The job ID returned from System.runJob.
Cancels the execution of a job queued via System.runJob.
Cancels the execution of a function run that was previously scheduled via System.run.
Function callback to run at the next game tick.
An opaque identifier that can be used with the clearRun
function to cancel the execution of this run.
Runs a specified function at the next available future time. This is frequently used to implement delayed behaviors and game loops. When run within the context of an event handler, this will generally run the code at the end of the same tick where the event occurred. When run in other code (a system.run callout), this will run the function in the next tick. Note, however, that depending on load on the system, running in the same or next tick is not guaranteed.
import { system, world } from '@minecraft/server';
function printEveryMinute() {
try {
// Minecraft runs at 20 ticks per second.
if (system.currentTick % 1200 === 0) {
world.sendMessage('Another minute passes...');
}
} catch (e) {
console.warn('Error: ' + e);
}
system.run(printEveryMinute);
}
printEveryMinute();
Functional code that will run when this interval occurs.
Optional
tickInterval: numberAn interval of every N ticks that the callback will be called upon.
An opaque handle that can be used with the clearRun method to stop the run of this function on an interval.
The instance of the generator to run.
An opaque handle that can be used with System.clearJob to stop the run of this generator.
Queues a generator to run until completion. The generator will be given a time slice each tick, and will be run until it yields or completes.
import { BlockPermutation, DimensionLocation, world, ButtonPushAfterEvent, system } from '@minecraft/server';
// A simple generator that places blocks in a cube at a specific location
// with a specific size, yielding after every block place.
function* blockPlacingGenerator(blockPerm: BlockPermutation, startingLocation: DimensionLocation, size: number) {
for (let x = startingLocation.x; x < startingLocation.x + size; x++) {
for (let y = startingLocation.y; y < startingLocation.y + size; y++) {
for (let z = startingLocation.z; z < startingLocation.z + size; z++) {
const block = startingLocation.dimension.getBlock({ x: x, y: y, z: z });
if (block) {
block.setPermutation(blockPerm);
}
yield;
}
}
}
}
// When a button is pushed, we will place a 15x15x15 cube of cobblestone 10 blocks above it
world.afterEvents.buttonPush.subscribe((buttonPushEvent: ButtonPushAfterEvent) => {
const cubePos = buttonPushEvent.block.location;
cubePos.y += 10;
const blockPerm = BlockPermutation.resolve('minecraft:cobblestone');
system.runJob(blockPlacingGenerator(blockPerm, { dimension: buttonPushEvent.dimension, ...cubePos }, 15));
});
Functional code that will run when this timeout occurs.
Optional
tickDelay: numberAmount of time, in ticks, before the interval will be called.
An opaque handle that can be used with the clearRun method to stop the run of this function on an interval.
A class that provides system-level events and functions.