Builder

@ParametersAreNonnullByDefault
interface Builder

Functions

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abstract fun age(): Int
abstract fun age(age: Int): BlockStateFactory.Builder
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abstract fun attached(): Boolean
abstract fun attached(attached: Boolean): BlockStateFactory.Builder
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abstract fun attachment(): Attachment
abstract fun attachment(attachment: Attachment): BlockStateFactory.Builder
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abstract fun axis(): Axis
abstract fun axis(axis: Axis): BlockStateFactory.Builder
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abstract fun berries(): Boolean
abstract fun berries(berries: Boolean): BlockStateFactory.Builder
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abstract fun bites(): Int
abstract fun bites(bites: Int): BlockStateFactory.Builder
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abstract fun bloom(): Bloom
abstract fun bloom(bloom: Bloom): BlockStateFactory.Builder
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abstract fun bottom(): Boolean
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abstract fun build(): WrappedBlockState
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abstract fun candles(): Int
abstract fun candles(candles: Int): BlockStateFactory.Builder
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abstract fun canSummon(): Boolean
abstract fun canSummon(canSummon: Boolean): BlockStateFactory.Builder
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abstract fun charges(): Int
abstract fun charges(charges: Int): BlockStateFactory.Builder
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abstract fun conditional(): Boolean
abstract fun conditional(conditional: Boolean): BlockStateFactory.Builder
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abstract fun cracked(): Boolean
abstract fun cracked(cracked: Boolean): BlockStateFactory.Builder
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abstract fun crafting(): Boolean
abstract fun crafting(crafting: Boolean): BlockStateFactory.Builder
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abstract fun delay(): Int
abstract fun delay(delay: Int): BlockStateFactory.Builder
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abstract fun disarmed(): Boolean
abstract fun disarmed(disarmed: Boolean): BlockStateFactory.Builder
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abstract fun distance(): Int
abstract fun distance(distance: Int): BlockStateFactory.Builder
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abstract fun down(): Boolean
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abstract fun drag(): Boolean
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abstract fun east(): East
abstract fun east(east: East): BlockStateFactory.Builder
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abstract fun eggs(): Int
abstract fun eggs(eggs: Int): BlockStateFactory.Builder
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abstract fun enabled(): Boolean
abstract fun enabled(enabled: Boolean): BlockStateFactory.Builder
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abstract fun extended(): Boolean
abstract fun extended(extended: Boolean): BlockStateFactory.Builder
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abstract fun eye(): Boolean
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abstract fun face(): Face
abstract fun face(face: Face): BlockStateFactory.Builder
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abstract fun facing(): BlockFace
abstract fun facing(facing: BlockFace): BlockStateFactory.Builder
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abstract fun half(): Half
abstract fun half(half: Half): BlockStateFactory.Builder
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abstract fun hanging(): Boolean
abstract fun hanging(hanging: Boolean): BlockStateFactory.Builder
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abstract fun hasBook(): Boolean
abstract fun hasBook(hasBook: Boolean): BlockStateFactory.Builder
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abstract fun hasBottle0(): Boolean
abstract fun hasBottle0(hasBottle0: Boolean): BlockStateFactory.Builder
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abstract fun hasBottle1(): Boolean
abstract fun hasBottle1(hasBottle1: Boolean): BlockStateFactory.Builder
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abstract fun hasBottle2(): Boolean
abstract fun hasBottle2(hasBottle2: Boolean): BlockStateFactory.Builder
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abstract fun hasRecord(): Boolean
abstract fun hasRecord(hasRecord: Boolean): BlockStateFactory.Builder
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abstract fun hatch(): Int
abstract fun hatch(hatch: Int): BlockStateFactory.Builder
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abstract fun hinge(): Hinge
abstract fun hinge(hinge: Hinge): BlockStateFactory.Builder
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abstract fun honeyLevel(): Int
abstract fun honeyLevel(honeyLevel: Int): BlockStateFactory.Builder
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abstract fun instrument(): Instrument
abstract fun instrument(instrument: Instrument): BlockStateFactory.Builder
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abstract fun inverted(): Boolean
abstract fun inverted(inverted: Boolean): BlockStateFactory.Builder
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abstract fun inWall(): Boolean
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abstract fun layers(): Int
abstract fun layers(layers: Int): BlockStateFactory.Builder
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abstract fun leaves(): Leaves
abstract fun leaves(leaves: Leaves): BlockStateFactory.Builder
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abstract fun level(): Int
abstract fun level(level: Int): BlockStateFactory.Builder
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abstract fun lit(): Boolean
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abstract fun locked(): Boolean
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abstract fun mode(): Mode
abstract fun mode(mode: Mode): BlockStateFactory.Builder
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abstract fun moisture(): Int
abstract fun moisture(moisture: Int): BlockStateFactory.Builder
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abstract fun north(): North
abstract fun north(north: North): BlockStateFactory.Builder
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abstract fun note(): Int
abstract fun note(note: Int): BlockStateFactory.Builder
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abstract fun occupied(): Boolean
abstract fun occupied(occupied: Boolean): BlockStateFactory.Builder
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abstract fun open(): Boolean
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abstract fun orientation(): Orientation
abstract fun orientation(orientation: Orientation): BlockStateFactory.Builder
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abstract fun part(): Part
abstract fun part(part: Part): BlockStateFactory.Builder
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abstract fun persistent(): Boolean
abstract fun persistent(persistent: Boolean): BlockStateFactory.Builder
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abstract fun pickles(): Int
abstract fun pickles(pickles: Int): BlockStateFactory.Builder
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abstract fun power(): Int
abstract fun power(power: Int): BlockStateFactory.Builder
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abstract fun powered(): Boolean
abstract fun powered(powered: Boolean): BlockStateFactory.Builder
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abstract fun rotation(): Int
abstract fun rotation(rotation: Int): BlockStateFactory.Builder
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abstract fun sculkSensorPhase(): SculkSensorPhase
abstract fun sculkSensorPhase(sculkSensorPhase: SculkSensorPhase): BlockStateFactory.Builder
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abstract fun shape(): Shape
abstract fun shape(shape: Shape?): BlockStateFactory.Builder
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abstract fun short(): Boolean
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abstract fun shrieking(): Boolean
abstract fun shrieking(shrieking: Boolean): BlockStateFactory.Builder
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abstract fun signalFire(): Boolean
abstract fun signalFire(signalFire: Boolean): BlockStateFactory.Builder
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abstract fun slotFiveOccupied(): Boolean
abstract fun slotFiveOccupied(slotFiveOccupied: Boolean): BlockStateFactory.Builder
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abstract fun slotFourOccupied(): Boolean
abstract fun slotFourOccupied(slotFourOccupied: Boolean): BlockStateFactory.Builder
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abstract fun slotOneOccupied(): Boolean
abstract fun slotOneOccupied(slotOneOccupied: Boolean): BlockStateFactory.Builder
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abstract fun slotThreeOccupied(): Boolean
abstract fun slotThreeOccupied(slotThreeOccupied: Boolean): BlockStateFactory.Builder
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abstract fun slotTwoOccupied(): Boolean
abstract fun slotTwoOccupied(slotTwoOccupied: Boolean): BlockStateFactory.Builder
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abstract fun slotZeroOccupied(): Boolean
abstract fun slotZeroOccupied(slotZeroOccupied: Boolean): BlockStateFactory.Builder
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abstract fun snowy(): Boolean
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abstract fun south(): South
abstract fun south(south: South): BlockStateFactory.Builder
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abstract fun stage(): Int
abstract fun stage(stage: Int): BlockStateFactory.Builder
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abstract fun thickness(): Thickness
abstract fun thickness(thickness: Thickness): BlockStateFactory.Builder
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abstract fun tilt(): Tilt
abstract fun tilt(tilt: Tilt): BlockStateFactory.Builder
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abstract fun trialSpawnerState(): TrialSpawnerState
abstract fun trialSpawnerState(trialSpawnerState: TrialSpawnerState): BlockStateFactory.Builder
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abstract fun triggered(): Boolean
abstract fun triggered(triggered: Boolean): BlockStateFactory.Builder
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abstract fun typeData(): Type
abstract fun typeData(type: Type): BlockStateFactory.Builder
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abstract fun unstable(): Boolean
abstract fun unstable(unstable: Boolean): BlockStateFactory.Builder
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abstract fun up(): Boolean
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abstract fun verticalDirection(): VerticalDirection
abstract fun verticalDirection(verticalDirection: VerticalDirection): BlockStateFactory.Builder
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abstract fun waterlogged(): Boolean
abstract fun waterlogged(waterlogged: Boolean): BlockStateFactory.Builder
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abstract fun west(): West
abstract fun west(west: West): BlockStateFactory.Builder