Event System
Hook into game events with @EventHandler. Player connections, chat, combat, and more.
Block Events
2Combat Events
4Crafting Events
3Discovery Events
4Entity Events
3Interaction Events
6Item pickup interaction
Entity used a block
Fired when player interacts with world. Has actionType (InteractionType), itemInHand (ItemStack), targetBlock (Vector3i), targetEntity (Entity). Cancellable.
Fired when a block is used/activated. Has Pre and Post variants. ECS event.
After block use
Before block use
Item Events
5ECS event fired when item is dropped. Cancellable.
Item being dropped
Player requests item drop
Fired when an item container changes.
Hotbar slot changed
Other Events
4Permission Events
6Permission added to group
Permission removed from group
Player added to permission group
Player removed from permission group
Permissions added to player
Permissions removed from player
Player Events
8Fired when a player sends a chat message. Use getSender() to get PlayerRef (NOT Player!). Cast to Player via store.getComponent() if needed.
Fired when a player connects to the server. Use to handle initial setup.
Fired when a player disconnects from the server.
Fired when player presses or releases a mouse button.
Fired when player moves their mouse/camera.
Fired when a player is fully loaded and ready in the world. Use for welcome messages, loading player data, etc.
Pre-connection authentication. Cancel to reject connection.
Pre-disconnection
System Events
5World Events
8Player added to world
Fired when a new world is added.
Fired when all worlds are loaded.
Player removed from world
Universe preparation (deprecated)
Fired when player is removed from a world.
Fired when a world is removed.
Fired when a world starts.