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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.

MemberStabilityVerificationAI-runnableOfficial usePurpose
clear_animated_highlightExperimentalboundNoNoClear the animated highlight
clear_entity_highlightExperimentalboundNoNoClear all entity highlights
clear_entity_textExperimentalboundNoNoClear Entity Text
clear_glowExperimentalboundNoNoClear all glow highlights
clear_secondary_highlightExperimentalboundNoNoClear secondary/preview highlight
clear_textSupportedboundNoYesclear all world text for this script
clear_tree_highlightExperimentalboundNoNoClear tree highlights
clear_watchesExperimentalboundNoNoClear all block watches
clear_zone_highlightsSupportedboundNoYesClear all zone highlights for this script
find_los_stand_posExperimentalboundNoNoFind a position with LOS to target block target: {x, y, z} options: {max_range=20, search_radius=15}
find_waterSupportedboundNoYesFind nearest water block within radius
get_blockSupportedboundNoYesGet block info at position
get_block_stateSupportedboundNoYesGet block with all state properties
get_connected_blocksSupportedboundNoYesFlood-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_targetExperimentalboundNoNomoved from actions
get_nearby_entitiesSupportedboundNoYesGet non-player entities within radius options: {type = "tadpole", exclude_types = {"armor_stand", "item"}}
get_nearby_playersSupportedboundNoYesGet players within radius
glow_entitySupportedboundNoYesAdd model-contour glow + tint to entity options: {outline={r,g,b}, tint={r,g,b,a}} or just {r,g,b} for both
glow_rainbowExperimentalboundNoNoSet rainbow cycling glow on entity
has_exposed_faceExperimentalboundNoNoCheck if a block has at least one non-solid neighbor
highlight_block_animatedExperimentalboundNoNoAnimated highlight with smooth lerp pos: {x, y, z} color: {r, g, b, a} (optional, defaults to cyan) speed: number (optional, default 15.0)
highlight_entityExperimentalboundNoNoHighlight an entity by ID color: {r, g, b, a} (optional, defaults to cyan)
highlight_secondary_targetExperimentalboundNoNoSecondary/preview highlight Used for "next target" indication - more transparent, slower animation
highlight_zoneSupportedboundNoYesRender 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_airSupportedboundNoYesQuick check if block is air
is_highlight_activeExperimentalboundNoNoCheck if animated highlight is active
is_in_waterSupportedboundNoYesCheck if player is currently in water
is_water_atExperimentalboundNoNoCheck if block at position is water
on_block_patternSupportedboundNoYesListen for any block change matching pattern globally
players_in_zoneSupportedboundNoYesCount 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_patternSupportedboundNoYesRemove a pattern listener by ID
remove_entity_textSupportedboundNoYesRemove Entity Text
remove_textExperimentalboundNoNoremove specific world text by ID
remove_zone_highlightSupportedboundNoYesRemove a specific zone by ID
scan_blocksSupportedboundNoYesScan blocks in a radius and return matches options: {radius, match_patterns, center={x,y,z}, max_results, sort}
select_hotbar_slotExperimentalboundNoNoSelect a specific hotbar slot (0-8)
set_highlight_espExperimentalboundNoNoToggle ESP for animated highlights enabled: boolean (true = visible through walls, false = normal depth testing)
set_rainbow_targetExperimentalboundNoNoSet rainbow target for current combat target
set_tree_highlightExperimentalboundNoNoHighlight all blocks in a tree blocks: array of {x, y, z} color: {r, g, b, a} (optional, defaults to green)
text_atSupportedboundNoYesNanoVG text at world position
text_at_entitySupportedboundNoYesNanoVG text that follows an entity
unglow_entitySupportedboundNoYesRemove glow from entity
unwatch_blockExperimentalboundNoNoStop watching a block position
watch_blockExperimentalboundNoNoWatch a block position for state changes