World API
This page is generated from a recorded Java binding inventory. Supported means an official script uses the member; it does not mean the member has passed focused and live acceptance testing.
| Member | Stability | Verification | AI-runnable | Official use | Purpose |
|---|---|---|---|---|---|
clear_animated_highlight | Experimental | bound | No | No | Clear the animated highlight |
clear_entity_highlight | Experimental | bound | No | No | Clear all entity highlights |
clear_entity_text | Experimental | bound | No | No | Clear Entity Text |
clear_glow | Experimental | bound | No | No | Clear all glow highlights |
clear_secondary_highlight | Experimental | bound | No | No | Clear secondary/preview highlight |
clear_text | Supported | bound | No | Yes | clear all world text for this script |
clear_tree_highlight | Experimental | bound | No | No | Clear tree highlights |
clear_watches | Experimental | bound | No | No | Clear all block watches |
clear_zone_highlights | Supported | bound | No | Yes | Clear all zone highlights for this script |
find_los_stand_pos | Experimental | bound | No | No | Find a position with LOS to target block target: {x, y, z} options: {max_range=20, search_radius=15} |
find_water | Supported | bound | No | Yes | Find nearest water block within radius |
get_block | Supported | bound | No | Yes | Get block info at position |
get_block_state | Supported | bound | No | Yes | Get block with all state properties |
get_connected_blocks | Supported | bound | No | Yes | Flood-fill to find connected blocks Returns array of {x, y, z} positions for all connected blocks of matching type Options: {match_patterns = {"log", "wood"}, max_blocks = 200, include_diagonals = true} |
get_crosshair_target | Experimental | bound | No | No | moved from actions |
get_nearby_entities | Supported | bound | No | Yes | Get non-player entities within radius options: {type = "tadpole", exclude_types = {"armor_stand", "item"}} |
get_nearby_players | Supported | bound | No | Yes | Get players within radius |
glow_entity | Supported | bound | No | Yes | Add model-contour glow + tint to entity options: {outline={r,g,b}, tint={r,g,b,a}} or just {r,g,b} for both |
glow_rainbow | Experimental | bound | No | No | Set rainbow cycling glow on entity |
has_exposed_face | Experimental | bound | No | No | Check if a block has at least one non-solid neighbor |
highlight_block_animated | Experimental | bound | No | No | Animated highlight with smooth lerp pos: {x, y, z} color: {r, g, b, a} (optional, defaults to cyan) speed: number (optional, default 15.0) |
highlight_entity | Experimental | bound | No | No | Highlight an entity by ID color: {r, g, b, a} (optional, defaults to cyan) |
highlight_secondary_target | Experimental | bound | No | No | Secondary/preview highlight Used for "next target" indication - more transparent, slower animation |
highlight_zone | Supported | bound | No | Yes | Render a box between two corners min/max: {x, y, z} corners options: {fill={r,g,b,a}, border={r,g,b,a}, thickness=0.04} |
is_block_air | Supported | bound | No | Yes | Quick check if block is air |
is_highlight_active | Experimental | bound | No | No | Check if animated highlight is active |
is_in_water | Supported | bound | No | Yes | Check if player is currently in water |
is_water_at | Experimental | bound | No | No | Check if block at position is water |
on_block_pattern | Supported | bound | No | Yes | Listen for any block change matching pattern globally |
players_in_zone | Supported | bound | No | Yes | Count players in a zone AABB zone: table with {min={x,y,z}, max={x,y,z}} or {id, min, max} options: {filter_tablist=false, exclude_self=true} |
remove_block_pattern | Supported | bound | No | Yes | Remove a pattern listener by ID |
remove_entity_text | Supported | bound | No | Yes | Remove Entity Text |
remove_text | Experimental | bound | No | No | remove specific world text by ID |
remove_zone_highlight | Supported | bound | No | Yes | Remove a specific zone by ID |
scan_blocks | Supported | bound | No | Yes | Scan blocks in a radius and return matches options: {radius, match_patterns, center={x,y,z}, max_results, sort} |
select_hotbar_slot | Experimental | bound | No | No | Select a specific hotbar slot (0-8) |
set_highlight_esp | Experimental | bound | No | No | Toggle ESP for animated highlights enabled: boolean (true = visible through walls, false = normal depth testing) |
set_rainbow_target | Experimental | bound | No | No | Set rainbow target for current combat target |
set_tree_highlight | Experimental | bound | No | No | Highlight all blocks in a tree blocks: array of {x, y, z} color: {r, g, b, a} (optional, defaults to green) |
text_at | Supported | bound | No | Yes | NanoVG text at world position |
text_at_entity | Supported | bound | No | Yes | NanoVG text that follows an entity |
unglow_entity | Supported | bound | No | Yes | Remove glow from entity |
unwatch_block | Experimental | bound | No | No | Stop watching a block position |
watch_block | Experimental | bound | No | No | Watch a block position for state changes |