Usage
mc = minecraft.Minecraft.create("10.10.0.21", 4711, "login name")
blockType = mc.getBlock(0,0,0)
blocks = mc.getBlocks(-1,-1,-1,1,1,1)
for block in blocks:
print block
blockObj = mc.getBlockWithData(0,0,0)
mc.setBlock(0,0,0,block.DIRT.id)
mc.setblock(0,0,0,block.WOOD.id, 1)
mc.setBlocks(-1, -1, -1, 1, 1, 1, block.STONE.id)
y = mc.getHeight(0,0)
entityIds = mc.getPlayerEntityIds()
for entityId in entityIds:
print entityId
mc.saveCheckpoint()
mc.restoreCheckpoint()
mc.postToChat("Hello Minecraft World")
playerPos = mc.player.getPos()
mc.player.setPos(0.0,0.0,0.0)
playerTile = mc.player.getTilePos()
mc.player.setTilePos(0,0,0)
entityIds = mc.getPlayerEntityIds()
1stEntityId = entityIds[0]
2ndEntityId = entityIds[1]
entityPos = mc.entity.getPos(entityId)
mc.player.setPos(entityId,0.0,0.0,0.0)
entityTile = mc.entity.getTilePos(entityId)
mc.player.setTilePos(entityId,0,0,0)
mc.camera.setNormal(entityId)
mc.camera.setFixed()
mc.camera.setFollow(entityId)
mc.camera.setPos(0,0,0)
blockEvents = mc.events.pollBlockHits()
for blockEvent in blockEvents:
print blockEvent
mc.events.clearAll()
AIR = Block(0)
STONE = Block(1)
GRASS = Block(2)
DIRT = Block(3)
COBBLESTONE = Block(4)
WOOD_PLANKS = Block(5)
SAPLING = Block(6)
BEDROCK = Block(7)
WATER_FLOWING = Block(8)
WATER = WATER_FLOWING
WATER_STATIONARY = Block(9)
LAVA_FLOWING = Block(10)
LAVA = LAVA_FLOWING
LAVA_STATIONARY = Block(11)
SAND = Block(12)
GRAVEL = Block(13)
GOLD_ORE = Block(14)
IRON_ORE = Block(15)
COAL_ORE = Block(16)
WOOD = Block(17)
LEAVES = Block(18)
GLASS = Block(20)
LAPIS_LAZULI_ORE = Block(21)
LAPIS_LAZULI_BLOCK = Block(22)
SANDSTONE = Block(24)
BED = Block(26)
COBWEB = Block(30)
GRASS_TALL = Block(31)
WOOL = Block(35)
FLOWER_YELLOW = Block(37)
FLOWER_CYAN = Block(38)
MUSHROOM_BROWN = Block(39)
MUSHROOM_RED = Block(40)
GOLD_BLOCK = Block(41)
IRON_BLOCK = Block(42)
STONE_SLAB_DOUBLE = Block(43)
STONE_SLAB = Block(44)
BRICK_BLOCK = Block(45)
TNT = Block(46)
BOOKSHELF = Block(47)
MOSS_STONE = Block(48)
OBSIDIAN = Block(49)
TORCH = Block(50)
FIRE = Block(51)
STAIRS_WOOD = Block(53)
CHEST = Block(54)
DIAMOND_ORE = Block(56)
DIAMOND_BLOCK = Block(57)
CRAFTING_TABLE = Block(58)
FARMLAND = Block(60)
FURNACE_INACTIVE = Block(61)
FURNACE_ACTIVE = Block(62)
DOOR_WOOD = Block(64)
LADDER = Block(65)
STAIRS_COBBLESTONE = Block(67)
DOOR_IRON = Block(71)
REDSTONE_ORE = Block(73)
SNOW = Block(78)
ICE = Block(79)
SNOW_BLOCK = Block(80)
CACTUS = Block(81)
CLAY = Block(82)
SUGAR_CANE = Block(83)
FENCE = Block(85)
GLOWSTONE_BLOCK = Block(89)
BEDROCK_INVISIBLE = Block(95)
STONE_BRICK = Block(98)
GLASS_PANE = Block(102)
MELON = Block(103)
FENCE_GATE = Block(107)
GLOWING_OBSIDIAN = Block(246)
NETHER_REACTOR_CORE = Block(247)
Data Values of blocks:
WOOL:
0: White
1: Orange
2: Magenta
3: Light Blue
4: Yellow
5: Lime
6: Pink
7: Grey
8: Light grey
9: Cyan
10: Purple
11: Blue
12: Brown
13: Green
14: Red
15:Black
WOOD:
0: Oak (up/down)
1: Spruce (up/down)
2: Birch (up/down)
SAPLING:
0: Oak
1: Spruce
2: Birch
GRASS_TALL:
0: Shrub
1: Grass
2: Fern
3: Grass (color affected by biome) (Not on Pi)
TORCH:
1: Pointing east
2: Pointing west
3: Pointing south
4: Pointing north
5: Facing up
STONE_BRICK:
0: Stone brick
1: Mossy stone brick
2: Cracked stone brick
3: Chiseled stone brick
STONE_SLAB / STONE_SLAB_DOUBLE:
0: Stone
1: Sandstone
2: Wooden
3: Cobblestone
4: Brick
5: Stone Brick
TNT:
0: Inactive
1: Ready to explode
LEAVES:
1: Oak leaves
2: Spruce leaves
3: Birch leaves
SANDSTONE:
0: Sandstone
1: Chiseled sandstone
2: Smooth sandstone
STAIRS_[COBBLESTONE, WOOD]:
0: Ascending east
1: Ascending west
2: Ascending south
3: Ascending north
4: Ascending east (upside down)
5: Ascending west (upside down)
6: Ascending south (upside down)
7: Ascending north (upside down)
LADDERS, CHESTS, FURNACES, FENCE_GATE:
2: Facing north
3: Facing south
4: Facing west
5: Facing east
[WATER, LAVA]_STATIONARY:
0-7: Level of the water, 0 being the highest, 7 the lowest
NETHER_REACTOR_CORE:
0: Unused
1: Active
2: Stopped / used up
blockEvent = mc.events.pollBlockHits()
blockEventType = blockEvent.type
blockEventPos = BlockEvent.pos
blockEventFace = BlockEvent.face
blockEventPlayer - BlockEvent.entityId
position = vec3.Vec(0,0,0)
xPos = position.x
yPos = position.y
zPos = position.z