{"id":99824,"date":"2026-06-05T20:41:19","date_gmt":"2026-06-05T17:41:19","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/mebahels-api\/"},"modified":"2026-06-05T20:41:19","modified_gmt":"2026-06-05T17:41:19","slug":"mebahels-api","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/mebahels-api\/","title":{"rendered":"Mebahel&#8217;s API"},"content":{"rendered":"<p># Mebahel\u2019s API \u2014 Core Library for Mebahel Mods<\/p>\n<p>**Mebahel\u2019s API** is a core dependency mod that provides shared systems, utilities, and gameplay frameworks used across the Mebahel mod ecosystem.<\/p>\n<p>It is designed for **mod developers** who want production-ready building blocks for complex mechanics without rewriting the same infrastructure in every project.<\/p>\n<p>> \u26a0\ufe0f This mod is a library. It does not add standalone gameplay content by itself.<\/p>\n<p>***<\/p>\n<p>## Supported Versions<\/p>\n<p>* Minecraft **1.20.1 \u2014 Fabric**<br \/>\n* Minecraft **1.21.1 \u2014 Fabric**<\/p>\n<p>***<\/p>\n<p>## \u2b50 For Players &#038; Modpack Users<\/p>\n<p>This mod is a **technical dependency** used by other Mebahel mods.<\/p>\n<p>### What it does in a game<\/p>\n<p>You normally won\u2019t interact with this mod directly.<br \/>\nIt runs in the background to make other mods work correctly and efficiently.<\/p>\n<p>Depending on the mod that uses it, it may provide:<\/p>\n<p>#### \ud83c\udf0a Dry Structure Generation<\/p>\n<p>Structures can generate without being flooded, even underwater or inside wet terrain.<\/p>\n<p>#### \ud83d\udce6 Advanced Custom Chests<\/p>\n<p>Some Mebahel mods use special chests powered by this API:<\/p>\n<p>* Animated opening and closing<br \/>\n* Multiplayer-safe inventories<br \/>\n* Optional per-player rewards (each player gets their own loot)<br \/>\n* Custom sounds and GUI<\/p>\n<p>#### \u2694\ufe0f Improved Mob Behavior<\/p>\n<p>Certain creatures may use advanced movement such as:<\/p>\n<p>* Strafing during combat<br \/>\n* Tactical retreat when too close<br \/>\n* More natural positioning<br \/>\n* Reduced \u201cstuck\u201d behavior  <\/p>\n<p>&#8212;<\/p>\n<p>### Do I need this mod?<\/p>\n<p>\u2714 Required if another mod lists it as a dependency<br \/>\n\u2714 Safe for singleplayer and multiplayer<br \/>\n\u2714 Must be installed on both client and server  <\/p>\n<p>\u274c Removing it will break mods that depend on it<\/p>\n<p>&#8212;<\/p>\n<p>## \u2b50 For Mod Developers<\/p>\n<p>Mebahel\u2019s API provides reusable systems intended to simplify the development of complex Fabric mods.<\/p>\n<p>### Main Systems Provided<\/p>\n<p>#### \ud83c\udf0a Structure Water Removal System<\/p>\n<p>Prevents structures from spawning flooded in oceans, rivers, or aquifers.<\/p>\n<p>**Capabilities**<\/p>\n<p>* Removes waterlogged states after generation<br \/>\n* Clears surrounding water blocks inside structure bounds<br \/>\n* Works with template-based structures<br \/>\n* Tick-budget safe (no lag spikes)<br \/>\n* Fully automated once configured<\/p>\n<p>&#8212;<\/p>\n<p>#### \ud83d\udce6 Advanced Animated Chest Framework<\/p>\n<p>A complete foundation for creating custom containers with multiplayer-safe logic.<\/p>\n<p>**Includes**<\/p>\n<p>* GeckoLib animated open\/close\/spawn sequences<br \/>\n* Built-in sound synchronization<br \/>\n* Custom GUI support<br \/>\n* Server-authoritative behavior<br \/>\n* Multiplayer compatibility<\/p>\n<p>##### Personal Loot Mode<\/p>\n<p>When using a loot table:<\/p>\n<p>* Each player receives individual rewards<br \/>\n* Loot is generated once per player<br \/>\n* Prevents duplication exploits<br \/>\n* Ideal for dungeon or boss chests<\/p>\n<p>##### Shared Inventory Mode<\/p>\n<p>Without a loot table:<\/p>\n<p>* Functions as a normal container<br \/>\n* Inventory shared between players<\/p>\n<p>&#8212;<\/p>\n<p>#### \ud83d\udda5\ufe0f Ready-to-Use GUI &#038; Screen Handler<\/p>\n<p>Speeds up development of container blocks:<\/p>\n<p>* Preconfigured ScreenHandler<br \/>\n* Player inventory integration<br \/>\n* Client GUI implementation<br \/>\n* Minimal boilerplate required<\/p>\n<p>&#8212;<\/p>\n<p>#### \u2694\ufe0f Entity Movement Utilities<\/p>\n<p>Utility methods for advanced combat AI and movement behavior.<\/p>\n<p>Supports:<\/p>\n<p>* Strafing around targets<br \/>\n* Tactical retreat movement<br \/>\n* Target-facing rotation<br \/>\n* Jump assistance<br \/>\n* Anti-stuck handling<\/p>\n<p>Ideal for bosses, ranged mobs, constructs, or mechanical entities.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83e\udde0 Why Use Mebahel\u2019s API?<\/p>\n<p>\u2714 Reduces duplicated code across multiple mods<br \/>\n\u2714 Optimized for server performance<br \/>\n\u2714 Multiplayer-safe systems<br \/>\n\u2714 Production-ready implementations<br \/>\n\u2714 Actively used in real released mods  <\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udd27 Installation (Developers)<\/p>\n<p>Add the API as a dependency in your Fabric mod project.<\/p>\n<p>### Maven Repository<\/p>\n<p>    repositories {<br \/>\n      maven {<br \/>\n        name = &#8220;GitLab-Mebahel&#8221;<br \/>\n        url = uri(&#8220;https:\/\/gitlab.com\/api\/v4\/projects\/77311613\/packages\/maven&#8221;)<br \/>\n      }<br \/>\n    }<\/p>\n<p>### Dependency<\/p>\n<p>    dependencies {<br \/>\n        modImplementation &#8220;net.mebahelsapi:mebahels-api:<version>&#8221;<br \/>\n    }<\/p>\n<p>### fabric.mod.json<\/p>\n<p>    {<br \/>\n      &#8220;depends&#8221;: {<br \/>\n        &#8220;mebahels-api&#8221;: &#8220;*&#8221;<br \/>\n      }<br \/>\n    }<\/p>\n<p>&#8212;<\/p>\n<p>## \u2699\ufe0f Required Dependencies<\/p>\n<p>* **Fabric Loader**<br \/>\n* **Fabric API**<br \/>\n* **GeckoLib** (for animated blocks and entities)<\/p>\n<p>Ensure versions match your Minecraft version.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udce6 Used By<\/p>\n<p>All **Mebahel ecosystem mods** depend on this API as their shared core library.<\/p>\n<p>&#8212;<\/p>\n<p>## \ud83d\udc68\u200d\ud83d\udcbb Developer Guide \u2014 Integration<\/p>\n<p>### \ud83c\udf0a Water Removal Processor (Structures)<\/p>\n<p>Automatically removes water and waterlogged states after structure generation.<\/p>\n<p>**Use cases**<\/p>\n<p>* Ocean structures<br \/>\n* Underground builds intersecting fluids<br \/>\n* Ruins or dungeons that must remain dry  <\/p>\n<p>**How to enable**<\/p>\n<p>Add the processor to your structure configuration:<\/p>\n<p>    &#8220;processors&#8221;: &#8220;mebahelsapi:water_removal_processor&#8221;<\/p>\n<p>The cleanup runs automatically after placement.<br \/>\nServer-side only.<\/p>\n<p>&#8212;<\/p>\n<p>### \ud83d\udce6 BaseChest Framework \u2014 Custom Animated Containers<\/p>\n<p>Provides a ready-to-extend system for animated, synchronized chests.<\/p>\n<p>#### Creating a Custom Chest<\/p>\n<p>1. Extend the base chest block<br \/>\n2. Extend the base chest block entity<br \/>\n3. Register them normally<br \/>\n4. Configure title, sounds, and multiplayer behavior  <\/p>\n<p>Example \u2014 ChestBlockEntity:<\/p>\n<p>    public class DwemerChestBlockEntity extends BaseChestBlockEntity {<br \/>\n        public DwemerChestBlockEntity(BlockPos pos, BlockState state) {<br \/>\n            super(ModBlockEntities.DWEMER_CHEST_ENTITY, pos, state, 36);<br \/>\n        }<\/p>\n<p>        @Override<br \/>\n        protected Text getChestTitle() {<br \/>\n            return Text.translatable(&#8220;block.mebahelcreaturesdwarven.dwemer_chest&#8221;);<br \/>\n        }<\/p>\n<p>        @Override<br \/>\n        protected String getLogPrefix() {<br \/>\n            return &#8220;[DwemerChest]&#8221;;<br \/>\n        }<\/p>\n<p>        @Override<br \/>\n        @Environment(EnvType.CLIENT)<br \/>\n        public void playOpenSound() {<br \/>\n            playChestSound(ModSounds.DWARVEN_CHEST_OPEN);<br \/>\n        }<\/p>\n<p>        @Override<br \/>\n        @Environment(EnvType.CLIENT)<br \/>\n        public void playCloseSound() {<br \/>\n            playChestSound(ModSounds.DWARVEN_CHEST_CLOSE);<br \/>\n        }<\/p>\n<p>        @Override<br \/>\n        protected boolean isMultiplayerEnabled() {<br \/>\n            return ModMultiplayerChest.turnOnMultiplayerDraugrChest;<br \/>\n        }<br \/>\n    }<\/p>\n<p>Example \u2014 ChestBlock:<\/p>\n<p>    public class DwemerChestBlock extends BaseChestBlock {<br \/>\n        public DwemerChestBlock(AbstractBlock.Settings settings) {<br \/>\n            super(<br \/>\n                    settings,<br \/>\n                    () -> ModBlockEntities.DWEMER_CHEST_ENTITY,<br \/>\n                    DwemerChestBlockEntity::new<br \/>\n            );<br \/>\n        }<\/p>\n<p>        @Override<br \/>\n        protected boolean isMultiplayerEnabled() {<br \/>\n            return ModMultiplayerChest.turnOnMultiplayerDraugrChest;<br \/>\n        }<br \/>\n    }<\/p>\n<p>&#8212;<\/p>\n<p>### \ud83c\udff9 MovementUtil \u2014 Advanced AI Positioning<\/p>\n<p>MovementUtil provides reusable helpers for combat movement, especially for ranged entities.<\/p>\n<p>Typical responsibilities:<\/p>\n<p>* Keep the entity facing its target<br \/>\n* Prevent pathfinding stalls<br \/>\n* Maintain optimal distance<br \/>\n* Control strafe and retreat behavior  <\/p>\n<p>Recommended usage pattern inside a Goal:<\/p>\n<p>1) Validate target<br \/>\n2) Face the target<br \/>\n3) Run anti-stuck logic<br \/>\n4) Choose movement based on distance<br \/>\n5) Handle attack timing separately  <\/p>\n<p>Example \u2014 Shooting Goal (Draugr Archer):<\/p>\n<p>    public class DraugrArcherShootingGoal extends Goal {<br \/>\n        private final DraugrArcherEntity actor;<br \/>\n        private final MovementUtil movementUtil;<br \/>\n        private final double STRAFE_DISTANCE = 8;<\/p>\n<p>        public DraugrArcherShootingGoal(DraugrArcherEntity actor) {<br \/>\n            this.actor = actor;<br \/>\n            this.movementUtil = new MovementUtil(this.actor);<br \/>\n        }<\/p>\n<p>        @Override<br \/>\n        public void tick() {<br \/>\n            if (actor.isUsingPotion() || actor.getHealTicks() > 0) {<br \/>\n                actor.setShooting(false);<br \/>\n                actor.getNavigation().stop();<br \/>\n                return;<br \/>\n            }<\/p>\n<p>            LivingEntity target = this.actor.getTarget();<br \/>\n            if (target == null || !target.isAlive()) {<br \/>\n                this.stop();<br \/>\n                return;<br \/>\n            }<\/p>\n<p>            double distanceToTarget = this.actor.distanceTo(target);<\/p>\n<p>            movementUtil.lookAtTarget(target, actor);<br \/>\n            movementUtil.checkIfStuck(target, actor);<\/p>\n<p>            if (distanceToTarget <= STRAFE_DISTANCE) {\n                movementUtil.moveBackward(target, actor);\n            } else {\n                movementUtil.strafeAroundTarget(target, actor);\n            }\n\n            \/\/ Shooting logic handled separately\n        }\n    }\n\nThis separation keeps movement smooth while allowing precise control over attack timing and animations.\n\n---\n\n## \ud83d\udcdc Notes\n\n* This mod is a **core library** required by several Mebahel projects.\n* Removing it will cause dependent mods to fail to load or function incorrectly.\n* Safe for both singleplayer and dedicated server environments.\n* Does not add standalone gameplay content by itself.\n* Join the community on Discord: https:\/\/discord.com\/invite\/y8uC2NepkB\n\n<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Mebahel\u2019s API is a core dependency mod that provides shared systems, utilities, and gameplay frameworks used across the Mebahel mod 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