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content/world/portals/portal-components.en.md
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content/world/portals/portal-components.en.md
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---
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title: Portal Components
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type: docs
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weight: 1
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---
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Portal components define the data structures for portal devices, portal worlds, and void events.
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**Package:** `com.hypixel.hytale.builtin.portals.components`
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## PortalDevice
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A chunk-level component representing a portal block device.
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```java
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public class PortalDevice implements Component<ChunkStore> {
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// Configuration for portal states
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private PortalDeviceConfig config;
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// Block type key for the portal device
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private String baseBlockTypeKey;
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// UUID of the destination world (if active)
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private UUID destinationWorldUuid;
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}
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```
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### Accessing Portal Devices
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```java
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// Get portal device at block position
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PortalDevice portal = BlockModule.get().getComponent(
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PortalDevice.getComponentType(),
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world, x, y, z
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);
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if (portal != null) {
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// Portal exists at this location
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BlockType blockType = portal.getBaseBlockType();
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World destination = portal.getDestinationWorld();
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}
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```
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### Destination World
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```java
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// Set destination when activating portal
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portal.setDestinationWorld(targetWorld);
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// Get destination (null if inactive or world closed)
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World destination = portal.getDestinationWorld();
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if (destination == null || !destination.isAlive()) {
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// Portal destination invalid
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}
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```
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## PortalDeviceConfig
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Configuration for portal device visual states.
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```java
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public class PortalDeviceConfig {
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// State when instance is being created
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private String spawningState = "Spawning";
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// State when portal is active
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private String onState = "Active";
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// State when portal is inactive
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private String offState = "default";
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// Block placed at spawn point in portal world
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private String returnBlock;
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}
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```
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### State Validation
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```java
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// Verify all states exist on block type
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PortalDeviceConfig config = portal.getConfig();
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if (config.areBlockStatesValid(baseBlockType)) {
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// All states (on, off, spawning) are valid
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}
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```
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### State Names
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| State | Description | Default |
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|-------|-------------|---------|
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| `spawningState` | Transition from off to on | "Spawning" |
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| `onState` | Portal is active | "Active" |
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| `offState` | Portal is inactive | "default" |
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## PortalWorld
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A resource attached to worlds created by portals.
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```java
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public class PortalWorld implements Resource<EntityStore> {
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// Portal type configuration ID
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private String portalTypeId;
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// Time limit in seconds
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private int timeLimitSeconds;
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// Removal condition handler
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private PortalRemovalCondition worldRemovalCondition;
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// Players who died in this world
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private Set<UUID> diedInWorld;
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// Players currently seeing the UI
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private Set<UUID> seesUi;
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// Spawn point transform
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private Transform spawnPoint;
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// Reference to active void event
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private Ref<EntityStore> voidEventRef;
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}
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```
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### Checking Portal World
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```java
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// Get portal world resource
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PortalWorld portalWorld = store.getResource(PortalWorld.getResourceType());
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// Check if this is a valid portal world
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if (portalWorld.exists()) {
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PortalType type = portalWorld.getPortalType();
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int timeLimit = portalWorld.getTimeLimitSeconds();
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}
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```
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### Time Management
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```java
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// Get elapsed and remaining time
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double elapsed = portalWorld.getElapsedSeconds(world);
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double remaining = portalWorld.getRemainingSeconds(world);
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// Modify remaining time (e.g., extend timer)
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portalWorld.setRemainingSeconds(world, 300.0); // 5 minutes
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```
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### Death Tracking
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```java
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// Check if player died in this world
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if (portalWorld.getDiedInWorld().contains(playerUuid)) {
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// Cannot re-enter - died here
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}
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// Track a death
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portalWorld.getDiedInWorld().add(playerUuid);
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```
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### UI State
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```java
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// Track players seeing the portal UI
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portalWorld.getSeesUi().add(playerUuid);
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portalWorld.getSeesUi().remove(playerUuid);
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```
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## VoidEvent
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Component for void invasion events in portal worlds.
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```java
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public class VoidEvent implements Component<EntityStore> {
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// Minimum distance between spawners
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public static final double MIN_BLOCKS_BETWEEN_SPAWNERS = 62.0;
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// Spatial grid of void spawners
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private SpatialHashGrid<Ref<EntityStore>> voidSpawners;
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// Current active stage
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private VoidEventStage activeStage;
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}
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```
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### Void Event Access
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```java
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// Check if void event is active
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Ref<EntityStore> voidRef = portalWorld.getVoidEventRef();
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if (portalWorld.isVoidEventActive()) {
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VoidEvent voidEvent = store.getComponent(voidRef, VoidEvent.getComponentType());
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VoidEventStage stage = voidEvent.getActiveStage();
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}
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```
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### Void Spawner Grid
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```java
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// Get spawner grid
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SpatialHashGrid<Ref<EntityStore>> spawners = voidEvent.getVoidSpawners();
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// Spawners maintain minimum distance of 62 blocks
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```
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## VoidEventConfig
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Configuration for void events.
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```java
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public class VoidEventConfig {
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// Duration of void event in seconds
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private int durationSeconds;
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// Stages of the void event
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private List<VoidEventStage> stages;
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}
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```
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## VoidEventStage
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Single stage in a void event progression.
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```java
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public class VoidEventStage {
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// When this stage starts (seconds from event start)
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private int startTime;
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// Spawners to activate
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private List<VoidSpawnerConfig> spawners;
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}
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```
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## VoidSpawner
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Entity component for void invasion spawners.
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```java
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public class VoidSpawner implements Component<EntityStore> {
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// Spawner configuration
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// Tracks active spawning state
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}
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```
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## Component Registration
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Components are registered in PortalsPlugin setup:
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```java
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// In PortalsPlugin.setup()
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this.portalDeviceComponentType = this.getChunkStoreRegistry()
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.registerComponent(PortalDevice.class, "Portal", PortalDevice.CODEC);
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this.voidEventComponentType = this.getEntityStoreRegistry()
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.registerComponent(VoidEvent.class, VoidEvent::new);
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this.voidPortalComponentType = this.getEntityStoreRegistry()
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.registerComponent(VoidSpawner.class, VoidSpawner::new);
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```
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## Serialization
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PortalDevice uses BuilderCodec for persistence:
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```java
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public static final BuilderCodec<PortalDevice> CODEC = BuilderCodec.builder(...)
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.append(new KeyedCodec<>("Config", PortalDeviceConfig.CODEC), ...)
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.append(new KeyedCodec<>("BaseBlockType", Codec.STRING), ...)
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.append(new KeyedCodec<>("DestinationWorld", Codec.UUID_BINARY), ...)
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.build();
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```
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