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Native systems

Scripted systems are ordered against the engine’s own systems by name (see systems). This list is generated by scanning the engine sources for add_system calls, so it matches the code the docs were built from. It shows the systems registered with a literal name; a few are registered from tables (for example the physics and per-dimension systems) and do not appear here, but the engine’s system list prints every name at run time.

System Phase Placement Registered in
dragon:removals PreTick end of phase src/game/dragon/system.cpp
dragon:tick anchor’s phase after mobs:post src/game/dragon/system.cpp
dragon:tracking Tracking before ramjet:mob_tracking src/game/dragon/system.cpp
dragon:untrack_removed PreTick before mobs:removals src/game/dragon/system.cpp
entities:removals PreTick end of phase src/game/entities/system.cpp
entities:thunder anchor’s phase after entities:tick src/game/entities/system.cpp
entities:tick anchor’s phase after mobs:post src/game/entities/system.cpp
entities:tracking Tracking before ramjet:mob_tracking src/game/entities/system.cpp
entities:untrack_removed PreTick before mobs:removals src/game/entities/system.cpp
gamecmd:locator_bar PostTick end of phase src/game/gamecmd/waypoints.cpp
gamecmd:profiler PreTick end of phase src/game/gamecmd/cmd_profiler.cpp
gamecmd:profiling PreTick end of phase src/game/gamecmd/cmd_profiling.cpp
gamecmd:schedule PreTick end of phase src/game/gamecmd/functions.cpp
gamecmd:store_pool PostTick end of phase src/game/gamecmd/cmd_execute.cpp
gamecmd:world_border PreTick end of phase src/game/gamecmd/cmd_worldborder.cpp
inventory:item_removals PreTick end of phase src/game/inventory/item_entity.cpp
inventory:items Tick end of phase src/game/inventory/item_entity.cpp
mobs:ai anchor’s phase before vanilla:living_physics src/game/mobs/service.cpp
mobs:autosave PostTick end of phase src/game/mobs/system.cpp
mobs:boss_bars PostTick end of phase src/game/mobs/system.cpp
mobs:carriers anchor’s phase before mobs:prepare src/game/mobs/service.cpp
mobs:dormancy PreTick end of phase src/game/mobs/system.cpp
mobs:entity_io PreTick end of phase src/game/mobs/system.cpp
mobs:eyes_of_ender anchor’s phase after mobs:falling_blocks src/game/mobs/eye_of_ender.cpp
mobs:falling_blocks anchor’s phase after mobs:post src/game/mobs/falling.cpp
mobs:game_events PostTick end of phase src/game/mobs/system.cpp
mobs:post anchor’s phase after vanilla:living_physics src/game/mobs/service.cpp
mobs:prepare anchor’s phase before vanilla:living_physics src/game/mobs/service.cpp
mobs:push anchor’s phase after mobs:ai src/game/mobs/service.cpp
mobs:removals PreTick end of phase src/game/mobs/service.cpp
mobs:riders anchor’s phase after mobs:post src/game/mobs/service.cpp
mobs:spawner anchor’s phase before mobs:ai src/game/mobs/spawner.cpp
mobs:status PostTick end of phase src/game/mobs/system.cpp
mobs:untrack_removed PreTick before mobs:removals src/game/mobs/system.cpp
ramjet:advancements PostTick end of phase src/game/advancements/service.cpp
ramjet:block_entities[per dimension] Tick end of phase src/server/main.cpp
ramjet:chunk_integration AsyncIntegration end of phase src/game/session/game_server.cpp
ramjet:chunk_profile PostTick end of phase src/server/main.cpp
ramjet:chunk_pump PreTick end of phase src/server/main.cpp
ramjet:combat Tick end of phase src/game/combat/server_glue.cpp
ramjet:entity_tracking Tracking end of phase src/game/tracking/player_tracking.cpp
ramjet:level_time PreTick end of phase src/game/session/game_server.cpp
ramjet:memory_governor PreTick end of phase src/server/main.cpp
ramjet:memory_report PostTick end of phase src/server/main.cpp
ramjet:mob_tracking Tracking end of phase src/game/mobs/system.cpp
ramjet:network_receive NetworkReceive end of phase src/game/session/game_server.cpp
ramjet:network_send NetworkSend end of phase src/game/session/game_server.cpp
ramjet:orb_tracking Tracking end of phase src/game/session/game_server.cpp
ramjet:player_sync PostTick end of phase src/game/session/game_server.cpp
ramjet:portals PostTick end of phase src/game/dimension/service.cpp
ramjet:script_ban_flush NetworkSend end of phase src/game/scriptbridge/bridge.cpp
ramjet:script_menu_events AsyncIntegration end of phase src/game/scriptbridge/bridge.cpp
ramjet:script_sidebar_guard AsyncIntegration end of phase src/game/scriptbridge/bridge.cpp
ramjet:script_tick_end AsyncIntegration end of phase src/game/scriptbridge/bridge.cpp
ramjet:script_tick_start NetworkReceive before ramjet:network_receive src/game/scriptbridge/bridge.cpp
ramjet:sleep Tick end of phase src/game/sleep/sleep_system.cpp
ramjet:spawner_anim PreTick end of phase src/game/blockentity/spawner_glue.cpp
ramjet:spectator_camera PostTick end of phase src/game/session/game_server.cpp
ramjet:stats PostTick end of phase src/game/stats/stats_service.cpp
ramjet:system_profile PreTick end of phase src/server/main.cpp
vehicles:removals PreTick end of phase src/game/vehicles/system.cpp
vehicles:snapshot anchor’s phase before mobs:prepare src/game/vehicles/system.cpp
vehicles:tick anchor’s phase after mobs:post src/game/vehicles/system.cpp
vehicles:tracking Tracking before ramjet:mob_tracking src/game/vehicles/system.cpp
vehicles:untrack_removed PreTick before mobs:removals src/game/vehicles/system.cpp
village:tick anchor’s phase after mobs:riders src/game/village/service.cpp
xp:orb_removals PreTick end of phase src/game/xp/service.cpp
xp:orbs Tick end of phase src/game/xp/service.cpp
xp:players PostTick end of phase src/game/xp/service.cpp

Names starting vanilla: are anchors that other systems order against (they are registered by tables the scanner does not follow).