Skip to content

Latest commit

 

History

History
2106 lines (1420 loc) · 73.1 KB

api.md

File metadata and controls

2106 lines (1420 loc) · 73.1 KB

Table of Contents generated with DocToc

API

Enums

These enums are stored in the language independent minecraft-data project, and accessed through node-minecraft-data.

minecraft-data

The data is available in node-minecraft-data module

require('minecraft-data')(bot.version) gives you access to it.

mcdata.blocks

blocks indexed by id

mcdata.items

items indexed by id

mcdata.materials

The key is the material. The value is an object with the key as the item id of the tool and the value as the efficiency multiplier.

mcdata.recipes

recipes indexed by id

mcdata.instruments

instruments indexed by id

mcdata.biomes

biomes indexed by id

mcdata.entities

entities indexed by id

Classes

vec3

See andrewrk/node-vec3

All points in mineflayer are supplied as instances of this class.

  • x - south
  • y - up
  • z - west

Functions and methods which require a point argument accept Vec3 instances as well as an array with 3 values, and an object with x, y, and z properties.

mineflayer.Location

Entity

Entities represent players, mobs, and objects. They are emitted in many events, and you can access your own entity with bot.entity. See prismarine-entity

Block

See prismarine-block

Also block.blockEntity is additional field with block entity data as Object

// sign.blockEntity
{
  x: -53,
  y: 88,
  z: 66,
  id: 'minecraft:sign', // 'Sign' in 1.10
  Text1: { toString: Function }, // ChatMessage object
  Text2: { toString: Function }, // ChatMessage object
  Text3: { toString: Function }, // ChatMessage object
  Text4: { toString: Function } // ChatMessage object
}

Biome

See prismarine-biome

Item

See prismarine-item

windows.Window (base class)

See prismarine-windows

window.deposit(itemType, metadata, count, [callback])

This function also returns a Promise, with void as its argument upon completion.

  • itemType - numerical item id
  • metadata - numerical value. null means match anything.
  • count - how many to deposit. null is an alias to 1.
  • callback(err) - (optional) - called when done depositing

window.withdraw(itemType, metadata, count, [callback])

This function also returns a Promise, with void as its argument upon completion.

  • itemType - numerical item id
  • metadata - numerical value. null means match anything.
  • count - how many to withdraw. null is an alias to 1.
  • callback(err) - (optional) - called when done withdrawing

window.close()

Recipe

See prismarine-recipe

mineflayer.Container

Extends windows.Window for chests, dispensers, etc... See bot.openChest(chestBlock or minecartchestEntity).

mineflayer.Furnace

Extends windows.Window for furnace, smelter, etc... See bot.openFurnace(furnaceBlock).

furnace "update"

Fires when furnace.fuel and/or furnace.progress update.

furnace.takeInput([callback])

This function also returns a Promise, with item as its argument upon completion.

  • callback(err, item)

furnace.takeFuel([callback])

This function also returns a Promise, with item as its argument upon completion.

  • callback(err, item)

furnace.takeOutput([callback])

This function also returns a Promise, with item as its argument upon completion.

  • callback(err, item)

furnace.putInput(itemType, metadata, count, [cb])

This function also returns a Promise, with void as its argument upon completion.

furnace.putFuel(itemType, metadata, count, [cb])

This function also returns a Promise, with void as its argument upon completion.

furnace.inputItem()

Returns Item instance which is the input.

furnace.fuelItem()

Returns Item instance which is the fuel.

furnace.outputItem()

Returns Item instance which is the output.

furnace.fuel

How much fuel is left between 0 and 1.

furnace.progress

How much cooked the input is between 0 and 1.

mineflayer.EnchantmentTable

Extends windows.Window for enchantment tables See bot.openEnchantmentTable(enchantmentTableBlock).

enchantmentTable "ready"

Fires when enchantmentTable.enchantments is fully populated and you may make a selection by calling enchantmentTable.enchant(choice).

enchantmentTable.targetItem()

Gets the target item. This is both the input and the output of the enchantment table.

enchantmentTable.xpseed

The 16 bits xpseed sent by the server.

enchantmentTable.enchantments

Array of length 3 which are the 3 enchantments to choose from. level can be -1 if the server has not sent the data yet.

Looks like:

[
  {
    level: 3
  },
  {
    level: 4
  },
  {
    level: 9
  }
]

enchantmentTable.enchant(choice, [callback])

This function also returns a Promise, with item as its argument upon completion.

  • choice - [0-2], the index of the enchantment you want to pick.
  • callback(err, item) - (optional) called when the item has been enchanted

enchantmentTable.takeTargetItem([callback])

This function also returns a Promise, with item as its argument upon completion.

  • callback(err, item)

enchantmentTable.putTargetItem(item, [callback])

This function also returns a Promise, with void as its argument upon completion.

  • callback(err)

enchantmentTable.putLapis(item, [callback])

This function also returns a Promise, with void as its argument upon completion.

  • callback(err)

mineflayer.anvil

Extends windows.Window for anvils See bot.openAnvil(anvilBlock).

anvil.combine(itemOne, itemTwo[, name, callback])

This function also returns a Promise, with void as its argument upon completion.

  • callback(err) - in order to use callback, pass an empty string ('') for name

anvil.combine(item[, name, callback])

This function also returns a Promise, with void as its argument upon completion.

  • callback(err)

villager "ready"

Fires when villager.trades is loaded.

villager.trades

Array of trades.

Looks like:

[
  {
    firstInput: Item,
    output: Item,
    hasSecondItem: false,
    secondaryInput: null,
    disabled: false,
    tooluses: 0,
    maxTradeuses: 7
  },
  {
    firstInput: Item,
    output: Item,
    hasSecondItem: false,
    secondaryInput: null,
    disabled: false,
    tooluses: 0,
    maxTradeuses: 7
  },
  {
    firstInput: Item,
    output: Item,
    hasSecondItem: true,
    secondaryInput: Item,
    disabled: false,
    tooluses: 0,
    maxTradeuses: 7
  }
]

villager.trade(tradeIndex, [times], [cb])

Is the same as bot.trade(villagerInstance, tradeIndex, [times], [cb])

mineflayer.ScoreBoard

ScoreBoard.name

Name of the scoreboard.

ScoreBoard.title

The title of the scoreboard (does not always equal the name)

ScoreBoard.itemsMap

An object with all items in the scoreboard in it

{
  wvffle: { name: 'wvffle', value: 3 },
  dzikoysk: { name: 'dzikoysk', value: 6 }
}

ScoreBoard.items

An array with all sorted items in the scoreboard in it

[
  { name: 'dzikoysk', value: 6 },
  { name: 'wvffle', value: 3 }
]

mineflayer.Team

Team.name

Name of the team

Team.friendlyFire

Team.nameTagVisibility

One of always, hideForOtherTeams, hideForOwnTeam

Team.collisionRule

One of always, pushOtherTeams, pushOwnTeam

Team.color

Color (or formatting) name of team, e.g. dark_green, red, underlined

Team.prefix

A chat component containing team prefix

Team.suffix

A chat component containing team suffix

Team.members

Array of team members. Usernames for players and UUIDs for other entities.

mineflayer.BossBar

BossBar.title

Title of boss bar, instance of ChatMessage

BossBar.health

Percent of boss health, from 0 to 1

BossBar.dividers

Number of boss bar dividers, one of 0, 6, 10, 12, 20

BossBar.entityUUID

Boss bar entity uuid

BossBar.shouldDarkenSky

Determines whether or not to darken the sky

BossBar.isDragonBar

Determines whether or not boss bar is dragon bar

BossBar.createFog

Determines whether or not boss bar creates fog

BossBar.color

Determines what color the boss bar color is, one of pink, blue, red, green, yellow, purple, white

Bot

mineflayer.createBot(options)

Create and return an instance of the class bot. options is an object containing the optional properties :

  • username : default to 'Player'
  • port : default to 25565
  • password : can be omitted (if the tokens are also omitted then it tries to connect in offline mode)
  • host : default to localhost
  • version : default to automatically guessing the version of the server. Example of value : "1.12.2"
  • auth : default to 'mojang', can also be 'microsoft'
  • clientToken : generated if a password is given
  • accessToken : generated if a password is given
  • logErrors : true by default, catch errors and log them
  • hideErrors : true by default, do not log errors (even if logErrors is true)
  • keepAlive : send keep alive packets : default to true
  • checkTimeoutInterval : default to 30*1000 (30s), check if keepalive received at that period, disconnect otherwise.
  • loadInternalPlugins : defaults to true
  • storageBuilder : an optional function, takes as argument version and worldName and return an instance of something with the same API as prismarine-provider-anvil. Will be used to save the world.
  • client : an instance of node-minecraft-protocol, if not specified, mineflayer makes it's own client. This can be used to enable using mineflayer through a proxy of many clients or a vanilla client and a mineflayer client.
  • plugins : object : defaults to {}
    • pluginName : false : don't load internal plugin with given name ie. pluginName
    • pluginName : true : load internal plugin with given name ie. pluginName even though loadInternalplugins is set to false
    • pluginName : external plugin inject function : loads external plugin, overrides internal plugin with given name ie. pluginName
  • physicsEnabled : true by default, should the bot be affected by physics? can later be modified via bot.physicsEnabled
  • chat
  • colorsEnabled
  • viewDistance
  • difficulty
  • skinParts
  • chatLengthLimit : the maximum amount of characters that can be sent in a single message. If this is not set, it will be 100 in < 1.11 and 256 in >= 1.11.
  • defaultChatPatterns: defaults to true, set to false to not add the patterns such as chat and whisper

Properties

bot.world

A sync representation of the world. Check the doc at http://github.com/PrismarineJS/prismarine-world

world "blockUpdate" (oldBlock, newBlock)

Fires when a block updates. Both oldBlock and newBlock provided for comparison.

Note that oldBlock may be null.

world "blockUpdate:(x, y, z)" (oldBlock, newBlock)

Fires for a specific point. Both oldBlock and newBlock provided for comparison.

Note that oldBlock may be null.

bot.entity

Your own entity. See Entity.

bot.entities

All nearby entities. This object is a map of entityId to entity.

bot.username

Use this to find out your own name.

bot.spawnPoint

Coordinates to the main spawn point, where all compasses point to.

bot.heldItem

The item in the bot's hand, represented as a prismarine-item instance specified with arbitrary metadata, nbtdata, etc.

bot.usingHeldItem

Whether the bot is using the item that it's holding, for example eating food or using a shield.

bot.game.levelType

bot.game.dimension

bot.game.difficulty

bot.game.gameMode

bot.game.hardcore

bot.game.maxPlayers

bot.game.serverBrand

bot.physicsEnabled

Enable physics, default true.

bot.player

Bot's player object

{
  username: 'player',
  displayName: { toString: Function }, // ChatMessage object.
  gamemode: 0,
  ping: 28,
  entity: entity // null if you are too far away
}

A player's ping starts at 0, you might have to wait a bit for the server to send their actual ping.

bot.players

Map of username to people playing the game.

bot.isRaining

bot.rainState

A number indicating the current rain level. When it isn't raining, this will be equal to 0. When it starts to rain, this value will increase gradually up to 1. When it stops raining, this value gradually decreases back to 0.

Each time bot.rainState is changed, the "weatherUpdate" event is emitted.

bot.thunderState

A number indicating the current thunder level. When there isn't a thunderstorm, this will be equal to 0. When a thunderstorm starts, this value will increase gradually up to 1. When the thunderstorm stops, this value gradually decreases back to 0.

Each time bot.thunderState is changed, the "weatherUpdate" event is emitted.

This is the same as bot.rainState, but for thunderstorms. For thunderstorms, both bot.rainState and bot.thunderState will change.

bot.chatPatterns

This is an array of pattern objects, of the following format: { /regex/, "chattype", "description")

  • /regex/ - a regular expression pattern, that should have at least two capture groups
  • 'chattype' - the type of chat the pattern matches, ex "chat" or "whisper", but can be anything.
  • 'description' - description of what the pattern is for, optional.

bot.settings.chat

Choices:

  • enabled (default)
  • commandsOnly
  • disabled

bot.settings.colorsEnabled

Default true, whether or not you receive color codes in chats from the server.

bot.settings.viewDistance

Choices:

  • far (default)
  • normal
  • short
  • tiny

bot.settings.difficulty

Same as from server.properties.

bot.settings.skinParts

These boolean Settings control if extra Skin Details on the own players' skin should be visible

bot.settings.skinParts.showCape - boolean

If you have a cape you can turn it off by setting this to false.

bot.settings.skinParts.showJacket - boolean
bot.settings.skinParts.showLeftSleeve - boolean
bot.settings.skinParts.showRightSleeve - boolean
bot.settings.skinParts.showLeftPants - boolean
bot.settings.skinParts.showRightPants - boolean
bot.settings.skinParts.showHat - boolean

bot.experience.level

bot.experience.points

Total experience points.

bot.experience.progress

Between 0 and 1 - amount to get to the next level.

bot.health

Number in the range [0, 20] representing the number of half-hearts.

bot.food

Number in the range [0, 20] representing the number of half-turkey-legs.

bot.foodSaturation

Food saturation acts as a food "overcharge". Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.

bot.oxygenLevel

Number in the range [0, 20] respresenting the number of water-icons known as oxygen level.

bot.physics

Edit these numbers to tweak gravity, jump speed, terminal velocity, etc. Do this at your own risk.

bot.simpleClick.leftMouse (slot)

abstraction over bot.clickWindow(slot, 0, 0)

bot.simpleClick.rightMouse (slot)

abstraction over bot.clickWindow(slot, 1, 0)

bot.time.doDaylightCycle

Whether or not the gamerule doDaylightCycle is true or false.

bot.time.bigTime

The total number of ticks since day 0.

This value is of type BigInt and is accurate even at very large values. (more than 2^51 - 1 ticks)

bot.time.time

The total numbers of ticks since day 0.

Because the Number limit of Javascript is at 2^51 - 1 bot.time.time becomes inaccurate higher than this limit and the use of bot.time.bigTime is recommended. Realistically though you'll probably never need to use bot.time.bigTime as it will only reach 2^51 - 1 ticks naturally after ~14280821 real years.

bot.time.timeOfDay

Time of the day, in ticks.

Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.

The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.

bot.time.day

Day of the world.

bot.time.isDay

Whether it is day or not.

Based on whether the current time of day is between 13000 and 23000 ticks.

bot.time.moonPhase

Phase of the moon.

0-7 where 0 is full moon.

bot.time.bigAge

Age of the world, in ticks.

This value is of type BigInt and is accurate even at very large values. (more than 2^51 - 1 ticks)

bot.time.age

Age of the world, in ticks.

Because the Number limit of Javascript is at 2^51 - 1 bot.time.age becomes inaccurate higher than this limit and the use of bot.time.bigAge is recommended. Realistically though you'll probably never need to use bot.time.bigAge as it will only reach 2^51 - 1 ticks naturally after ~14280821 real years.

bot.quickBarSlot

Which quick bar slot is selected (0 - 8).

bot.inventory

A Window instance representing your inventory.

bot.targetDigBlock

The block that you are currently digging, or null.

bot.isSleeping

Boolean, whether or not you are in bed.

bot.scoreboards

All scoreboards known to the bot in an object scoreboard name -> scoreboard.

bot.scoreboard

All scoreboards known to the bot in an object scoreboard displaySlot -> scoreboard.

  • belowName - scoreboard placed in belowName
  • sidebar - scoreboard placed in sidebar
  • list - scoreboard placed in list
  • 0-18 - slots defined in protocol

bot.teams

All teams known to the bot

bot.teamMap

Mapping of member to team. Uses usernames for players and UUIDs for entities.

bot.controlState

An object whose keys are the main control states: ['forward', 'back', 'left', 'right', 'jump', 'sprint', 'sneak'].

Setting values for this object internally calls bot.setControlState.

Events

"chat" (username, message, translate, jsonMsg, matches)

Only emitted when a player chats publicly.

  • username - who said the message (compare with bot.username to ignore your own chat)
  • message - stripped of all color and control characters
  • translate - chat message type. Null for most bukkit chat messages
  • jsonMsg - unmodified JSON message from the server
  • matches - array of returned matches from regular expressions. May be null

"whisper" (username, message, translate, jsonMsg, matches)

Only emitted when a player chats to you privately.

  • username - who said the message
  • message - stripped of all color and control characters
  • translate - chat message type. Null for most bukkit chat messages
  • jsonMsg - unmodified JSON message from the server
  • matches - array of returned matches from regular expressions. May be null

"actionBar" (jsonMsg)

Emitted for every server message which appears on the Action Bar.

  • jsonMsg - unmodified JSON message from the server

"message" (jsonMsg, position)

Emitted for every server message, including chats.

  • jsonMsg - unmodified JSON message from the server

  • position - (>= 1.8.1): position of Chat message can be

    • chat
    • system
    • game_info

"messagestr" (message, messagePosition, jsonMsg)

Alias for the "message" event but it calls .toString() on the message object to get a string for the message before emitting.

"inject_allowed"

Fires when the index file has been loaded, you can load mcData and plugins here but it's better to wait for "spawn" event.

"login"

Fires after you successfully login to the server. You probably want to wait for the spawn event before doing anything though.

"spawn"

Emitted once after you log in and spawn for the first time and then emitted when you respawn after death.

This is usually the event that you want to listen to before doing anything on the server.

"respawn"

Emitted when you change dimensions and just before you spawn. Usually you want to ignore this event and wait until the "spawn" event instead.

"game"

Emitted when the server changes any of the game properties.

"resourcePack" (url, hash)

Emitted when the server sends a resource pack.

"title"

Emitted when the server sends a title

  • text - title's text

"rain"

Emitted when it starts or stops raining. If you join a server where it is already raining, this event will fire.

"weatherUpdate"

Emitted when either bot.thunderState or bot.rainState changes. If you join a server where it is already raining, this event will fire.

"time"

Emitted when the server sends a time update. See bot.time.

"kicked" (reason, loggedIn)

Emitted when the bot is kicked from the server. reason is a chat message explaining why you were kicked. loggedIn is true if the client was kicked after successfully logging in, or false if the kick occurred in the login phase.

"end" (reason)

Emitted when you are no longer connected to the server. reason is a string explaining why the client was disconnected. (defaults to 'socketClosed')

"error" (err)

Emitted when an error occurs.

"spawnReset"

Fires when you cannot spawn in your bed and your spawn point gets reset.

"death"

Fires when you die.

"health"

Fires when your hp or food change.

"breath"

Fires when your oxygen level change.

"entityAttributes" (entity)

Fires when an attribute of an entity changes.

"entitySwingArm" (entity)

"entityHurt" (entity)

"entityDead" (entity)

"entityTaming" (entity)

"entityTamed" (entity)

"entityShakingOffWater" (entity)

"entityEatingGrass" (entity)

"entityWake" (entity)

"entityEat" (entity)

"entityCriticalEffect" (entity)

"entityMagicCriticalEffect" (entity)

"entityCrouch" (entity)

"entityUncrouch" (entity)

"entityEquip" (entity)

"entitySleep" (entity)

"entitySpawn" (entity)

"itemDrop" (entity)

"playerCollect" (collector, collected)

An entity picked up an item.

  • collector - entity that picked up the item.
  • collected - the entity that was the item on the ground.

"entityGone" (entity)

"entityMoved" (entity)

"entityDetach" (entity, vehicle)

"entityAttach" (entity, vehicle)

An entity is attached to a vehicle, such as a mine cart or boat.

  • entity - the entity hitching a ride
  • vehicle - the entity that is the vehicle

"entityUpdate" (entity)

"entityEffect" (entity, effect)

"entityEffectEnd" (entity, effect)

"playerJoined" (player)

"playerUpdated" (player)

"playerLeft" (player)

"blockUpdate" (oldBlock, newBlock)

(It is better to use this event from bot.world instead of bot directly) Fires when a block updates. Both oldBlock and newBlock provided for comparison.

Note that oldBlock may be null.

"blockUpdate:(x, y, z)" (oldBlock, newBlock)

(It is better to use this event from bot.world instead of bot directly) Fires for a specific point. Both oldBlock and newBlock provided for comparison.

Note that oldBlock may be null.

"blockPlaced" (oldBlock, newBlock)

Fires when bot places block. Both oldBlock and newBlock provided for comparison.

Note that oldBlock may be null.

"chunkColumnLoad" (point)

"chunkColumnUnload" (point)

Fires when a chunk has updated. point is the coordinates to the corner of the chunk with the smallest x, y, and z values.

"soundEffectHeard" (soundName, position, volume, pitch)

Fires when the client hears a named sound effect.

  • soundName: name of the sound effect
  • position: a Vec3 instance where the sound originates
  • volume: floating point volume, 1.0 is 100%
  • pitch: integer pitch, 63 is 100%

"hardcodedSoundEffectHeard" (soundId, soundCategory, position, volume, pitch)

Fires when the client hears a hardcoded sound effect.

  • soundId: id of the sound effect
  • soundCategory: category of the sound effect
  • position: a Vec3 instance where the sound originates
  • volume: floating point volume, 1.0 is 100%
  • pitch: integer pitch, 63 is 100%

"noteHeard" (block, instrument, pitch)

Fires when a note block goes off somewhere.

  • block: a Block instance, the block that emitted the noise
  • instrument:
    • id: integer id
    • name: one of [harp, doubleBass, snareDrum, sticks, bassDrum].
  • pitch: The pitch of the note (between 0-24 inclusive where 0 is the lowest and 24 is the highest). More information about how the pitch values correspond to notes in real life are available on the official Minecraft wiki.

"pistonMove" (block, isPulling, direction)

"chestLidMove" (block, isOpen, block2)

  • block: a Block instance, the block whose lid opened. The right block if it's a double chest
  • isOpen: number of players that have the chest open. 0 if it's closed
  • block2: a Block instance, the other half of the block whose lid opened. null if it's not a double chest

"blockBreakProgressObserved" (block, destroyStage)

Fires when the client observes a block in the process of being broken.

  • block: a Block instance, the block being broken
  • destroyStage: integer corresponding to the destroy progress (0-9)

"blockBreakProgressEnd" (block)

Fires when the client observes a block stops being broken. This occurs whether the process was completed or aborted.

  • block: a Block instance, the block no longer being broken

"diggingCompleted" (block)

  • block - the block that no longer exists

"diggingAborted" (block)

  • block - the block that still exists

"move"

Fires when the bot moves. If you want the current position, use bot.entity.position and for normal moves if you want the previous position, use bot.entity.position.minus(bot.entity.velocity).

"forcedMove"

Fires when the bot is force moved by the server (teleport, spawning, ...). If you want the current position, use bot.entity.position.

"mount"

Fires when you mount an entity such as a minecart. To get access to the entity, use bot.vehicle.

To mount an entity, use mount.

"dismount" (vehicle)

Fires when you dismount from an entity.

"windowOpen" (window)

Fires when you begin using a workbench, chest, brewing stand, etc.

"windowClose" (window)

Fires when you may no longer work with a workbench, chest, etc.

"sleep"

Fires when you sleep.

"wake"

Fires when you wake up.

"experience"

Fires when bot.experience.* has updated.

"scoreboardCreated" (scoreboard)

Fires when a scoreboard is added.

"scoreboardDeleted" (scoreboard)

Fires when a scoreboard is deleted.

"scoreboardTitleChanged" (scoreboard)

Fires when a scoreboard's title is updated.

"scoreUpdated" (scoreboard, item)

Fires when the score of a item in a scoreboard is updated.

"scoreRemoved" (scoreboard, item)

Fires when the score of a item in a scoreboard is removed.

"scoreboardPosition" (position, scoreboard)

Fires when the position of a scoreboard is updated.

"teamCreated" (team)

Fires when a team is added.

"teamRemoved" (team)

Fires when a team is removed.

"teamUpdated" (team)

Fires when a team is updated.

"teamMemberAdded" (team)

Fires when a team member or multiple members are added to a team.

"teamMemberRemoved" (team)

Fires when a team member or multiple members are removed from a team.

"bossBarCreated" (bossBar)

Fires when new boss bar is created.

"bossBarDeleted" (bossBar)

Fires when new boss bar is deleted.

"bossBarUpdated" (bossBar)

Fires when new boss bar is updated.

"heldItemChanged" (heldItem)

Fires when the held item is changed.

"physicsTick" ()

Fires every tick if bot.physicsEnabled is set to true.

"chat:name" (matches)

Fires when the all of a chat pattern's regexs have matches

Functions

bot.blockAt(point, extraInfos=true)

Returns the block at point or null if that point is not loaded. If extraInfos set to true, also returns informations about signs, paintings and block entities (slower). See Block.

bot.waitForChunksToLoad(cb)

This function also returns a Promise, with void as its argument upon completion.

The cb gets called when many chunks have loaded.

bot.blockInSight(maxSteps, vectorLength)

Deprecated, use blockAtCursor instead.

Returns the block at which bot is looking at or null

  • maxSteps - Number of steps to raytrace, defaults to 256.
  • vectorLength - Length of raytracing vector, defaults to 5/16.

bot.blockAtCursor(maxDistance=256)

Returns the block at which bot is looking at or null

  • maxDistance - The maximum distance the block can be from the eye, defaults to 256.

bot.blockAtEntityCursor(entity=bot.entity, maxDistance=256)

Returns the block at which specific entity is looking at or null

  • entity - Entity data as Object
  • maxDistance - The maximum distance the block can be from the eye, defaults to 256.

bot.canSeeBlock(block)

Returns true or false depending on whether the bot can see the specified block.

bot.findBlocks(options)

Finds the closest blocks from the given point.

  • options - Options for the search:
    • point - The start position of the search (center). Default is the bot position.
    • matching - A function that returns true if the given block is a match. Also supports this value being a block id or array of block ids.
    • useExtraInfo - To preserve backward compatibility can result in two behavior depending on the type
      • boolean - Provide your matching function more data - noticeably slower aproach
      • function - Creates two stage maching, if block passes matching function it is passed further to useExtraInfo with additional info
    • maxDistance - The furthest distance for the search, defaults to 16.
    • count - Number of blocks to find before returning the search. Default to 1. Can return less if not enough blocks are found exploring the whole area.

Returns an array (possibly empty) with the found block coordinates (not the blocks). The array is sorted (closest first)

bot.findBlock(options)

Alias for bot.blockAt(bot.findBlocks(options)[0]). Return a single block or null.

bot.canDigBlock(block)

Returns whether block is diggable and within range.

bot.recipesFor(itemType, metadata, minResultCount, craftingTable)

Returns a list of Recipe instances that you could use to craft itemType with metadata.

  • itemType - numerical item id of the thing you want to craft
  • metadata - the numerical metadata value of the item you want to craft null matches any metadata.
  • minResultCount - based on your current inventory, any recipe from the returned list will be able to produce this many items. null is an alias for 1.
  • craftingTable - a Block instance. If null, only recipes that can be performed in your inventory window will be included in the list.

bot.recipesAll(itemType, metadata, craftingTable)

The same as bot.recipesFor except that it does not check wether the bot has enough materials for the recipe.

bot.nearestEntity(match = (entity) => { return true })

Return the nearest entity to the bot, matching the function (default to all entities). Return null if no entity is found.

Example:

const cow = bot.nearestEntity(entity => entity.name.toLowerCase() === 'cow') // we use .toLowercase() because in 1.8 cow was capitalized, for newer versions that can be ommitted

Methods

bot.end(reason)

End the connection with the server.

  • reason - Optional string that states the reason of the end.

bot.quit(reason)

Gracefully disconnect from the server with the given reason (defaults to 'disconnect.quitting').

bot.tabComplete(str, cb, [assumeCommand], [sendBlockInSight])

This function also returns a Promise, with matches as its argument upon completion.

Requests chat completion from the server.

  • str - String to complete.
  • callback(matches)
    • matches - Array of matching strings.
  • assumeCommand - Field sent to server, defaults to false.
  • sendBlockInSight - Field sent to server, defaults to true. Set this option to false if you want more performance.

bot.chat(message)

Sends a publicly broadcast chat message. Breaks up big messages into multiple chat messages as necessary.

bot.whisper(username, message)

Shortcut for "/tell ". All split messages will be whispered to username.

bot.chatAddPattern(pattern, chatType, description)

Deprecated, use addChatPattern instead.

Adds a regex pattern to the bot's chat matching. Useful for bukkit servers where the chat format changes a lot.

  • pattern - regular expression to match chat
  • chatType - the event the bot emits when the pattern matches. Eg: "chat" or "whisper"
  • 'description ' - Optional, describes what the pattern is for

bot.addChatPattern(name, pattern, chatPatternOptions)

** this is an alias of bot.addChatPatternSet(name, [pattern], chatPatternOptions)

make an event that is called every time the pattern is matched to a message, the event will be called "chat:name", with name being the name passed

  • name - the name used to listen for the event
  • pattern - regular expression to match to messages recieved
  • chatPatternOptions - object
    • repeat - defaults to true, whether to listen for this event after the first match
    • parse - instead of returning the actual message that was matched, return the capture groups from the regex
    • deprecated - (unstable) used by bot.chatAddPattern to keep compatability, likely to be removed

returns a number which can be used with bot.removeChatPattern() to only delete this pattern

bot.addChatPatternSet(name, patterns, chatPatternOptions)

make an event that is called every time all patterns havee been matched to messages, the event will be called "chat:name", with name being the name passed

  • name - the name used to listen for the event
  • patterns - array of regular expression to match to messages recieved
  • chatPatternOptions - object
    • repeat - defaults to true, whether to listen for this event after the first match
    • parse - instead of returning the actual message that was matched, return the capture groups from the regex

returns a number which can be used with bot.removeChatPattern() to only delete this patternset

bot.removeChatPattern(name)

removes a chat pattern(s)

  • name : string or number

if name is a string, all patterns that have that name will be removed else if name is a number, only that exact pattern will be removed

bot.awaitMessage(...args)

promise that is resolved when one of the messages passed as an arg is resolved

Example:

async function wait () {
  await bot.awaitMessage('<flatbot> hello world') // resolves on "hello world" in chat by flatbot
  await bot.awaitMessage(['<flatbot> hello', '<flatbot> world']) // resolves on "hello" or "world" in chat by flatbot
  await bot.awaitMessage(['<flatbot> hello', '<flatbot> world'], ['<flatbot> im', '<flatbot> batman']) // resolves on "hello" or "world" or "im" or "batman" in chat by flatbot
  await bot.awaitMessage('<flatbot> hello', '<flatbot> world') // resolves on "hello" or "world" in chat by flatbot
  await bot.awaitMessage(/<flatbot> (.+)/) // resolves on first message matching the regex
}

bot.setSettings(options)

See the bot.settings property.

bot.loadPlugin(plugin)

Injects a Plugin. Does nothing if the plugin is already loaded.

  • plugin - function
function somePlugin (bot, options) {
  function someFunction () {
    bot.chat('Yay!')
  }

  bot.myPlugin = {} // Good practice to namespace plugin API
  bot.myPlugin.someFunction = someFunction
}

const bot = mineflayer.createBot({})
bot.loadPlugin(somePlugin)
bot.once('login', function () {
  bot.myPlugin.someFunction() // Yay!
})

bot.loadPlugins(plugins)

Injects plugins see bot.loadPlugin.

  • plugins - array of functions

bot.hasPlugin(plugin)

Checks if the given plugin is loaded (or scheduled to be loaded) on this bot.

bot.sleep(bedBlock, [cb])

This function also returns a Promise, with void as its argument upon completion.

Sleep in a bed. bedBlock should be a Block instance which is a bed. cb can have an err parameter if the bot cannot sleep.

bot.isABed(bedBlock)

Return true if bedBlock is a bed

bot.wake([cb])

This function also returns a Promise, with void as its argument upon completion.

Get out of bed. cb can have an err parameter if the bot cannot wake up.

bot.setControlState(control, state)

This is the main method controlling the bot movements. It works similarly to pressing keys in minecraft. For example forward with state true will make the bot move forward. Forward with state false will make the bot stop moving forward. You may use bot.lookAt in conjunction with this to control movement. The jumper.js example shows how to use this.

  • control - one of ['forward', 'back', 'left', 'right', 'jump', 'sprint', 'sneak']
  • state - true or false

bot.getControlState(control)

Returns true if a control state is toggled.

  • control - one of ['forward', 'back', 'left', 'right', 'jump', 'sprint', 'sneak']

bot.clearControlStates()

Sets all controls to off.

bot.getExplosionDamages(entity, position, radius, [rawDamages])

Returns how much damage will be done to the entity in a radius around the position of the explosion. It will return null if the entity has no armor and rawDamages is not set to true, since the function can't calculate the damage with armor if there is no armor.

  • entity - Entity instance
  • position - Vec3 instance
  • radius - the explosion radius as a number
  • rawDamages - optional, if true it ignores armor in the calculation

bot.lookAt(point, [force], [callback])

This function also returns a Promise, with void as its argument upon completion.

  • point Vec3 instance - tilts your head so that it is directly facing this point.
  • force - See force in bot.look
  • callback() optional, called when you are looking at point

bot.look(yaw, pitch, [force], [callback])

This function also returns a Promise, with void as its argument upon completion.

Set the direction your head is facing.

  • yaw - The number of radians to rotate around the vertical axis, starting from due east. Counter clockwise.
  • pitch - Number of radians to point up or down. 0 means straight forward. pi / 2 means straight up. -pi / 2 means straight down.
  • force - If present and true, skips the smooth server-side transition. Specify this to true if you need the server to know exactly where you are looking, such as for dropping items or shooting arrows. This is not needed for client-side calculation such as walking direction.
  • callback() optional, called when you are looking at yaw and pitch

bot.updateSign(block, text)

Changes the text on the sign.

bot.equip(item, destination, [callback])

This function also returns a Promise, with void as its argument upon completion.

Equips an item from your inventory. If the argument item is of Instance Item equip will equip this specific item from its window slot. If the argument item is of type number equip will equip the first item found with that id searched by rising slot id (Hotbar is searched last. Armor, crafting, crafting result and off-hand slots are excluded).

  • item - Item instance or number for item id. See window.items().
  • destination
    • "hand" - null aliases to this
    • "head"
    • "torso"
    • "legs"
    • "feet"
    • "off-hand" - when available
  • callback(error) - optional. called when you have successfully equipped the item or when you learn that you have failed to equip the item.

bot.unequip(destination, [callback])

This function also returns a Promise, with void as its argument upon completion.

Remove an article of equipment.

bot.tossStack(item, [callback])

This function also returns a Promise, with void as its argument upon completion.

  • item - the stack of items you wish to toss
  • callback(error) - optional, called when tossing is done. if error is truthy, you were not able to complete the toss.

bot.toss(itemType, metadata, count, [callback])

This function also returns a Promise, with void as its argument upon completion.

  • itemType - numerical id of the item you wish to toss
  • metadata - metadata of the item you wish to toss. Use null to match any metadata
  • count - how many you want to toss. null is an alias for 1.
  • callback(err) - (optional) called once tossing is complete

bot.dig(block, [forceLook = true], [digFace], [callback])

This function also returns a Promise, with void as its argument upon completion.

Begin digging into block with the currently equipped item. See also "diggingCompleted" and "diggingAborted" events.

Note that once you begin digging into a block, you may not dig any other blocks until the block has been broken, or you call bot.stopDigging().

  • block - the block to start digging into
  • forceLook - (optional) if true, look at the block and start mining instantly. If false, the bot will slowly turn to the block to mine. Additionally, this can be assigned to 'ignore' to prevent the bot from moving it's head at all. Also, this can be assigned to 'raycast' to raycast from the bots head to place where the bot is looking.
  • digFace - (optional) Default is 'auto' looks at the center of the block and mines the top face. Can also be a vec3 vector of the face the bot should be looking at when digging the block. For example: vec3(0, 1, 0) when mining the top. Can also be 'raycast' raycast checks if there is a face visible by the bot and mines that face. Useful for servers with anti cheat.
  • callback(err) - (optional) called when the block is broken or you are interrupted.

If you call bot.dig twice before the first dig is finished, you will get a fatal 'diggingAborted' error.

bot.stopDigging()

bot.digTime(block)

Tells you how long it will take to dig the block, in milliseconds.

bot.acceptResourcePack()

Accepts resource pack.

bot.denyResourcePack()

Denies resource pack.

bot.placeBlock(referenceBlock, faceVector, cb)

This function also returns a Promise, with void as its argument upon completion.

  • referenceBlock - the block you want to place a new block next to
  • faceVector - one of the six cardinal directions, such as new Vec3(0, 1, 0) for the top face, indicating which face of the referenceBlock to place the block against.
  • cb will be called when the server confirms that the block has indeed been placed

The new block will be placed at referenceBlock.position.plus(faceVector).

bot.placeEntity(referenceBlock, faceVector)

This function also returns a Promise, with Entity as its argument upon completion.

  • referenceBlock - the block you want to place the entity next to
  • faceVector - one of the six cardinal directions, such as new Vec3(0, 1, 0) for the top face, indicating which face of the referenceBlock to place the block against.

The new block will be placed at referenceBlock.position.plus(faceVector).

bot.activateBlock(block, [callback])

This function also returns a Promise, with void as its argument upon completion.

Punch a note block, open a door, etc.

  • block - the block to activate
  • callback(err) - (optional) called when the block has been activated

bot.activateEntity(entity, [callback])

This function also returns a Promise, with void as its argument upon completion.

Activate an entity, useful for villager for example.

  • entity - the entity to activate
  • callback(err) - (optional) called when the entity has been activated

bot.activateEntityAt(entity, position, [callback])

This function also returns a Promise, with void as its argument upon completion.

Activate an entity at the given position, useful for armor stands.

  • entity - the entity to activate
  • position - the world position to click at
  • callback(err) - (optional) called when the entity has been activated

bot.consume(callback)

This function also returns a Promise, with void as its argument upon completion.

Eat / drink currently held item

  • callback(error) - called when consume ends

bot.fish(callback)

This function also returns a Promise, with void as its argument upon completion.

Use fishing rod

  • callback(error) - called when fishing ends

bot.activateItem(offHand=false)

Activates the currently held item. This is how you eat, shoot bows, throw an egg, etc. Optional parameter is false for main hand and true for off hand.

bot.deactivateItem()

Deactivates the currently held item. This is how you release an arrow, stop eating, etc.

bot.useOn(targetEntity)

Use the currently held item on an Entity instance. This is how you apply a saddle and use shears.

bot.attack(entity, swing = true)

Attack a player or a mob.

  • entity is a type of entity. To get a specific entity use bot.nearestEntity() or bot.entities.
  • swing Default true. If false the bot does not swing is arm when attacking.

bot.swingArm([hand], showHand)

Play an arm swing animation.

  • hand can take left or right which is arm that is animated. Default: right
  • showHand is a boolean whether to add the hand to the packet, Default: true

bot.mount(entity)

Mount a vehicle. To get back out, use bot.dismount.

bot.dismount()

Dismounts from the vehicle you are in.

bot.moveVehicle(left,forward)

Moves the vehicle :

  • left can take -1 or 1 : -1 means right, 1 means left
  • forward can take -1 or 1 : -1 means backward, 1 means forward

All the direction are relative to where the bot is looking at

bot.setQuickBarSlot(slot)

  • slot - 0-8 the quick bar slot to select.

bot.craft(recipe, count, craftingTable, [callback])

This function also returns a Promise, with void as its argument upon completion.

  • recipe - A Recipe instance. See bot.recipesFor.
  • count - How many times you wish to perform the operation. If you want to craft planks into 8 sticks, you would set count to 2. null is an alias for 1.
  • craftingTable - A Block instance, the crafting table you wish to use. If the recipe does not require a crafting table, you may use null for this argument.
  • callback - (optional) Called when the crafting is complete and your inventory is updated.

bot.writeBook(slot, pages, [callback])

This function also returns a Promise, with void as its argument upon completion.

  • slot is in inventory window coordinates (where 36 is the first quickbar slot, etc.).
  • pages is an array of strings represents the pages.
  • callback(error) - optional. called when the writing was successfully or an error occurred.

bot.openContainer(containerBlock or containerEntity)

Returns a promise on a Container instance which represents the container you are opening.

bot.openChest(chestBlock or minecartchestEntity)

Deprecated. Same as openContainer

bot.openFurnace(furnaceBlock)

Returns a promise on a Furnace instance which represents the furnace you are opening.

bot.openDispenser(dispenserBlock)

Deprecated. Same as openContainer

bot.openEnchantmentTable(enchantmentTableBlock)

Returns a promise on an EnchantmentTable instance which represents the enchantment table you are opening.

bot.openAnvil(anvilBlock)

Returns a promise on an anvil instance which represents the anvil you are opening.

bot.openVillager(villagerEntity)

Returns a promise on a Villager instance which represents the trading window you are opening. You can listen to the ready event on this Villager to know when it's ready

bot.trade(villagerInstance, tradeIndex, [times], [cb])

This function also returns a Promise, with void as its argument upon completion.

Uses the open villagerInstance to trade.

bot.setCommandBlock(pos, command, [options])

Set a command block's properties at pos. Example options argument:

{
  mode: 2,
  trackOutput: true,
  conditional: false,
  alwaysActive: true
}

options.mode can have 3 values: 0 (SEQUENCE), 1 (AUTO), 2 (REDSTONE) All options attributes are false by default, except mode which is 2 (as to replicate the default command block in Minecraft).

bot.supportFeature(name)

This can be used to check is a specific feature is available in the current Minecraft version. This is usually only required for handling version-specific functionality.

The list of available features can be found inside the ./lib/features.json file.

bot.waitForTicks(ticks)

This is a promise-based function that waits for a given number of in-game ticks to pass before continuing. This is useful for quick timers that need to function with specific timing, regardless of the given physics tick speed of the bot. This is similar to the standard Javascript setTimeout function, but runs on the physics timer of the bot specifically.

Lower level inventory methods

These are lower level methods for the inventory, they can be useful sometimes but prefer the inventory methods presented above if you can.

bot.clickWindow(slot, mouseButton, mode, cb)

This function also returns a Promise, with void as its argument upon completion.

Click on the current window. See details at https://wiki.vg/Protocol#Click_Window

bot.putSelectedItemRange(start, end, window, slot)

This function also returns a Promise, with void as its argument upon completion.

Put the item at slot in the specified range.

bot.putAway(slot)

This function also returns a Promise, with void as its argument upon completion.

Put the item at slot in the inventory.

bot.closeWindow(window)

Close the window.

bot.transfer(options, cb)

This function also returns a Promise, with void as its argument upon completion.

Transfer some kind of item from one range to an other. options is an object containing :

  • window : the window where the item will be moved
  • itemType : the type of the moved items
  • metadata : the metadata of the moved items
  • sourceStart and sourceEnd : the source range
  • destStart and destEnd : the dest Range
  • count : the amount of items to transfer. Default: 1
  • nbt : nbt data of the item to transfer. Default: nullish (ignores nbt)

bot.openBlock(block)

Open a block, for example a chest, returns a promise on the opening Window.

  • block is the block the bot will open

bot.openEntity(entity)

Open an entity with an inventory, for example a villager, returns a promise on the opening Window.

  • entity is the entity the bot will open

bot.moveSlotItem(sourceSlot, destSlot, cb)

This function also returns a Promise, with void as its argument upon completion.

Move an item from sourceSlot to destSlot in the current window.

bot.updateHeldItem()

Update bot.heldItem.

bot.getEquipmentDestSlot(destination)

Gets the inventory equipment slot id for the given equipment destination name.

Available destinations are:

  • head
  • torso
  • legs
  • feet
  • hand
  • off-hand

bot.creative

This collection of apis is useful in creative mode. Detecting and changing gamemodes is not implemented here, but it is assumed and often required that the bot be in creative mode for these features to work.

bot.creative.setInventorySlot(slot, item, [callback])

This function also returns a Promise, with void as its argument upon completion.

Gives the bot the specified item in the specified inventory slot. If called twice on the same slot before first callback exceeds, first callback will have an error parameter

  • slot is in inventory window coordinates (where 36 is the first quickbar slot, etc.).
  • item is a prismarine-item instance specified with arbitrary metadata, nbtdata, etc. If item is null, the item at the specified slot is deleted.
  • callback(err) (optional) is a callback which gets fired when the servers sets the slot

If this method changes anything, you can be notified via bot.inventory.on("updateSlot").

bot.creative.flyTo(destination, [cb])

This function also returns a Promise, with void as its argument upon completion.

Calls startFlying() and moves at a constant speed through 3d space in a straight line to the destination. destination is a Vec3, and often the x and z coordinates will end with .5. This operation will not work if there is an obstacle in the way, so it is advised to fly very short distances at a time.

When the bot arrives at the destination, cb is called.

This method does not attempt any path finding. It is expected that a path finding implementation will use this method to move < 2 blocks at a time.

To resume normal physics, call stopFlying().

bot.creative.startFlying()

Sets bot.physics.gravity to 0. To resume normal physics, call stopFlying().

This method is useful if you want to hover while digging the ground below you. It is not necessary to call this function before calling flyTo().

Note that while flying, bot.entity.velocity will not be accurate.

bot.creative.stopFlying()

Restores bot.physics.gravity to it's original value.