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Mod API reference

The contract between Horizon and its mods: the WIT package horizon:mods@0.1.0, every interface, type, function and hook in it, and the capabilities a manifest may list. The guide is mods.md; stability and versions: stability.md. Manifest api lines this game serves: 0.1, 0.2, 0.3.

Capabilities

In capabilities Grants The player reads "May …"
game-read game see your position, health and the time
chat chat show you chat messages
hud hud draw text on your screen
storage storage save its own settings to disk
command command run commands as you, with your permissions
registries data files (assets/, data/), no interface add blocks and items to your worlds
ui ui show its own screens and a settings page
render render draw on your screen, shake and zoom the camera
input input see the keys you hold and your clicks, take over the use button on its own items and the mouse wheel, and add keys
players players see who is on the server and message them
world world read and change the world's blocks
recipes recipes read the game's recipes and items and which recipes you know, place recipes in your crafting grid and, in creative mode, give you items

World horizon-mod

A client mod: runs in the player's game.

  • Imports (what the game offers): log, game, chat, hud, storage, command
  • Exports (what the mod provides): events

World horizon-server-mod

A server mod (manifest side = "server", api = "0.3", experimental): runs where the world is simulated, on the dedicated server, a LAN host and single player's own server.

  • Imports (what the game offers): log, storage, players, world
  • Exports (what the mod provides): server-events

World horizon-ui-mod

A mod with widgets (capability ui): the SDK builds every mod against this world. Mods built for horizon-mod alone (no ui-events export) still load and simply hear nothing of their widgets.

  • Imports (what the game offers): ui, render, input, recipes, browser, log, game, chat, hud, storage, command
  • Exports (what the mod provides): ui-events, events

World ui-host

The game's side of horizon-ui-mod beyond horizon-mod.

  • Imports (what the game offers): ui
  • Exports (what the mod provides): ui-events

World render-host

The game's side of capability render (imports only).

  • Imports (what the game offers): render, input
  • Exports (what the mod provides):

World recipes-host

The game's side of capability recipes (imports only).

  • Imports (what the game offers): recipes, browser
  • Exports (what the mod provides):

log

Access: always granted.

The mod's log, in the game's log under the mod's id. Always granted.

enum level

Case
debug
info
warn
error
Function Signature What it does
write func(level: level, message: string) One line in the game's log as [mod <id>] message, at that level.

game

Access: capability game-read.

Capability game-read: the local player, the world clock and the block the player looks at.

record player

Field Type
x f64 Feet position, in blocks.
y f64
z f64
yaw f32 Degrees, as F3 shows them.
pitch f32 Degrees: -90 looks straight up, 90 straight down.
health f32 Hit points as vanilla counts them: 20 is full health without effects.
food u32 0 to 20, as the hunger bar.
dimension string minecraft:overworld, minecraft:the_nether, ...

record clock

Field Type
game-time u64 Ticks since the world was created.
day-time u64 24000 ticks per day; 0 is 6:00 on the first day.

record hit

A block along the player's view.

Field Type
block-x s32 The block hit.
block-y s32
block-z s32
x f64 The point on its face where the view meets it.
y f64
z f64
block string minecraft:stone, ...
Function Signature What it does
get-player func() -> option<player> None on the title screen.
get-clock func() -> option<clock> None on the title screen.
raycast func(distance: f32) -> option<hit> The first block along the player's view (fluids pass), up to distance blocks (at most 1024; past the loaded chunks, across the distant terrain when LOD Distance is on), as of this tick. None when nothing is hit, and on the title screen.

chat

Access: capability chat.

Capability chat: messages only the local player sees.

Function Signature What it does
show func(text: string) Shown in chat after the mod's name, like a system message.

hud

Access: capability hud.

Capability hud: one panel of text lines per mod, drawn by the game every frame until the mod changes or clears it (no call per frame).

enum corner

Case
top-left
top-right
bottom-left
bottom-right

record line

Field Type
text string Plain text, up to 256 characters.
color u32 0xRRGGBB.
Function Signature What it does
set-panel func(corner: corner, lines: list<line>) Replaces the mod's panel: up to 16 lines in that corner of the screen.
clear func() Removes the mod's panel.

storage

Access: capability storage.

Capability storage: a per-mod folder of small key/value files, quota'd (docs/mods.md). Keys are [a-z0-9_.-]{1,64}, one path segment.

Function Signature What it does
get func(key: string) -> option<list<u8>> None if key has never been set, or the key is not well-formed.
set func(key: string, value: list<u8>) -> result<_, string> Errs on a malformed key or over quota (bytes for the whole mod).
delete func(key: string) No error if key was already absent.

command

Access: capability command.

Capability command: vanilla commands run as the player, with the player's permissions, after the hook call returns (8 per call). A mod's own commands are not run this way.

Function Signature What it does
run func(line: string) line without its slash; its feedback goes to the chat as if typed.
run-quiet func(lines: list<string>) lines (each without its slash, at most 256 a call) as run does, but with nothing in the chat: no feedback and no failure. In single player and on Horizon's servers, each runs exactly as the player typing it would (the same rights), in order, 64 a tick, and the server logs one line a batch; one that carries a chat message (say, msg) is refused. On any other server they go as chat commands, and there their feedback shows: a mod running many should say so.

ui

Access: capability ui.

Capability ui: widgets the game draws with its own menus' widgets, for a screen the mod owns and a settings page in Options > Mods. Layout and drawing are the game's: a mod says what its widgets hold, never where they sit or how they look, and the game clips everything it is handed.

record text-widget

A line of text.

Field Type
id u32 The mod's own name for the widget; ui-events calls echo it.
text string Up to 256 characters.
color u32 0xRRGGBB; 0 is the menus' white.

record item-widget

An item's icon and a name beside it, as recipe viewers show them.

Field Type
id u32 The mod's own name for the widget.
item string minecraft:diamond, <mod>:<path>; an unknown id draws a "?".
name string The name shown beside the icon (empty: the item's own).

record list-widget

Rows the player picks one of, as an options page lists choices: a pick is ui-events::select, selected is the row to mark now.

Field Type
id u32 The mod's own name for the widget; ui-events::select echoes it.
rows list<string> The rows' texts, at most 512, each up to 256 characters.
selected option<u32> The row to mark as the current choice, if any.

record button-widget

A thing on a mod's screen or settings page. A button as the options pages have them (200 × 20): a click is ui-events::select(id, 0). Mods cycle its label for a choice ("Corner: Top Left").

Field Type
id u32 The mod's own name for the widget.
label string Up to 256 characters.

variant widget

Case Payload
text text-widget Text the player reads.
button button-widget A button.
item item-widget An item's icon and name.
list list-widget Rows the player picks from.

record screen

A screen the mod owns: a title over widgets stacked down the middle, the Done button the game adds, and Esc to leave it.

Field Type
title string Its title, up to 256 characters.
widgets list<widget> Its widgets, in order, at most 64.
Function Signature What it does
open-screen func(screen: screen) Show screen over the game; a second call while it is open replaces it. Only the last call of one hook counts.
close-screen func() Close the mod's screen when it is open (the mod hears no closed for this: it was its own doing).
set-settings func(widgets: list<widget>) The mod's page in Options > Mods, reached from a settings button on its row: the widgets it shows, an empty list for no page. The player opening the page is ui-events::settings-opened: push fresh widgets then; later calls update the page while it shows.

ui-events

Access: exported by the mod: the game calls it.

What the game calls on a mod that shows widgets (capability ui): what the player did with them.

Function Signature What it does
select func(id: u32, row: u32) A row of one of the mod's list widgets was picked: the widget's id and the row, on the screen or the settings page that showed it.
closed func() The player left the mod's screen (Esc or Done); not for a screen the mod closed itself or one that went away with the mod.
settings-opened func() The player opened the mod's settings page in Options > Mods: call ui::set-settings now to fill it with fresh widgets.

input

Access: capability input.

Capability input (experimental: the manifest needs experimental = ["input"]): the use button on items the mod claims, and the mod's own keys. Events wait for poll, at most 256.

record held-item

The main hand's stack.

Field Type
id string minecraft:spyglass, <mod>:<path>.
count u32
slot u32 The hotbar slot, 0 to 8.

record item-use

Field Type
item held-item
ticks u32 Game ticks the button was held (0 on use-start).

variant event

Case Payload
use-start item-use The use button went down with a claimed item in the main hand. The game does nothing else with the click: no placing, no eating, no swing.
use-stop item-use It came up again, or the item left the hand, or a screen opened.
key-down string A key register-key named went down or up while playing (no screen open). The game's own mapping on that key still runs. A screen opening lets every held key up.
key-up string
wheel f32 Mouse wheel steps while the mod holds the wheel (claim-wheel): positive away from the player, as the hotbar reads them.

record mapping-state

A mapping as the player has bound it.

Field Type
label string The bound key's name as Controls shows it: W, Space, LMB.
down bool Held down now (as of this frame for a mod with a frame hook, else this tick).
Function Signature What it does
claim-items func(ids: list<string>) The items whose use the mod handles instead of the game, by id (at most 64). Replaces the previous list.
register-key func(name: string, label: string, key: string) -> result<_, string> A key of the mod's: name comes back in key-down and key-up, label says what it does, key is the key as options.txt writes it (key.keyboard.r), the default: the player can bind another one on the mod's page in Options > Mods, and that one wins. At most 16; an unknown key is an error.
held func() -> option<held-item> The main hand's stack, as of this tick; none when it is empty.
poll func() -> list<event> The events since the last call, oldest first.
claim-wheel func(on: bool) Takes the mouse wheel while playing (true) or gives it back: while taken, its steps are the mod's wheel events and the hotbar doesn't move. The game gives it back when the mod stops.
mapping func(name: string) -> option<mapping-state> A movement or click mapping as the player has bound it: key.forward, key.left, key.back, key.right, key.jump, key.sneak, key.sprint, key.attack or key.use. None for another name.
clicks-per-second func() -> tuple<u32, u32> Clicks of the attack and use buttons in the last second.

render

Access: capability render.

Capability render (experimental: the manifest needs experimental = ["render"]): shapes the game draws for the mod with its own renderer, kept until the mod replaces them (no call per frame). A mod never supplies shader code.

enum corner

A corner of the screen, as hud's panels use them.

Case
top-left
top-right
bottom-left
bottom-right

record rect

A rectangle in GUI pixels: the top left corner and the size.

Field Type
x f32
y f32
w f32
h f32

record point

A point in GUI pixels from the screen's top left.

Field Type
x f32
y f32

record fill-shape

Field Type
rect rect
color u32 0xAARRGGBB.

record quad-shape

Any four-cornered shape (a wheel's segment, an arrow): the corners in order round it.

Field Type
corners tuple<point, point, point, point>
color u32 0xAARRGGBB.

record sprite-shape

Field Type
sprite string One of the game's GUI sprites, as gui/sprites/ names them (hud/heart/full, widget/button), the resource packs' versions included. An unknown one draws nothing.
rect rect
color u32 A tint, 0xAARRGGBB: 0xFFFFFFFF draws it as it is.

record item-shape

Field Type
item string minecraft:diamond, <mod>:<path>; an unknown one draws nothing.
at point The icon's top left.
scale f32 1.0 is the hotbar's 16 × 16.

record text-shape

Field Type
text string Up to 256 characters, one line.
at point
color u32 0xRRGGBB, as hud's lines.
centered bool Centred on at.x instead of starting there.
shadow bool

variant shape

Case Payload
fill fill-shape
quad quad-shape
sprite sprite-shape
item item-shape
text text-shape

record frame-rate

Field Type
fps u32 Frames drawn in the last second.
min u32 The slowest frame's rate, and the 1% low (the 99th percentile frame time's rate), over the last 5 seconds.
low u32

record zoom

Field Type
factor f32 The field of view is divided by it: 1 is none, at most 10.
smooth bool Ease in and out through the game's field-of-view easing, as the spyglass does, instead of at once.
turn f32 Mouse turning is multiplied by it while zoomed: 1 keeps the player's sensitivity, at least 0.05.

record minimap

Field Type
corner corner
size f32 Its side in GUI pixels, 16 to 256.
blocks-per-pixel f32 World blocks per map pixel, 0.5 to 4; the map is 128 × 128 pixels.
rotate bool The map turns with the player, who faces up, and an N on its rim marks north. Otherwise north is up and the player's arrow turns.
round bool Round, the corners left clear; otherwise square.

record far-terrain

Field Type
distance u32 How far the distant terrain reaches, in chunks: 64 to 1024. On integrated graphics other than Apple's the game caps it lower.
reduced bool Coarser far tiles, as the Far Detail setting's Reduced: 2 to 4 ms less GPU time per frame on integrated graphics.
Function Signature What it does
set-hud func(shapes: list<shape>) Replaces the mod's HUD shapes: up to 1024, drawn every frame in order over the HUD (after the hotbar, under chat and screens), hidden with the HUD (F1). An empty list removes them.
gui-size func() -> tuple<f32, f32> The screen's size in GUI pixels (width, height), as of this tick.
shake func(strength: f32, seconds: f32) Shakes the camera: a jolt of strength (0 to 1, 1 the hardest) that fades out over seconds (at most 10). Jolts add up to 1. The view turns, the player doesn't, and the player's Distortion Effects option scales it (0 turns it off).
set-corner func(corner: corner, width: f32, height: f32, shapes: list<shape>) Replaces the mod's corner panel: shapes in GUI pixels from the top left of a width × height box that the game places in corner, stacked with the game's overlays and the other mods' panels (under the status effects at the top right), as hud's panels are.
clear-corner func() Removes the mod's corner panel.
text-width func(text: string) -> f32 The width of one line of text in GUI pixels, in the HUD's font: exact for Latin letters (U+0000 to U+024F), 6 per other character.
frame-stats func() -> frame-rate The game's frame counter, recomputed twice a second.
set-zoom func(zoom: zoom) Zooms the camera until the next call (factor 1 ends it), only while playing: a screen opening or the spyglass's own view (which wins) leave the camera vanilla's. With several mods, the strongest zoom counts.
set-minimap func(minimap: option<minimap>) Shows a map of the world around the player in corner, stacked with the game's overlays and the mods' panels, until the next call (none hides it). It looks like a map item: vanilla's map colours with their height shading and water depth, and the player's arrow. Underground, under a roof and in the Nether it maps the floor around the player's height. The game keeps the map's tiles and refreshes them within its own frame budget; hidden, they are dropped. One map shows at a time: the first loaded mod's.
set-far-terrain func(far-terrain: option<far-terrain>) Draws the world beyond the render distance as distant terrain, out to distance chunks, until the next call (none ends it). The game builds it on its own workers, from the chunks already loaded or saved and, where nobody has been, from the world's generator; the simulation distance doesn't change. Only worlds whose generator the game has (single player and a LAN world you host) show it. The player's own LOD Distance setting, when on, wins. One far terrain shows at a time: the first loaded mod's.

events

Access: exported by the mod: the game calls it.

What the game calls. Only the hooks init asks for are ever called.

record registration

Field Type
commands list<string> Chat commands, without the slash. A name vanilla already uses is refused (vanilla's command runs).
tick bool Call tick every game tick (20 per second while playing).
frame bool Call frame every rendered frame. Budget: 0.1 ms.
chat bool Call chat for each chat line the player receives.
Function Signature What it does
init func() -> result<registration, string> Once, after loading. An error keeps the mod off and is shown.
tick func(tick: u64) Each game tick while in a world, with the game's tick counter.
frame func(seconds: f32) Each rendered frame, with the seconds since the last one.
command func(name: string, args: string) -> result<option<string>, string> /name args: ok(some(text)) is shown as feedback, err(text) in red.
chat func(text: string) Each chat line the player receives, as plain text.

recipes

Access: capability recipes.

Capability recipes (experimental): the recipes and items the game knows, for recipe viewers. In single player and on Horizon's servers they are the world's; on any other server they are vanilla 26.3's (a client is sent no others), while known follows that server's book.

record stack

An item of items, by its index there, with a count and the components it has beyond the item's own, in vanilla's item syntax ([potion_contents={potion:"minecraft:swiftness"}]), or "".

Field Type
item u32
count u32
components string

enum kind

The station a recipe is made at.

Case
crafting-shaped
crafting-shapeless
smelting
blasting
smoking
campfire
stonecutting
smithing
brewing

record recipe

Field Type
id string minecraft:oak_planks.
kind kind
category string The recipe book's tab (crafting_building_blocks, furnace_food), or "".
group string Recipes the book shows on one button share a group, or "".
width u32 A shaped recipe's grid: slots holds its cells row by row. 0 for the other kinds.
height u32
slots list<list<stack>> Each slot's stacks, any one of which fits; an empty list is an empty cell. Cooking and stonecutting: the input. Smithing: the template, the base, the addition. Brewing: the bottle, the reagent.
results list<stack> What it makes; several when that varies (a trim on any armour).
cooking-time u32 Cooking: game ticks and experience; 0 for the other kinds.
experience f32
book-id s32 The recipe book's id for it (one per way the book shows it), as known lists them; -1 for the kinds the book doesn't show (campfire, stonecutting, smithing, brewing).

record item

Field Type
id string minecraft:diamond, <mod>:<path>.
name string In the player's language.
tags list<string> Its item tags, without the #.
Function Signature What it does
items func() -> list<item> Every item, in the registry's order: stack.item indexes this list.
all func() -> list<recipe> Every recipe: the book's in its order, then campfire, stonecutting, smithing and brewing. They don't change while a world is open.
known func() -> list<s32> The book-ids of the recipes the player's recipe book holds now.
place func(book-id: s32, all: bool) -> result<_, string> Places a recipe in the open screen's grid as a click in the recipe book does (ServerboundPlaceRecipePacket): the inventory's grid or a crafting table. all places as many as the items allow, as with Shift. Refused while no such screen is open, for a recipe the player's book doesn't hold and for one that can't be placed; one missing items shows as a ghost in the grid, as in the book.
give func(stack: stack) -> result<_, string> Creative mode only: gives the player the stack, as taking it from the creative inventory does (ServerboundSetCreativeModeSlot): the selected slot first, then the hotbar, then the inventory. The count is cut to one stack of the item (64, 16 or 1).

browser

Access: not granted by any capability.

Capability ui (experimental): a recipe viewer's panel beside the game's inventory and container screens (not the creative inventory), on the right of the screen. The game draws it with its own widgets and slots, pages it and keeps its search box; the mod says what it holds. The first loaded mod with a panel shows.

record stack

An item to show: its id, a count (1 draws none) and its components beyond the item's own, in vanilla's item syntax, or "".

Field Type
item string
count u32
components string

record click

A click on an item of the panel, by its index in set-items's list.

Field Type
index u32
right bool

record item-key

A key the mod registered (input.register-key) went down while the pointer was on an item: a slot of the screen's, or the panel's.

Field Type
key string
stack stack

record slot-click

A click on a slot of a recipe the panel shows (set-recipes).

Field Type
recipe u32 The recipe's index in set-recipes's list and the slot's in it; the results come after the slots.
slot u32
stack stack The stack the slot showed at that moment.
right bool

variant event

Case Payload
clicked click
search string The search box's text, each time the player changes it.
key item-key
slot-clicked slot-click
action u32 The action button of the recipe at this index in set-recipes's list.
page u32 The player turned the recipes' page (set-recipes): the index of the first recipe now shown.
back The back button of set-recipes.
tab u32 The player picked the tab at this index of set-recipes' tabs.

enum layout

How the game lays out a recipe of set-recipes.

Case
grid A crafting grid of width x height slots, an arrow and the result.
cooking One input over a flame, an arrow and the result (furnaces, smokers, campfires).
single One input, an arrow and the result (the stonecutter).
smithing Template, base and addition, an arrow and the result.
brewing A potion and an ingredient, an arrow and the result.

record recipe-view

A recipe to show. Each slot, and the result, cycles through its stacks, one a second; an empty slot shows nothing.

Field Type
layout layout
width u32 The grid's size (grid only), at most 3 x 3.
height u32
slots list<list<stack>>
results list<stack>
note string A short line under the recipe (a cooking time), or "".
action option<bool> The action button beside it: none, enabled, or shown greyed.
Function Signature What it does
set-items func(items: list<stack>) The panel's items, at most 8192 (an empty list hides the panel).
set-recipes func(title: string, tabs: list<stack>, tab: u32, recipes: list<recipe-view>) Shows these recipes in the panel instead of its items, as many as fit a page, under title and a back button, with a row of tabs (each an icon; tab is the selected one) between them; an empty list of recipes shows the items again. At most 256 recipes and 16 tabs.
poll func() -> list<event> What the player did on the panel since the last poll, at most 256 kept.

players

Access: capability players.

Capability players, server mods only (manifest api = "0.3", experimental): the players on the server, and messages to them.

enum game-mode

Case
survival
creative
adventure
spectator

record player

Field Type
id string The player's UUID, xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx.
name string
x f64 Feet position, in blocks.
y f64
z f64
dimension string minecraft:overworld, minecraft:the_nether, ...
game-mode game-mode
health f32 Hit points as vanilla counts them: 20 is full health without effects.
Function Signature What it does
online func() -> list<player> The players online, in the order they joined.
tell func(player: string, text: string) -> bool A system message to one player, after the mod's name; false when no player with that id is online. Up to 8 messages per call.
broadcast func(text: string) A system message to every player and the server's log, after the mod's name. Counts toward the same 8 per call.

world

Access: capability world.

Capability world, server mods only (manifest api = "0.3", experimental): the blocks of the server's loaded chunks, and changes to them through the server's own block updates.

record block-change

Field Type
x s32
y s32
z s32
state string minecraft:oak_log[axis=y]; properties left out take the block's defaults, minecraft:stone alone is the default state.
Function Signature What it does
get-block func(dimension: string, x: s32, y: s32, z: s32) -> option<string> The block state at a position in a dimension (minecraft:overworld, ...), as minecraft:oak_log[axis=y], as of this call: none where the server has no chunk loaded there.
get-biome func(dimension: string, x: s32, y: s32, z: s32) -> option<string> The biome at a position (minecraft:plains, ...), as the server stores it (one per 4 x 4 x 4 cell): none where no chunk is loaded.
set-blocks func(dimension: string, blocks: list<block-change>) -> result<_, string> Sets blocks as /setblock does: the old block entity removed, neighbours and shapes updated, light, and every player told. Every state is checked now (an error queues nothing); the changes are made in order after this call returns, before that dimension's next tick; one in a chunk not loaded then is skipped. At most 4096 per call.

server-events

Access: exported by the mod: the game calls it.

What the server calls in a server mod (manifest api = "0.3", experimental). Only the hooks init asks for are ever called. The player in each event is as the server saw them when it happened.

type player

type player = player

record block-pos

Field Type
x s32
y s32
z s32

variant argument-kind

What an argument of a command takes. The server sends each command and its arguments to players' games, whose chat box completes and colours them as vanilla's; the server parses them before the mod's command hook gets their values.

Case Payload
word One word: letters, digits and _ - . +.
text The rest of the line, spaces included: only last.
integer tuple<option<s32>, option<s32>> A whole number, within the bounds given.
number A number with or without decimals.
boolean true or false.
player One online player: a name, or @s or @p (whoever typed it, as vanilla picks for a player).
block-pos A block position: three whole numbers, each one also ~ or ~n, relative to whoever typed it.

record argument

Field Type
name string Shown in the chat box's hint (<height>) and the key of its value.
kind argument-kind
optional bool Optional arguments come after every required one.

record server-command

Field Type
name string Without the slash. A name vanilla already uses is refused (vanilla's command runs).
arguments list<argument> In order; none: the command takes nothing after its name. Free text is one optional text argument.

variant argument-value

An argument's value, parsed as its kind says.

Case Payload
word string
text string
integer s32
number f64
boolean bool
player player
block-pos block-pos

record registration

Field Type
commands list<server-command> Commands players may type.
tick bool Call tick every server tick (20 per second).
joins bool Call player-joined and player-left.
chat bool Call chat for each chat message a player sends.
blocks bool Call block-broken and block-placed.
Function Signature What it does
init func() -> result<registration, string> Once, after loading. An error keeps the mod off and is logged.
tick func(tick: u64) Each server tick, with the server's tick counter.
player-joined func(player: player) A player joined the server; they are in players.online already.
player-left func(player: player) A player left the server; they are no longer in players.online.
chat func(player: player, text: string) A chat message a player sent, as plain text.
command func(player: player, name: string, args: string, values: list<tuple<string, argument-value>>) -> result<option<string>, string> /name args typed by player: ok(some(text)) is their feedback, err(text) their error in red. values holds each argument given, by name, in order (an optional one left out isn't there); a line that doesn't parse never reaches the mod: the player gets vanilla's error.
block-broken func(player: player, pos: block-pos, state: string) A player broke the block at pos in their dimension: state is what was there, as minecraft:oak_log[axis=y].
block-placed func(player: player, pos: block-pos, state: string) A player placed state at pos in their dimension.