This component is provided by the Debug Card.
Component name: debug.
The Debug Card, which is only available in creative mode, provides a set of fairly dangerous functionality for use in setting things up to debug and test code. Do not use the Debug Card without backups. No, really. One time I accidentally converted a vertical slice of the world entirely to Sign objects with no writing on them.
The debug card's “container” refers to the robot, computer or tablet with a debug card installed in it.
On a dedicated server the debug card must be bound to a player by shift-right-clicking with it to run commands using the runCommand callback. The bound player needs to have permission to use the command provided to runCommand.
Callbacks:
changeBuffer(value:number):numberconnectToBlock(x:number, y:number, z:number):booleangetPlayer(name:string):userdatagetPlayers():tablegetWorld([id:number]):userdatagetWorlds():tablegetX():numbergetY():numbergetZ():numberisModLoaded(name:string):booleanrunCommand(command:string):number, stringtest():userdatagetScoreboard():userdatasendToDebugCard(address:string, data...)sendToClipboard(player:string, text:string)scanContentsAt(x: number, y: number, z: number[, worldId: number]):boolean, string, tablelocal debug = require("component").debug local serialize = require("serialization").serialize local x, y, z = debug.getX, debug.getY, debug.getZ local offset_x = -1 local offset_z = 0 local blocking, label, content = debug.scanContentsAt(x() - .5 + offset_x, y() - .5, z() - .5 + offset_z) print(blocking, label, serialize(content))
The world object reflects the current world (dimension) the container is in.
getMetadata(x:number, y:number, z:number):numbergetBlockId(x:number, y:number, z:number):numbergetDimensionId():numberisLoaded(x:number, y:number, z:number):numbergetSeed():numberremoveFluid(amount:number, x:number, y:number, z:number, side:number):booleaninsertFluid(id:string, amount:number, x:number, y:number, z:number, side:number):booleangetDimensionName():stringgetTime():numbersetTime(value:number)getLightValue(x:number, y:number, z:number):numberisRaining():booleansetRaining(value:boolean)isThundering():booleansetThundering(value:boolean)setBlock(x:number, y:number, z:number, id:number or string, meta:number):numbersetBlocks(x1:number, y1:number, z1:number, x2:number, y2:number, z2:number, id:number or string, meta:number):numberremoveItem(x:number, y:number, z:number, slot:number[, count:number]):numberinsertItem(id:string, count:number, damage:number, nbt:string, x:number, y:number, z:number, side:number):booleangetSpawnPoint():number, number, numbersetSpawnPoint(x:number, y:number, z:number)canSeeSky(x:number, y:number, z:number):numbergetLightOpacity(x:number, y:number, z:number):numberhasTileEntity(x:number, y:number, z:number):numberplaySoundAt(x:number, y:number, z:number, sound:string, range:number)getTileNBT(x:number, y:number, z:number):tablesetTileNBT(x:number, y:number, z:number, nbt:table):booleangetBlockState(x:number, y:number, z:number[, actualState:boolean=false])A player object represents a given player in the world.
getWorld():userdatagetGameType():stringsetGameType(gametype:string)getHealth():numbersetHealth(health:number)getMaxHealth():numbergetPosition():number, number, numbersetPosition(x:number, y:number, z:number)getExperienceTotal():numbergetLevel():numberaddExperienceLevel(level:number)removeExperienceLevel(level:number)insertItem(id:string, amount:number, meta:number[, nbt:string]):numberclearInventory()addObjective(objectiveName:string, objectiveCriteria:string)removeObjective(objectiveName:string)increasePlayerScore(playerName:string, objectiveName:string, score:int)decreasePlayerScore(playerName:string, objectiveName:string, score:int)addPlayerToTeam(player:string, team:string):booleanremovePlayerFromTeam(player:string, team:string):booleanremovePlayerFromTeams(player:string):booleanaddTeam(team:string)removeTeam(teamName: string)getPlayerScore(playerName:string, objectiveName:string):intsetPlayerScore(playerName:string, objectiveName:string, score:int)| Components | 3D Printer - Abstract Bus - Access Point - Chunkloader - Computer - Crafting - Data Card - Database - Debug - Drone - Drive - EEPROM - Experience - Filesystem - Generator - Geolyzer - GPU - Hologram - Internet - Inventory Controller - Leash - Microcontroller - Modem - Motion Sensor - Navigation - Net Splitter - Piston - Redstone - Redstone in Motion - Robot - Screen - Sign - Tank Controller - Tractor Beam - Transposer - Tunnel - World Sensor | |
|---|---|---|
| Others | Component Access - Signals | |
| Cross-Mod Integration | Applied Energistics |