalogOutputSignal, method_9572, getComparatorOutput, m_6782_
int (BlockState, Level, BlockPos, Direction): a, getAnalogOutputSignal, method_9572, getComparatorOutput, m_48701_
1.21.8
名称
字段
构造函数
方法
1.21.7
名称
字段
构造函数
方法
1.21.6
名称
dsc
duo
字段
int: d, MIN_FILL_LEVEL, field_31107, MIN_LEVEL, f_153512_
int: e, MIN_FILL_LEVEL, field_31107, MIN_LEVEL, f_153512_
int: e, MAX_FILL_LEVEL, field_31108, MAX_LEVEL, f_153513_
int: f, MAX_FILL_LEVEL, field_31108, MAX_LEVEL, f_153513_
IntegerProperty: f, LEVEL, field_27206, LEVEL, f_153514_
IntegerProperty: g, LEVEL, field_27206, LEVEL, f_153514_
int: g, BASE_CONTENT_HEIGHT, field_31109, BASE_FLUID_HEIGHT, f_153517_
int: h, BASE_CONTENT_HEIGHT, field_31109, BASE_FLUID_HEIGHT, f_153517_
double: h, HEIGHT_PER_LEVEL, field_31110, FLUID_HEIGHT_PER_LEVEL, f_153518_
double: i, HEIGHT_PER_LEVEL, field_31110, FLUID_HEIGHT_PER_LEVEL, f_153518_
com.mojang.serialization.MapCodec<LayeredCauldronBlock>: c, CODEC, field_46383, CODEC, f_303033_
com.mojang.serialization.MapCodec<LayeredCauldronBlock>: d, CODEC, field_46383, CODEC, f_303033_
Biome$Precipitation: i, precipitationType, field_46384, precipitation, f_302573_
Biome$Precipitation: R, precipitationType, field_46384, precipitation, f_302573_
VoxelShape[]: D, FILLED_SHAPES, field_60561, INSIDE_COLLISION_SHAPE_BY_LEVEL, f_399691_
构造函数
方法
double (int): b, getPixelContentHeight, method_71629, getFluidHeight, m_402518_
VoxelShape (BlockState, BlockGetter, BlockPos, Entity): a, getEntityInsideCollisionShape, method_64022, getInsideCollisionShape, m_352072_
1.21.5
名称
dny
dsc
字段
int: e, MIN_FILL_LEVEL, field_31107, MIN_LEVEL, f_153512_
int: d, MIN_FILL_LEVEL, field_31107, MIN_LEVEL, f_153512_
int: f, MAX_FILL_LEVEL, field_31108, MAX_LEVEL, f_153513_
int: e, MAX_FILL_LEVEL, field_31108, MAX_LEVEL, f_153513_
IntegerProperty: g, LEVEL, field_27206, LEVEL, f_153514_
IntegerProperty: f, LEVEL, field_27206, LEVEL, f_153514_
int: h, BASE_CONTENT_HEIGHT, field_31109, BASE_FLUID_HEIGHT, f_153517_
int: g, BASE_CONTENT_HEIGHT, field_31109, BASE_FLUID_HEIGHT, f_153517_
double: i, HEIGHT_PER_LEVEL, field_31110, FLUID_HEIGHT_PER_LEVEL, f_153518_
double: h, HEIGHT_PER_LEVEL, field_31110, FLUID_HEIGHT_PER_LEVEL, f_153518_
com.mojang.serialization.MapCodec<LayeredCauldronBlock>: d, CODEC, field_46383, CODEC, f_303033_
com.mojang.serialization.MapCodec<LayeredCauldronBlock>: c, CODEC, field_46383, CODEC, f_303033_
Biome$Precipitation: j, precipitationType, field_46384, precipitation, f_302573_
Biome$Precipitation: i, precipitationType, field_46384, precipitation, f_302573_
构造函数
方法
void (BlockState, Level, BlockPos, Entity): a, entityInside, method_9548, onEntityCollision, m_7892_
void (BlockState, Level, BlockPos): f, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): e, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): e, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
void (BlockState, Level, BlockPos): d, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
void (BlockState, Level, BlockPos, Entity, InsideBlockEffectApplier): a, entityInside, method_9548, onEntityCollision, m_49259_
1.21.4
名称
dox
dny
字段
构造函数
方法
1.21.3
名称
dkh
dox
字段
构造函数
方法
void (BlockState, Level, BlockPos): e, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): f, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): d, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
void (BlockState, Level, BlockPos): e, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
1.21.1
名称
字段
构造函数
方法
1.21
名称
djk
dkh
字段
构造函数
方法
1.20.6
名称
day
djk
字段
构造函数
方法
1.20.4
名称
cxb
day
字段
int: c, MIN_FILL_LEVEL, field_31107, MIN_LEVEL, f_153512_
int: e, MIN_FILL_LEVEL, field_31107, MIN_LEVEL, f_153512_
int: d, MAX_FILL_LEVEL, field_31108, MAX_LEVEL, f_153513_
int: f, MAX_FILL_LEVEL, field_31108, MAX_LEVEL, f_153513_
IntegerProperty: e, LEVEL, field_27206, LEVEL, f_153514_
IntegerProperty: g, LEVEL, field_27206, LEVEL, f_153514_
Predicate<Biome$Precipitation>: f, RAIN, field_27880, RAIN_PREDICATE, f_153515_
Predicate<Biome$Precipitation>: g, SNOW, field_27881, SNOW_PREDICATE, f_153516_
Predicate<Biome$Precipitation>: j, fillPredicate, field_27882, precipitationPredicate, f_153519_
com.mojang.serialization.MapCodec<LayeredCauldronBlock>: d, CODEC, field_46383, CODEC, f_303033_
Biome$Precipitation: j, precipitationType, field_46384, precipitation, f_302573_
构造函数
(BlockBehaviour$Properties, Predicate<Biome$Precipitation>, Map<Item, CauldronInteraction>)
(Biome$Precipitation, CauldronInteraction$InteractionMap, BlockBehaviour$Properties)
方法
void (BlockState, Level, BlockPos): d, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): e, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): e, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
void (BlockState, Level, BlockPos): d, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
com.mojang.serialization.MapCodec<LayeredCauldronBlock> (): a, codec, method_53969, getCodec, m_304657_
1.20.2
名称
ctt
cxb
字段
构造函数
方法
1.20.1
名称
ctl
ctt
字段
构造函数
方法
boolean (BlockState): c, isFull, method_32766, isFull, m_142596_
boolean (BlockState): d, isFull, method_32766, isFull, m_142596_
double (BlockState): a, getContentHeight, method_31615, getFluidHeight, m_142446_
double (BlockState): b, getContentHeight, method_31615, getFluidHeight, m_142446_
1.19.4
名称
cqv
ctl
字段
构造函数
方法
1.19.3
名称
cns
cqv
字段
构造函数
方法
1.19.2
名称
字段
int: c, MIN_FILL_LEVEL, field_31107, field_31107, f_153512_
int: c, MIN_FILL_LEVEL, field_31107, MIN_LEVEL, f_153512_
int: d, MAX_FILL_LEVEL, field_31108, field_31108, f_153513_
int: d, MAX_FILL_LEVEL, field_31108, MAX_LEVEL, f_153513_
int: h, BASE_CONTENT_HEIGHT, field_31109, field_31109, f_153517_
int: h, BASE_CONTENT_HEIGHT, field_31109, BASE_FLUID_HEIGHT, f_153517_
double: i, HEIGHT_PER_LEVEL, field_31110, field_31110, f_153518_
double: i, HEIGHT_PER_LEVEL, field_31110, FLUID_HEIGHT_PER_LEVEL, f_153518_
构造函数
方法
1.19.1
名称
cmv
cns
net.minecraft.world.level.block.LayeredCauldronBlock
字段
构造函数
方法
1.19
名称
chn
cmv
net.minecraft.world.level.block.LayeredCauldronBlock
字段
构造函数
方法
1.18.2
名称
cgv
chn
字段
构造函数
方法
1.18.1
名称
字段
构造函数
方法
1.18
名称
cdm
cgv
字段
构造函数
方法
1.17.1
名称
cdl
cdm
字段
构造函数
方法
1.17
名称
cdl
net.minecraft.world.level.block.LayeredCauldronBlock
net.minecraft.class_5556
net.minecraft.block.LeveledCauldronBlock
net.minecraft.src.C_141214_
net.minecraft.world.level.block.LayeredCauldronBlock
字段
int: c, MIN_FILL_LEVEL, field_31107, field_31107, f_153512_
int: d, MAX_FILL_LEVEL, field_31108, field_31108, f_153513_
IntegerProperty: e, LEVEL, field_27206, LEVEL, f_153514_
int: h, BASE_CONTENT_HEIGHT, field_31109, field_31109, f_153517_
double: i, HEIGHT_PER_LEVEL, field_31110, field_31110, f_153518_
Predicate<Biome$Precipitation>: f, RAIN, field_27880, RAIN_PREDICATE, f_153515_
Predicate<Biome$Precipitation>: g, SNOW, field_27881, SNOW_PREDICATE, f_153516_
Predicate<Biome$Precipitation>: j, fillPredicate, field_27882, precipitationPredicate, f_153519_
构造函数
(BlockBehaviour$Properties, Predicate<Biome$Precipitation>, Map<Item, CauldronInteraction>)
方法
boolean (BlockState): c, isFull, method_32766, isFull, m_142596_
boolean (Fluid): a, canReceiveStalactiteDrip, method_32765, canBeFilledByDripstone, m_142087_
double (BlockState): a, getContentHeight, method_31615, getFluidHeight, m_142446_
void (BlockState, Level, BlockPos, Entity): a, entityInside, method_9548, onEntityCollision, m_7892_
void (BlockState, Level, BlockPos): d, handleEntityOnFireInside, method_36994, onFireCollision, m_142266_
void (BlockState, Level, BlockPos): e, lowerFillLevel, method_31650, decrementFluidLevel, m_153559_
void (BlockState, Level, BlockPos, Biome$Precipitation): a, handlePrecipitation, method_9504, precipitationTick, m_141997_
int (BlockState, Level, BlockPos): a, getAnalogOutputSignal, method_9572, getComparatorOutput, m_6782_
void (StateDefinition$Builder<Block, BlockState>): a, createBlockStateDefinition, method_9515, appendProperties, m_7926_
void (BlockState, Level, BlockPos, Fluid): a, receiveStalactiteDrip, method_32764, fillFromDripstone, m_142310_