Slime | : eight_spoked_asterisk : A CraftBukkit Slime world format | Video Game library
kandi X-RAY | Slime Summary
kandi X-RAY | Slime Summary
Slime is a Minecraft world file format described by the Hypixel developers on one of their dev blogs. This format was originally designed to store SkyBlock player islands. As so, the main focus of this format is small worlds, guaranteeing a higher compression rate, and using less disk space than Minecraft's default Region file format. This project provides a CraftBukkit Slime chunk loader based on "in-memory" worlds, which don't use disk storage at all. This is extremely useful for minigame servers, where the maps tend to be small (they fit nicely in memory), and no world saving is required.
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Top functions reviewed by kandi - BETA
- Performs a chunk
- Load the chunk at the given coordinates
- Load a Minecraft chunk
- Adds the entities of the given chunk to the given chunk
- Synchronized
- Load the chunk at the given coordinates
- Load a Minecraft chunk
- Adds the entities of the given chunk to the given chunk
- Loads a chunk
- Load the chunk at the given coordinates
- Load a Minecraft chunk
- Adds the entities of the given chunk to the given chunk
- Reads the Minecraft file from the given file
- Reads a zstd - data block from the stream
- Read a bit set
- Reads a number of bytes from the stream
- On enable the component
- Add data manager interceptors
- Inject the given target into the temporary directory
- Inject empty chunks
- Creates the chunk chunks
- Converts the specified block IDs to internal block IDs
- Load entities
- Reads a SlimeChunk
- Create a chunk loader
- Sets the generator for the given world uuid
- Define a builder
- Generate a set of sections
Slime Key Features
Slime Examples and Code Snippets
Community Discussions
Trending Discussions on Slime
QUESTION
I am reading the book Lisp written by Winston. In addition, I am using SBCL, Emacs, and Slime.
In chapter 8 (about macros), the book has the following exercise:
Problem 8-7: A stack is a learnly ordered set of things that can be accessed using push and pop operations. OUR-PUSH adds a new item to the top of the stack, while OUR-POP removes the item on top of the stack. A list can be used to represent a stack, with the first element corresponding to the item on top. Define OUR-PUSH and OUR-POP as macros. OUR-PUSH takes two arguments, the item to be pushed and the name of a variable whose value it the list representing the stack. The value returned is the enlarged list. OUR-POP takes a single element, the name of the variable whose value is in the list. The value returned is the item popped. In both cases the value of the variable is changed to reflect the new state of the stack.
I got it correct for the pop
function. However, I had a trouble with the push
re-implementation. This is the answer-sheet:
ANSWER
Answered 2022-Apr-08 at 08:27You are at the worng level. When the macro is expanded using its macro function, you are operating on the source code.
The source code is this list:
QUESTION
I am using SBCL, Emacs, Slime, and Dexador. I am also watching this course on Udemy about Postman.
At some point, the instructor presents a POST request that uses basic authentication. It is summarized by the following picture:
The POST request is made at the address https://simple-tool-rental-api.glitch.me/api-clients
. In addition, a message as the body in JSON format is submitted:
ANSWER
Answered 2022-Apr-05 at 12:49A working example:
QUESTION
I'm new to Apps Script and I'm trying to make a script that finds all the empty folders and change their color. I managed to do it, when I try it in my Drive it works perfectly, but when I try run it in the Shared Drive it gives me this error:
...ANSWER
Answered 2022-Mar-25 at 09:31In your script, how about the following modification?
From:QUESTION
I am making a a mini game plugin, i need to replace every blocks that not a type, so i maked this :
...ANSWER
Answered 2022-Feb-15 at 11:52Dont use "==" for strings. use b.equals(block). Because "==" compares the hash values of the String objects. And the equals Method compares the string itself.
More Info: https://www.java67.com/2012/11/difference-between-operator-and-equals-method-in.html
QUESTION
ANSWER
Answered 2022-Feb-05 at 16:50The text of the title is in its child text-node.
(plump:text (plump:first-child (aref (clss:select "title" (plump:parse (dex:get "http://www.pdelfino.com.br"))) 0)))
will return that text in this example.
QUESTION
I am working on a project, a little game, where I have integrated some things I learned from answers to my previous questions. Well, I wanted to make a title screen. Everything worked fine, but in the "game" I integrated the "wraparound-effect", that means the player gets off the screen one side and comes in the opposite. My version of that effect is pretty simple, because of that, the monsters can't follow the player thru the screen border and walk all over the screen, that makes the game much simpler, and that's not what I want it to be.
Can I teach the enemies to follow the player thru the screen border?
Here's the code:
...ANSWER
Answered 2021-Oct-22 at 11:12Use the modulo (%
) operator to simplify the code that "wraps" the player around the screen:
QUESTION
Say that I am connected to a remote Lisp using swank/slime. I have a data file on my local machine on disk or, perhaps, in an emacs buffer. I want to process this file using the remote Lisp.
I can obviously drop out to a shell and scp the file to the server, load the file, process it, close, delete the file so that I don't make a mess on the server.
I can also paste the file into the repl:
...ANSWER
Answered 2021-Oct-01 at 15:50Have you tried compiling the buffer directly (rather than loading the file)? This would only help if the buffer is compile-able, of course.
This previous answer seems relevant (Load remote Lisp files):
For your particular case, I suggest you compile the buffer (select the whole buffer
C-x h
, thenC-c C-c
), not the file (C-c C-k
).
The annoyance is that this changes the buffer's point and mark. Hopefully, you won't be compiling a whole buffer all the time.
QUESTION
I am reading the book Object Oriented Programming in Common Lisp from Sonja Keene.
In chapter 7, the author presents:
...ANSWER
Answered 2021-Sep-30 at 18:52The argument to class-name
must be a class object, not an instance of the class.
Use class-of
to get the class of the instance, then you can call class-name
QUESTION
I am trying to learn Common Lisp with the book Common Lisp: A gentle introduction to Symbolic Computation. In addition, I am using SBCL, Emacs, and Slime.
In chapter 14, the last one, the author covers macros. The following problem is presented:
Write a macro called
VARIABLE-CHAIN
that accepts any number of inputs. The expression(VARIABLE-CHAIN A B C D)
should expand into an expression that setsA
to’B
,B
to’C
, andC
to’D
.
The answer sheet is:
Copying from the pdf and pasting it here:
...ANSWER
Answered 2021-Aug-20 at 19:51You need to change the other one as well:
QUESTION
We are trying to add the ability to lose three child slimes at the same time when attacked by a specific weapon.
Children's slime is managed by List.
List script
...ANSWER
Answered 2021-Aug-01 at 06:01using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChildSlimeList : MonoBehaviour
{
[SerializeField]
private List SlimeChild=new List();
public void ChildSlimeRandomOff()
{
for (int i = 0; i < 2; i++)
{
var SlimeNum = Random.Range(0, SlimeChild.Count);
GameObject SlimeChildList = SlimeChild[SlimeNum];
SlimeChildList.SetActive(false);
SlimeChild.RemoveAt(SlimeNum);
}
}
public void SlimeColliderDecision(GameObject gameObject)
{
SlimeChild.Remove(gameObject);
}
}
using System;
using System.Collections.Generic;
using _SlimeCatch.Stage;
using UnityEngine;
using Random = System.Random;
public class ChildrenSlimeWeaponCollider : MonoBehaviour
{
[SerializeField] private GameObject MolotovCocktail;
public GameObject GameManager;
ChildSlimeList _childSlimeList;
void Start()
{
//_childSlimeList = GetComponent().SlimeChild();
}
public void OnCollisionEnter2D(Collision2D other)
{
//if (!other.gameObject.CompareTag("Weapon")) return;
if (other.gameObject.CompareTag("MolotovCocktail"))
{
GameManager.GetComponent().SlimeColliderDecision(this.gameObject);
GameManager.GetComponent().ChildSlimeRandomOff();
}
gameObject.SetActive(false);
other.gameObject.SetActive(false);
}
}
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install Slime
World saving is not implemented. This means the changes you make to the Slime world will be deleted upon restart.
As we inject plugin classes into Java's system class loader, reloading this plugin may result in undefined behavior.
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