Generated by
JDiff

Interface org.bukkit.World

Removed interfaces org.bukkit.RegionAccessor, org.bukkit.generator.WorldInfo, org.bukkit.persistence.PersistentDataHolder.
Added interface org.bukkit.Keyed.

Removed Methods
BiomeProvider getBiomeProvider() Gets the biome provider for this world
int getLogicalHeight() Gets the maximum height to which chorus fruits and nether portals can bring players within this dimension.
int getSimulationDistance() Returns the simulation distance used for this world.
int getSpawnLimit(SpawnCategory) Gets the limit for number of SpawnCategory entities that can spawn in a chunk in this world
long getTicksPerSpawns(SpawnCategory) Gets the world's ticks per SpawnCategory mob spawns value
long getTicksPerWaterUndergroundCreatureSpawns() Gets the default ticks per water underground creature spawns value.
int getWaterUndergroundCreatureSpawnLimit() Gets the limit for number of water underground creature that can spawn in a chunk in this world
boolean hasCeiling() Gets if this world has a ceiling.
boolean hasSkyLight() Gets if this world has skylight access.
boolean isBedWorks() Gets if beds work in this world.
boolean isRespawnAnchorWorks() Gets if this world allows players to charge and use respawn anchors.
boolean isUltraWarm() Gets if various water/lava mechanics will be triggered in this world, eg:
  • Water is evaporated
  • Sponges dry
  • Lava spreads faster and further
void playSound(Entity, Sound, float, float) Play a Sound at the location of the provided entity in the World.
void playSound(Entity, Sound, SoundCategory, float, float) Play a Sound at the location of the provided entity in the World.
void setSpawnLimit(SpawnCategory, int) Sets the limit for number of SpawnCategory entities that can spawn in a chunk in this world
void setTicksPerSpawns(SpawnCategory, int) Sets the world's ticks per SpawnCategory mob spawns value
void setTicksPerWaterUndergroundCreatureSpawns(int) Sets the world's ticks per water underground creature spawns value
void setWaterUndergroundCreatureSpawnLimit(int) Sets the limit for number of water underground creature that can spawn in a chunk in this world
 

Added Methods
Iterable<Audience> audiences()  
boolean createExplosion(Entity, float) Creates explosion at given entities location with given power and optionally setting blocks on fire, with the specified entity as the source.
boolean createExplosion(Entity, float, boolean) Creates explosion at given entities location with given power and optionally setting blocks on fire, with the specified entity as the source.
boolean createExplosion(Entity, float, boolean, boolean) Creates explosion at given entities location with given power and optionally setting blocks on fire, with the specified entity as the source.
boolean createExplosion(Entity, Location, float) Creates explosion at given location with given power, with the specified entity as the source.
boolean createExplosion(Entity, Location, float, boolean) Creates explosion at given location with given power and optionally setting blocks on fire, with the specified entity as the source.
boolean createExplosion(Entity, Location, float, boolean, boolean) Creates explosion at given location with given power and optionally setting blocks on fire, with the specified entity as the source.
boolean doesBedWork() Checks if beds work
boolean doesRespawnAnchorWork() Checks if respawn anchors work
Biome getBiome(int, int, int) Gets the biome for the given block coordinates.
Block getBlockAtKey(long) Gets the Block at the given block key
Chunk getChunkAt(long) Gets the chunk at the specified chunk key, which is the X and Z packed into a long.
CompletableFuture<Chunk> getChunkAtAsync(int, int, boolean, boolean)  
CompletableFuture<Chunk> getChunkAtAsync(int, int) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsync(int, int, boolean) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsync(Location) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsync(Location, boolean) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsync(Block) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsync(Block, boolean) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(int, int, boolean, Consumer<Chunk>) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(int, int, Consumer<Chunk>) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(Location, boolean, Consumer<Chunk>) Requests a Chunk to be loaded at the given Location This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(Location, Consumer<Chunk>) Requests a Chunk to be loaded at the given Location This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(Block, boolean, Consumer<Chunk>) Requests Chunk to be loaded that contains the given Block This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(Block, Consumer<Chunk>) Requests Chunk to be loaded that contains the given Block This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(int, int, ChunkLoadCallback) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(Location, ChunkLoadCallback) Requests a Chunk to be loaded at the given Location This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
void getChunkAtAsync(Block, ChunkLoadCallback) Requests Chunk to be loaded that contains the given Block This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsyncUrgently(int, int) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsyncUrgently(Location) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsyncUrgently(Location, boolean) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsyncUrgently(Block) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
CompletableFuture<Chunk> getChunkAtAsyncUrgently(Block, boolean) Requests a Chunk to be loaded at the given coordinates This method makes no guarantee on how fast the chunk will load, and will return the chunk to the callback at a later time.
int getChunkCount() @return The amount of Chunks in this world
double getCoordinateScale() Gets the coordinate scaling of this world.
Entity getEntity(UUID) Gets an entity in this world by its UUID
int getEntityCount() @return The amount of Entities in this world
Environment getEnvironment() Gets the Environment type of this world
Block getHighestBlockAt(int, int, HeightmapType) Returns the highest Block at the specified block coordinates that match the specified heightmap's conditions.
Block getHighestBlockAt(Location, HeightmapType) Returns the highest Block at the specified block coordinates that match the specified heightmap's conditions.
int getHighestBlockYAt(Location, HeightmapType) Returns the highest block's y-coordinate at the specified block coordinates that match the specified heightmap's conditions.
int getHighestBlockYAt(int, int, HeightmapType) Returns the highest block's y-coordinate at the specified block coordinates that match the specified heightmap's conditions.
Collection<Material> getInfiniburn() Gets the collection of materials that burn infinitely in this world.
NamespacedKey getKey() Get the world's key
Location getLocationAtKey(long) Gets the Location at the given block key
int getMaxHeight() Gets the maximum height of this world.
int getMinHeight() Gets the minimum height of this world.
MoonPhase getMoonPhase() @return the current moon phase at the current time in the world
String getName() Gets the unique name of this world
Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double) Gets all nearby entities of the specified type, within the specified radius (bounding box)
Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double, double) Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double, double, double) Gets all nearby entities of the specified type, within the specified radius (bounding box)
Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double, double, Predicate<T>) Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double, Predicate<T>) Gets all nearby entities of the specified type, within the specified radius (bounding box)
Collection<T> getNearbyEntitiesByType(Class<Entity>, Location, double, double, double, Predicate<T>) Gets all nearby entities of the specified type, within the specified radius (bounding box)
Collection<LivingEntity> getNearbyLivingEntities(Location, double) Gets nearby players within the specified radius (bounding box)
Collection<LivingEntity> getNearbyLivingEntities(Location, double, double) Gets nearby players within the specified radius (bounding box)
Collection<LivingEntity> getNearbyLivingEntities(Location, double, double, double) Gets nearby players within the specified radius (bounding box)
Collection<LivingEntity> getNearbyLivingEntities(Location, double, double, double, Predicate<LivingEntity>) Gets nearby players within the specified radius (bounding box)
Collection<LivingEntity> getNearbyLivingEntities(Location, double, double, Predicate<LivingEntity>) Gets nearby players within the specified radius (bounding box)
Collection<LivingEntity> getNearbyLivingEntities(Location, double, Predicate<LivingEntity>) Gets nearby players within the specified radius (bounding box)
Collection<Player> getNearbyPlayers(Location, double) Gets nearby players within the specified radius (bounding box)
Collection<Player> getNearbyPlayers(Location, double, double) Gets nearby players within the specified radius (bounding box)
Collection<Player> getNearbyPlayers(Location, double, double, double) Gets nearby players within the specified radius (bounding box)
Collection<Player> getNearbyPlayers(Location, double, double, double, Predicate<Player>) Gets nearby players within the specified radius (bounding box)
Collection<Player> getNearbyPlayers(Location, double, double, Predicate<Player>) Gets nearby players within the specified radius (bounding box)
Collection<Player> getNearbyPlayers(Location, double, Predicate<Player>) Gets nearby players within the specified radius (bounding box)
int getNoTickViewDistance() Returns the no-tick view distance for this world.
int getPlayerCount() @return The amount of Players in this world
long getSeed() Gets the Seed for this world.
int getTickableTileEntityCount() @return The amount of Tickable Tile Entities in this world
int getTileEntityCount() @return The amount of Tile Entities in this world
UUID getUID() Gets the Unique ID of this world
boolean hasBedrockCeiling() Checks if the world has a bedrock ceiling
boolean hasSkylight() Checks if the world has skylight access
boolean isChunkGenerated(long) Checks if a Chunk has been generated at the specified chunk key, which is the X and Z packed into a long.
boolean isDayTime() Check if it is currently daytime in this world
boolean isFixedTime() Checks if this world has a fixed time
boolean isUltrawarm() Checks if the world:
  • evaporates water
  • dries sponges
  • has lava spread faster and further
boolean lineOfSightExists(Location, Location) Tell whether a line of sight exists between the given locations
Location locateNearestBiome(Location, Biome, int) Locates the nearest biome based on an origin, biome type, and radius to search.
Location locateNearestBiome(Location, Biome, int, int) Locates the nearest biome based on an origin, biome type, and radius to search and step
void setBiome(int, int, int, Biome) Sets the biome for the given block coordinates
void setNoTickViewDistance(int) Sets the no-tick view distance for this world.
void setViewDistance(int) Sets the view distance for this world.
Entity spawn(Location, Class<T>, Consumer<T>, SpawnReason)  
Entity spawn(Location, Class<T>, SpawnReason)  
Entity spawn(Location, Class<T>, SpawnReason, Consumer<T>)  
Entity spawn(Location, Class<T>, Consumer<T>) Spawn an entity of a specific class at the given Location, with the supplied function run before the entity is added to the world.
Entity spawn(Location, Class<T>) Spawn an entity of a specific class at the given Location
Entity spawnEntity(Location, EntityType) Creates a entity at the given Location
Entity spawnEntity(Location, EntityType, SpawnReason)  
Entity spawnEntity(Location, EntityType, SpawnReason, Consumer<Entity>)  
void spawnParticle(Particle, List<Player>, Player, double, double, double, int, double, double, double, double, T) Spawns the particle (the number of times specified by count) at the target location.
void spawnParticle(Particle, List<Player>, Player, double, double, double, int, double, double, double, double, T, boolean) Spawns the particle (the number of times specified by count) at the target location.
 

Changed Methods
int getAmbientSpawnLimit() Change from deprecated to undeprecated.
Gets the limit for number of ambient mobs that can spawn in a chunk in this world
int getAnimalSpawnLimit() Change from deprecated to undeprecated.
Gets the limit for number of animals that can spawn in a chunk in this world
int getMonsterSpawnLimit() Change from deprecated to undeprecated.
Gets limit for number of monsters that can spawn in a chunk in this world
long getTicksPerAmbientSpawns() Change from deprecated to undeprecated.
Gets the world's ticks per ambient mob spawns value
long getTicksPerAnimalSpawns() Change from deprecated to undeprecated.
Gets the world's ticks per animal spawns value
long getTicksPerMonsterSpawns() Change from deprecated to undeprecated.
Gets the world's ticks per monster spawns value
long getTicksPerWaterAmbientSpawns() Change from deprecated to undeprecated.
Gets the default ticks per water ambient mob spawns value.
long getTicksPerWaterSpawns() Change from deprecated to undeprecated.
Gets the world's ticks per water mob spawns value
int getWaterAmbientSpawnLimit() Change from deprecated to undeprecated.
Gets user-specified limit for number of water ambient mobs that can spawn in a chunk.
int getWaterAnimalSpawnLimit() Change from deprecated to undeprecated.
Gets the limit for number of water animals that can spawn in a chunk in this world
void setAmbientSpawnLimit(int) Change from deprecated to undeprecated.
Sets the limit for number of ambient mobs that can spawn in a chunk in this world
void setAnimalSpawnLimit(int) Change from deprecated to undeprecated.
Sets the limit for number of animals that can spawn in a chunk in this world
void setMonsterSpawnLimit(int) Change from deprecated to undeprecated.
Sets the limit for number of monsters that can spawn in a chunk in this world
void setTicksPerAmbientSpawns(int) Change from deprecated to undeprecated.
Sets the world's ticks per ambient mob spawns value
void setTicksPerAnimalSpawns(int) Change from deprecated to undeprecated.
Sets the world's ticks per animal spawns value
void setTicksPerMonsterSpawns(int) Change from deprecated to undeprecated.
Sets the world's ticks per monster spawns value
void setTicksPerWaterAmbientSpawns(int) Change from deprecated to undeprecated.
Sets the world's ticks per water ambient mob spawns value
void setTicksPerWaterSpawns(int) Change from deprecated to undeprecated.
Sets the world's ticks per water mob spawns value
void setWaterAmbientSpawnLimit(int) Change from deprecated to undeprecated.
Sets the limit for number of water ambient mobs that can spawn in a chunk in this world
void setWaterAnimalSpawnLimit(int) Change from deprecated to undeprecated.
Sets the limit for number of water animals that can spawn in a chunk in this world
boolean generateTree(Location, TreeType, BlockChangeDelegate) Change from deprecated to undeprecated.
Creates a tree at the given Location
void spawnParticle(Particle, double, double, double, int, double, double, double, double, T) Changed from abstract to non-abstract. Spawns the particle (the number of times specified by count) at the target location.