kandi X-RAY | Minecraft Summary
kandi X-RAY | Minecraft Summary
Simple Minecraft-inspired demo written in Python and Pyglet.
Top functions reviewed by kandi - BETA
- Initializes the window .
- Initialize the world .
- Setup the fog .
- Setup OpenGL .
- Normalize coordinates .
- Convert position to sectorize .
- Calculate tex coordinates .
- Get the vertices of a cube .
- Calculate tex coordinates .
- Start the main window .
Minecraft Key Features
Minecraft Examples and Code Snippets
import grpc import minecraft_pb2_grpc from minecraft_pb2 import * channel = grpc.insecure_channel('localhost:5001') client = minecraft_pb2_grpc.MinecraftServiceStub(channel) client.fillCube(FillCubeRequest( # Clear a 20x10x20 working area cub
Trending Discussions on Minecraft
I have a clone of Minecraft and I want to see if the player falls off the island it would quit the game. I thought that if I wrote....
ANSWERAnswered 2022-Mar-15 at 07:04
You checked only for a single value of the player's y position which won't work - after all, you'd be falling down quickly. You could check whether the player's height is below a certain cutoff:
The problem is, Minecraft(Paper) uses log4j as its logging library. JDA uses slf4j as its logging library. I want JDA to use log4j so that error message of JDA would be shown in console as plugin's error message. (See EDIT2 for actual logs)
System.out.println() because Minecraft(Paper) will complain about using it.
No Logback because I think it is another logging library, thus it cannot work well with Minecraft(Paper)'s logging system (no JDA logs in Minecraft log etc.). I don't want to implement another logging library when there is already logging system provided by Minecraft, which is log4j.
JDA wiki only describes about Logback so I have to find my own way for making JDA with Minecraft's logging system, but it was no success.
ANSWERAnswered 2022-Feb-27 at 07:57
I'm trying to make a Discord bot that just says if someone is online on the game.
However I keep getting this message:
[ERR_REQUIRE_ESM]: require() of ES Module from not supported. Instead change the require of index.js in... to a dynamic import() which is available in all CommonJS modules.
This is my code:...
ANSWERAnswered 2021-Sep-07 at 06:38
node-fetch v3 recently stopped support for the
require way of importing it in favor of ES Modules. You'll need to use ESM imports now, like:
With regard to the Log4j JNDI remote code execution vulnerability that has been identified CVE-2021-44228 - (also see references) - I wondered if Log4j-v1.2 is also impacted, but the closest I got from source code review is the JMS-Appender.
The question is, while the posts on the Internet indicate that Log4j 1.2 is also vulnerable, I am not able to find the relevant source code for it.
Am I missing something that others have identified?
Log4j 1.2 appears to have a vulnerability in the socket-server class, but my understanding is that it needs to be enabled in the first place for it to be applicable and hence is not a passive threat unlike the JNDI-lookup vulnerability which the one identified appears to be.
Is my understanding - that Log4j v1.2 - is not vulnerable to the jndi-remote-code execution bug correct?References
Update #1 - A fork of the (now-retired) apache-log4j-1.2.x with patch fixes for few vulnerabilities identified in the older library is now available (from the original log4j author). The site is https://reload4j.qos.ch/. As of 21-Jan-2022 version 188.8.131.52 has been released. Vulnerabilities addressed to date include those pertaining to JMSAppender, SocketServer and Chainsaw vulnerabilities. Note that I am simply relaying this information. Have not verified the fixes from my end. Please refer the link for additional details....
ANSWERAnswered 2022-Jan-01 at 18:43
The JNDI feature was added into Log4j 2.0-beta9.
Log4j 1.x thus does not have the vulnerable code.
I am trying to build a plugin for a Minecraft Spigot server that ultimately I would like to be able to communicate over serial with things connected to my PC (server is running locally on the PC as well).
I have been able to build and run the plugin and manipulate player/blocks in the game so I know the build process for my base plugin is working. My trouble started when I began trying to include an extra dependency:
I added the dependency entry in my pom.xml file:...
ANSWERAnswered 2021-Dec-31 at 16:46
Even if the JAR is present in your plugin, the classes of the JAR are not loaded in the classpath and Spigot cannot access the classes.
You can use a plugin, such as the maven-shade-plugin, which copies all classes from your API-JAR to your Plugin-JAR.
First, set the scope from
I currently have 3 subprojects in my Gradle project, structured like so:...
ANSWERAnswered 2021-Dec-15 at 04:07
EDIT: I've found a workaround:
- In both
Project B, add a task in each of their
build.gradleto copy the source files from
Common Srcto the build directory of each project.
Project Bto include source files from the build folder we just copied into
Common Srcto be a gradle subproject, and add
Lib B) to the dependencies of
Common Src(just to get IntelliJ some context)
In my Minecraft Forge mod for 1.7.10. I am aware that this version is arguably old news, but it is my favorite version and all of my modding experience is with this version.
I am creating a custom TNT block. The issue is the primed version is not rendering. When ignited, the TNT disappears, and then shortly later there is an explosion. If the TNT was placed in the air, the explosion is below like it should be due to the primed TNT falling. The issue is that it is not rendering. When I use fn+f3+b to show hitboxes, no hitbox is shown.
The issue is the entity being spawned on the server does not replicate to the client. I know this because:
Switching out the entity renderer with the default
RenderTNTPrimedstill fails to render at all instead of rendering the default TNT hence my custom renderer class cannot be the issue.
Switching out my custom entity class with the copy paste vanilla
EntityTNTPrimedcode also does not solve the problem. If the problem was with my custom entity class then using bona fide vanilla code would fix the problem but it doesnt.
The entity and its renderer are being registered using
RenderingRegistry.registerEntityRenderingHandler()from the client proxy and
init()(I had tested the client proxy with
System.out.println()and the client proxy works).
Though the largest evidence of the problem being the TNT spawing on the server but not the client is the fact that removing
if(world.isRemote) return;from the handlers in my
BlockTNTclass causes the TNT to render. However I am not supposed to handle igniting the TNT on the client so I am not supposed to have to remove
if(world.isRemote) return;. Besides doing this is a pseudo fix, because the entity is still invisible when
The constructor for
TNTPrimedChargedis only being called from the server, and
TNTPrimedChargedis also only being called by the server, as demostrated by adding print statements and the logs only show them printed from the SERVER thread.
BlockTNT class (much of this is derived from vanilla code, but has been designed to take the corresponding custom primed TNT entity class while instantiating, the problem is not here because instantiating a default
EntityTNTPrimed instead of the provided
primed class does render correctly, but I have included this because this code helped demonstrate the origin of the problem):
ANSWERAnswered 2021-Dec-02 at 22:58
It turns out the problem was actually not the entity not spawning on the client. The issue was that the
fuse property was being set to 0 on the client even though it is set to 80 on the server. And thus the client side TNT is instantly
setDead()ing itself. Implementing
cpw.mods.fml.common.registry.IEntityAdditionalSpawnData and then setting the fuse property to the correct value in
readSpawnData seems to have solved the problem.
I have recently created a custom dimension using data packs in Minecraft 1.16.5. This dimension is a part of a mod that I am writing and I am currently trying to generate custom ores in that dimension; However, I was not able to generate ores in a custom dimension the same way that I generate ores in the Overworld or Nether. As I mentioned the dimension is handled via data packs (.json files) but the biomes are handled in game code (.java). I am very new to Java & modding, any suggestions would be appreciated. Thanks in advance.
Minecraft version : 1.16.5
Forge version : 36.2.9
The current code for Overworld & Nether ore gen :...
ANSWERAnswered 2021-Nov-25 at 16:54
Answering my own question.
Instead of using
event.getCategory().equals(SomeBiomeCategory) in the
if statement in the
OreGen class you should use
event.getCategory().equals(SomeBiomeCategory) gets the category of the biome currently generating whilst
event.getName().equals(YourModBiomeInit.BiomeName.getId() gets the registered name (or id).
So the if statement would look something like this :
Trying to create an update script for Minecraft mods and need to be able to remove all the version numbers from the mods to search for the new version.
I have gotten it working to a point but am stuck on one last part. I cannot get it to leave out the 25 from pre25 from that line I need cfm pre (the 25 is the build number which I do not want)...
ANSWERAnswered 2021-Oct-29 at 13:46
This part in your pattern is matching too much, as this part
.*?(?=-[0-9]) is matching as least as possible chars until it can assert
-[0-9] to the right which will match pre25 in
You could update the pattern to match an optional part matching digits separated by dots, and in the positive lookahead add asserting optional digits at the beginning
[A-Za-z_]+(?:\d+(?:\.\d+)+)?(?=[0-9]*-[0-9]) to reach the hyphen followed by a digit.
You could make the
.*? non greedy matching all between spaces as
.* can over match in case of more spaces.
The updated pattern (without the capture groups if you want a match only) could look like
So, basically, I'm making a website where you can search for Minecraft hacked clients. There is a search bar on the website, but you have to search in exact terms (different topic lol). Basically on the click of a button (search button) I then want to filter using the search term, (not automatically as I have it now) I've been searching but cant find a way to do it.
ANSWERAnswered 2021-Oct-05 at 23:48
Use two pieces of state; one to track the value in your text field and the other to store the search term for filtering. Only set the latter when you click your button
No vulnerabilities reported
You can use Minecraft like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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