Deprecated API
Contents
- Terminally Deprecated
- Interfaces
- Classes
- Enum Classes
- Record Classes
- Fields
- Methods
- Constructors
- Enum Constants
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Terminally Deprecated ElementsElementDescriptionThis class will change when Noesis serverside support comes.Use
InstanceDiscoveryConfig.getStyle()instead.UseInstanceDiscoveryConfig.setStyle(EventTitleStyle)instead.Exists to help with migrating dataProvides access to a block's TickProcedure which is typically used when setting blocks in a Chunk/BlockSelection to set a position as 'ticking'. To be removed when there is an alternate solution for this use case.May possibly be replaced by setting the interaction in the BlockType interactions.Use thePlayerRefto fetch this.This field only exists to simplify migrating this class away from it. Any new uses should fetch the PlayerRef component manually.Access the display name via theDisplayNameComponentcomponent.Access the network ID via theNetworkIdcomponent.Access the UUID via theUUIDComponentcomponent.UseDirty.markDirty()instead.Temp method used to force special bot users to not need to simulate interactions.Use theItemUtils.updateItemStackDurability(Ref, ItemStack, ItemContainer, int, double, ComponentAccessor)equivalent instead.UseUseBlockEventinstead, which is the more ECS-friendly version of this event.Should be removed once hooks have been migrated to useUseBlockEvent.UseInventoryComponents instead, kept for migration work for nowUseInventoryUtils.clear(Ref, ComponentAccessor)instead.Fetch theInventoryComponent.Hotbarcomponent and callActiveSlotInventoryComponent.getActiveItem()instead.Use theInventoryUtils.setActiveSlot(Ref, int, byte, ComponentAccessor)equivalent.Fetch theInventoryComponent.Toolcomponent and callActiveSlotInventoryComponent.getActiveItem()instead.Fetch theInventoryComponent.Armorcomponent directly viaaccessor.getComponent(ref, InventoryComponent.Armor.getComponentType()).Fetch theInventoryComponent.Backpackcomponent directly viaaccessor.getComponent(ref, InventoryComponent.Backpack.getComponentType()).Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Fetch theInventoryComponent.Hotbarcomponent directly viaaccessor.getComponent(ref, InventoryComponent.Hotbar.getComponentType()).Use theInventoryUtils.getSectionById(Ref, int, ComponentAccessor)equivalent.Fetch theInventoryComponent.Storagecomponent directly viaaccessor.getComponent(ref, InventoryComponent.Storage.getComponentType()).Fetch theInventoryComponent.Toolcomponent directly viaaccessor.getComponent(ref, InventoryComponent.Tool.getComponentType()).Fetch theInventoryComponent.Toolcomponent and callActiveSlotInventoryComponent.getActiveItem()instead.Fetch theInventoryComponent.Utilitycomponent directly viaaccessor.getComponent(ref, InventoryComponent.Utility.getComponentType()).Fetch theInventoryComponent.Utilitycomponent and callActiveSlotInventoryComponent.getActiveItem()instead.Use theInventoryUtils.moveItem(Ref, int, int, int, int, int, ComponentAccessor)equivalent.Use theInventoryUtils.putAll(Ref, int, ComponentAccessor)equivalent.Use theInventoryUtils.quickStack(Ref, int, ComponentAccessor)equivalent.Use theInventoryUtils.setActiveSlot(Ref, int, byte, ComponentAccessor)equivalent.Use theInventoryUtils.setActiveSlot(Ref, int, byte, ComponentAccessor)equivalent.Fetch theInventoryComponent.Toolcomponent and callInventoryComponent.Tool.setUsingToolsItem(boolean)instead.UseInventoryUtils.sortStorage(Ref, ComponentAccessor)instead.Use theInventoryUtils.takeAll(Ref, int, PlayerSettings, ComponentAccessor)equivalent.Fetch theInventoryComponent.Toolcomponent and callInventoryComponent.Tool.isUsingToolsItem()instead.UseProjectileInteractioninstead, which is the updated implementation for launching projectiles.environments belong toEnvironmentSection. Read the runs of a resolved section withEnvironmentSection.readColumnRuns(int, int, EnvironmentSection.ColumnRuns)instead. This walks only the legacy 0..ChunkUtil.HEIGHTband.UseBlockSection.find(IntList, IntConsumer)instead.UseAbstractSectionPalette.find(IntList, IntConsumer)instead.Exists for backwards compatibility with the old module configUsed to fetch for legacy migrationThis is only here as a temporary measure to fix issues in some other deprecated code. Do not use.This is only here as a temporary measure to fix issues in some other deprecated code. Do not use.
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Deprecated InterfacesInterfaceDescriptionOnly exists to support providing the data from the client
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Deprecated ClassesClassDescriptionThis class will change when Noesis serverside support comes.TODO: asset specific editor functionality should be implemented by the plugin that adds that asset type or by an independent plugin outside of the asset editor itself.This class is deprecated and will be rewritten in the future.Hard to validate correctlypacks Y into a signed 9 bit field (-512..511), which cannot represent cubic world coordinates. Key positional maps and sets by the three int coordinates instead, e.g.
Int3OpenHashSetandInt3ObjectOpenHashMap.Provides access to a block's TickProcedure which is typically used when setting blocks in a Chunk/BlockSelection to set a position as 'ticking'. To be removed when there is an alternate solution for this use case.We should just use tags or something else to define these and remove the additional asset/code.UseUseBlockEventinstead, which is the more ECS-friendly version of this event.Should be removed once hooks have been migrated to useUseBlockEvent.UseInventoryComponents instead, kept for migration work for nowMove to modifiersMove to modifiersThis is a hack to modify knockback on NPCs/players before the physics rework unifies bothTODO change this when physics is implemented
Move to modifiersScales damage dealt by entities whose active effects declare OutgoingDamage modifiers (e.g. an enrage buff). The modifiers of every active effect stack: Flat amounts add first, then Percent amounts apply additively. A modifier keyed on a parent damage cause matches all of its children.
Move to modifiersShould be replaced once physics are unified between client/servercom.hypixel.hytale.server.core.modules.interaction.interaction.config.selector.ClientSourcedSelectorTrusts the client's input completelyUseProjectileInteractioninstead, which is the updated implementation for launching projectiles.
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Deprecated Enum Classes
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Deprecated Record Classes
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Deprecated FieldsFieldDescriptionLimit only applies to legacy storage/world gens. You shouldn't assume this limit anymore and instead check for null section references.Limit only applies to legacy storage/world gens. You shouldn't assume this limit anymore and instead check for null section references.Limit only applies to legacy storage/world gens. You shouldn't assume this limit anymore and instead check for null section references.Limit only applies to legacy storage/world gens. You shouldn't assume this limit anymore and instead check for null section references.Limit only applies to legacy storage/world gens. You shouldn't assume this limit anymore and instead check for null section references.Use
HytalePermissionsProvider.GROUP_ADMINinstead. Kept for backward compatibility with op commands.
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Deprecated MethodsMethodDescriptionUse resetStockAndResolve for shops with TradeSlotsUse
WeightedTrade.toBarterTrade(Random)for proper range supportUseInstanceDiscoveryConfig.getStyle()instead.UseInstanceDiscoveryConfig.setStyle(EventTitleStyle)instead.Please useBuilderCodec.BuilderBase.append(KeyedCodec, BiConsumer, Function)orBuilderCodec.BuilderBase.appendInherited(KeyedCodec, BiConsumer, Function, BiConsumer)instead as they allow you to provide documentation and validation.Used to allow builder codecs to fetch the version information fromExtraInfo.getLegacyVersion()for backwards compatThis exists so that the migration from global versions to per a builder codec versions works smoothly.Exists to help with migrating dataUsed to bypass validation for legacy componentsthis method should only be used to bridge legacy code all new code should work in such a way that this isn't neededMay possibly be replaced by setting the interaction in the BlockType interactions.Use thePlayerRefto fetch this.This field only exists to simplify migrating this class away from it. Any new uses should fetch the PlayerRef component manually.Access the display name via theDisplayNameComponentcomponent.Access the network ID via theNetworkIdcomponent.Access the UUID via theUUIDComponentcomponent.UseDirty.markDirty()instead.UseTransformComponentdirectlyAccessPhysicsValuesdirectly if possible.Not implemented correctly. Should instead cancel running interactions and start with a fresh interaction manager.Temp method used to force special bot users to not need to simulate interactions.Use theItemUtils.updateItemStackDurability(Ref, ItemStack, ItemContainer, int, double, ComponentAccessor)equivalent instead.UseInventoryUtils.clear(Ref, ComponentAccessor)instead.Fetch theInventoryComponent.Hotbarcomponent and callActiveSlotInventoryComponent.getActiveItem()instead.Use theInventoryUtils.setActiveSlot(Ref, int, byte, ComponentAccessor)equivalent.Fetch theInventoryComponent.Toolcomponent and callActiveSlotInventoryComponent.getActiveItem()instead.Fetch theInventoryComponent.Armorcomponent directly viaaccessor.getComponent(ref, InventoryComponent.Armor.getComponentType()).Fetch theInventoryComponent.Backpackcomponent directly viaaccessor.getComponent(ref, InventoryComponent.Backpack.getComponentType()).Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Use theInventoryComponent.getCombined(ComponentAccessor, Ref, ComponentType...)equivalent.Fetch theInventoryComponent.Hotbarcomponent directly viaaccessor.getComponent(ref, InventoryComponent.Hotbar.getComponentType()).Use theInventoryUtils.getSectionById(Ref, int, ComponentAccessor)equivalent.Fetch theInventoryComponent.Storagecomponent directly viaaccessor.getComponent(ref, InventoryComponent.Storage.getComponentType()).Fetch theInventoryComponent.Toolcomponent directly viaaccessor.getComponent(ref, InventoryComponent.Tool.getComponentType()).Fetch theInventoryComponent.Toolcomponent and callActiveSlotInventoryComponent.getActiveItem()instead.Fetch theInventoryComponent.Utilitycomponent directly viaaccessor.getComponent(ref, InventoryComponent.Utility.getComponentType()).Fetch theInventoryComponent.Utilitycomponent and callActiveSlotInventoryComponent.getActiveItem()instead.Use theInventoryUtils.moveItem(Ref, int, int, int, int, int, ComponentAccessor)equivalent.Use theInventoryUtils.putAll(Ref, int, ComponentAccessor)equivalent.Use theInventoryUtils.quickStack(Ref, int, ComponentAccessor)equivalent.Use theInventoryUtils.setActiveSlot(Ref, int, byte, ComponentAccessor)equivalent.Use theInventoryUtils.setActiveSlot(Ref, int, byte, ComponentAccessor)equivalent.Fetch theInventoryComponent.Toolcomponent and callInventoryComponent.Tool.setUsingToolsItem(boolean)instead.UseInventoryUtils.sortStorage(Ref, ComponentAccessor)instead.Use theInventoryUtils.takeAll(Ref, int, PlayerSettings, ComponentAccessor)equivalent.Fetch theInventoryComponent.Toolcomponent and callInventoryComponent.Tool.isUsingToolsItem()instead.Make use ofActiveSlotInventoryComponent.setActiveSlot(byte, Ref, ComponentAccessor)instead.UsePacketHandler.DisconnectReason.setServerDisconnectReason(FormattedMessage)withMessage.raw(String).getFormattedMessage() instead.this method exists only as a solution for how players are currently added to worlds.Should useEntityStatMap.get(int)and access stats by index instead of a string key.PreferBlockHarvestUtils.naturallyRemoveBlock(Vector3i, BlockType, int, int, String, String, int, Ref, ComponentAccessor, ComponentAccessor)with explicit drop parameters.Ideally we should never get to the point where we expect a valid interaction but don't have one because validators should have caught it when loading the asset.Ideally we should never get to the point where we expect a valid interaction but don't have one because validators should have caught it when loading the asset.Ideally we should never get to the point where we expect a valid root interaction but don't have one because validators should have caught it when loading the asset.Ideally we should never get to the point where we expect a valid root interaction but don't have one because validators should have caught it when loading the asset.Blocks in some cases. Ideally you should know if it's a ref or holder at any given point if then manually inspect this and handle as needed.Exists for resetPlayerDoes not allow any control over the generator settingsenvironments belong toEnvironmentSection. Read the runs of a resolved section withEnvironmentSection.readColumnRuns(int, int, EnvironmentSection.ColumnRuns)instead. This walks only the legacy 0..ChunkUtil.HEIGHTband.UseBlockSection.find(IntList, IntConsumer)instead.Used to force the client to see the correct block after it may have mispredicted a change. Ideally this is handled differentlyUseAbstractSectionPalette.find(IntList, IntConsumer)instead.This is limiting for spawn providers that may be able to generate new spawn points dynamicallycom.hypixel.hytale.server.core.universe.world.worldmap.markers.MarkersCollector.getPlayerMapFilter()Exists for backwards compatibility with the old module configUsed to fetch for legacy migrationThis is only here as a temporary measure to fix issues in some other deprecated code. Do not use.This is only here as a temporary measure to fix issues in some other deprecated code. Do not use.
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Deprecated ConstructorsConstructorDescription
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Deprecated Enum ConstantsEnum ConstantDescriptionThis data cannot be trusted as the client can lie about the information it gives.