## Uses of Interface
net.minecraft.world.IBlockAccess

- Packages that use IBlockAccess
  Package | Description
  --- | ---
  cpw.mods.fml.client.modloader |
  cpw.mods.fml.client.registry |
  net.minecraft.block |
  net.minecraft.client.multiplayer |
  net.minecraft.client.renderer |
  net.minecraft.pathfinding |
  net.minecraft.src |
  net.minecraft.world |
  net.minecraft.world.demo |

- - ### Uses of IBlockAccess in cpw.mods.fml.client.modloader

    Methods in cpw.mods.fml.client.modloader with parameters of type IBlockAccess
    Modifier and Type | Method and Description
    --- | ---
    `boolean` | ModLoaderBlockRendererHandler.`renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)`

  - ### Uses of IBlockAccess in cpw.mods.fml.client.registry

    Methods in cpw.mods.fml.client.registry with parameters of type IBlockAccess
    Modifier and Type | Method and Description
    --- | ---
    `boolean` | ISimpleBlockRenderingHandler.`renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer)`
    `boolean` | RenderingRegistry.`renderWorldBlock(RenderBlocks renderer, IBlockAccess world, int x, int y, int z, Block block, int modelId)`

  - ### Uses of IBlockAccess in net.minecraft.block

    Methods in net.minecraft.block with parameters of type IBlockAccess
    Modifier and Type | Method and Description
    --- | ---
    `boolean` | BlockFire.`canBlockCatchFire(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Deprecated.
    `boolean` | BlockFire.`canBlockCatchFire(IBlockAccess world, int x, int y, int z, ForgeDirection face)` Side sensitive version that calls the block function.
    `boolean` | BlockFence.`canConnectFenceTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Returns true if the specified block can be connected by a fence
    `boolean` | Block.`canConnectRedstone(IBlockAccess world, int x, int y, int z, int side)` Determine if this block can make a redstone connection on the side provided, Useful to control which sides are inputs and outputs for redstone wires.
    `boolean` | BlockWall.`canConnectWallTo(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Return whether an adjacent block can connect to a wall.
    `int` | BlockStem.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockFluid.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockLeaves.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockRedstoneWire.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockTallGrass.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockLilyPad.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockVine.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | Block.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockGrass.`colorMultiplier(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `static boolean` | BlockTripWire.`func_72148_a(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, int par4, int par5)`
    `boolean` | BlockRedstoneRepeater.`func_82523_e(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `void` | BlockStairs.`func_82541_d(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockStairs.`func_82542_g(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockStairs.`func_82544_h(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `float` | Block.`getAmbientOcclusionLightValue(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockRail.`getBasicRailMetadata(IBlockAccess world, EntityMinecart cart, int x, int y, int z)` Return the rails metadata (without the power bit if the rail uses one).
    `int` | Block.`getBedDirection(IBlockAccess world, int x, int y, int z)` Returns the direction of the block.
    `float` | BlockFluid.`getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `float` | BlockStairs.`getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `float` | Block.`getBlockBrightness(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockFluid.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockDoor.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockTrapDoor.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockStationary.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockFenceGate.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockWall.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockPressurePlate.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockSign.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockFlowing.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | Block.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | BlockFence.`getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockDoor.`getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `int` | BlockMycelium.`getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `int` | BlockDispenser.`getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `int` | BlockFurnace.`getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `int` | BlockLockedChest.`getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `int` | Block.`getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `int` | BlockGrass.`getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `int` | BlockChest.`getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `int` | BlockDoor.`getDoorOrientation(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Returns 0, 1, 2 or 3 depending on where the hinge is.
    `int` | Block.`getFlammability(IBlockAccess world, int x, int y, int z, int metadata, ForgeDirection face)` Chance that fire will spread and consume this block.
    `static double` | BlockFluid.`getFlowDirection(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, Material par4Material)`
    `int` | BlockDoor.`getFullMetadata(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Returns the full metadata value created by combining the metadata of both blocks the door takes up.
    `int` | Block.`getLightValue(IBlockAccess world, int x, int y, int z)` Get a light value for the block at the specified coordinates, normal ranges are between 0 and 15
    `int` | BlockFluid.`getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockStairs.`getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | Block.`getMixedBrightnessForBlock(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `int` | BlockStem.`getState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | Block.`isBedFoot(IBlockAccess world, int x, int y, int z)` Determines if the current block is the foot half of the bed.
    `boolean` | BlockFluid.`isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the adjacent block is at the given coordinates.
    `boolean` | Block.`isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the adjacent block is at the given coordinates.
    `boolean` | BlockDoor.`isDoorOpen(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)`
    `boolean` | Block.`isFlammable(IBlockAccess world, int x, int y, int z, int metadata, ForgeDirection face)` Called when fire is updating, checks if a block face can catch fire.
    `static boolean` | BlockRedstoneWire.`isPoweredOrRepeater(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, int par4)` Returns true if the block coordinate passed can provide power, or is a redstone wire, or if its a repeater that is powered.
    `static boolean` | BlockRedstoneWire.`isPowerProviderOrWire(IBlockAccess par0IBlockAccess, int par1, int par2, int par3, int par4)` Returns true if redstone wire can connect to the specified block.
    `boolean` | BlockRedstoneTorch.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | BlockButton.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | BlockRedstoneWire.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | BlockTripWireSource.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | BlockPressurePlate.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | Block.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | BlockLever.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | BlockRedstoneRepeater.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | BlockDetectorRail.`isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting direct/strong redstone power on the specified side.
    `boolean` | BlockRedstoneTorch.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `boolean` | BlockButton.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `boolean` | BlockRedstoneWire.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `boolean` | BlockTripWireSource.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `boolean` | BlockPressurePlate.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `boolean` | Block.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `boolean` | BlockLever.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `boolean` | BlockRedstoneRepeater.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `boolean` | BlockDetectorRail.`isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)` Returns true if the block is emitting indirect/weak redstone power on the specified side.
    `void` | BlockStem.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockHalfSlab.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockDoor.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockAnvil.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockButton.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockLadder.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockTrapDoor.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockFenceGate.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockTripWire.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockWall.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockPistonExtension.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockTripWireSource.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockPressurePlate.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockCocoa.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockSkull.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockPortal.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockRail.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockStairs.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockVine.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockSign.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockEndPortal.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | Block.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockLever.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockPane.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockFence.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockPistonMoving.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockChest.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockSnow.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockCake.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockBed.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `void` | BlockPistonBase.`setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)` Updates the blocks bounds based on its current state.
    `boolean` | BlockFluid.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockHalfSlab.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockAnvil.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockFenceGate.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockWall.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockLeavesBase.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockDragonEgg.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockPortal.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockEndPortal.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockBreakable.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | Block.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockPane.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockRedstoneRepeater.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockFence.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockSnow.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`
    `boolean` | BlockIce.`shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)`

  - ### Uses of IBlockAccess in net.minecraft.client.multiplayer

    Classes in net.minecraft.client.multiplayer that implement IBlockAccess
    Modifier and Type | Class and Description
    --- | ---
    `class` | `WorldClient`

  - ### Uses of IBlockAccess in net.minecraft.client.renderer

    Fields in net.minecraft.client.renderer declared as IBlockAccess
    Modifier and Type | Field and Description
    --- | ---
    `IBlockAccess` | RenderBlocks.`blockAccess` The IBlockAccess used by this instance of RenderBlocks

    Constructors in net.minecraft.client.renderer with parameters of type IBlockAccess
    Constructor and Description
    `RenderBlocks(IBlockAccess par1IBlockAccess)`

  - ### Uses of IBlockAccess in net.minecraft.pathfinding

    Constructors in net.minecraft.pathfinding with parameters of type IBlockAccess
    Constructor and Description
    `PathFinder(IBlockAccess par1IBlockAccess, boolean par2, boolean par3, boolean par4, boolean par5)`

  - ### Uses of IBlockAccess in net.minecraft.src

    Methods in net.minecraft.src with parameters of type IBlockAccess
    Modifier and Type | Method and Description
    --- | ---
    `static boolean` | FMLRenderAccessLibrary.`renderWorldBlock(RenderBlocks renderer, IBlockAccess world, int x, int y, int z, Block block, int modelId)`
    `boolean` | BaseMod.`renderWorldBlock(RenderBlocks renderer, IBlockAccess world, int x, int y, int z, Block block, int modelID)`
    `static boolean` | ModLoader.`renderWorldBlock(RenderBlocks renderer, IBlockAccess world, int x, int y, int z, Block block, int modelID)` Deprecated.

  - ### Uses of IBlockAccess in net.minecraft.world

    Classes in net.minecraft.world that implement IBlockAccess
    Modifier and Type | Class and Description
    --- | ---
    `class` | `ChunkCache`
    `class` | `World`
    `class` | `WorldServer`
    `class` | `WorldServerMulti`

  - ### Uses of IBlockAccess in net.minecraft.world.demo

    Classes in net.minecraft.world.demo that implement IBlockAccess
    Modifier and Type | Class and Description
    --- | ---
    `class` | `DemoWorldServer`