Minecraft | Simple Minecraft-inspired program using Python and Pyglet | Video Game library
kandi X-RAY | Minecraft Summary
kandi X-RAY | Minecraft Summary
Simple Minecraft-inspired demo written in Python and Pyglet.
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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
Community Discussions
Trending Discussions on Minecraft
QUESTION
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.
...ANSWER
Answered 2022-Mar-15 at 07:04You 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:
QUESTION
I'm making plugin for Minecraft - 'Paper' exactly. And it uses JDA for Discord bot function.
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)
No 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.
For example:
...ANSWER
Answered 2022-Feb-27 at 07:57Log4j 2 SLF4J Binding exists for that purpose.
It is an SLF4J logger implementation (like slf4j-simple
) that logs everything to log4j. In other words, everything logged with SLF4J will be forwarded to log4j.
In order to use it, just add the following to your pom.xml
(see this):
QUESTION
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:
...ANSWER
Answered 2021-Sep-07 at 06:38node-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:
QUESTION
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?
ReferencesThis blog post from Cloudflare also indicates the same point as from AKX....that it was introduced from Log4j 2!
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 1.2.18.2 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.
...ANSWER
Answered 2022-Jan-01 at 18:43The JNDI feature was added into Log4j 2.0-beta9.
Log4j 1.x thus does not have the vulnerable code.
QUESTION
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: jSerialComm
I added the dependency entry in my pom.xml file:
...ANSWER
Answered 2021-Dec-31 at 16:46Even 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 provided
to compile
.
QUESTION
I currently have 3 subprojects in my Gradle project, structured like so:
...ANSWER
Answered 2021-Dec-15 at 04:07EDIT: I've found a workaround:
- In both
Project A
andProject B
, add a task in each of theirbuild.gradle
to copy the source files fromCommon Src
to the build directory of each project. - Configure
sourceSets
of bothProject A
andProject B
to include source files from the build folder we just copied into - Configure
Common Src
to be a gradle subproject, and addLib A
(orLib B
) to the dependencies ofCommon Src
(just to get IntelliJ some context)
QUESTION
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
RenderTNTPrimed
still 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
EntityTNTPrimed
code 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 andEntityRegistry.registerGlobalEntityID()
thenEntityRegistry.registerModEntity()
ininit()
(I had tested the client proxy withSystem.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 myBlockTNT
class 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 removeif(world.isRemote) return;
. Besides doing this is a pseudo fix, because the entity is still invisible when/summon
ed.The constructor for
TNTPrimedCharged
is only being called from the server, andonUpdate()
forTNTPrimed
and thusTNTPrimedCharged
is also only being called by the server, as demostrated by adding print statements and the logs only show them printed from the SERVER thread.
The 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):
ANSWER
Answered 2021-Dec-02 at 22:58It 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.
QUESTION
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 :
...ANSWER
Answered 2021-Nov-25 at 16:54Answering my own question.
Instead of using event.getCategory().equals(SomeBiomeCategory)
in the if
statement in the OreGen
class you should use event.getName().equals(YourModBiomeInit.BiomeName.getId()
. Because 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 :
QUESTION
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)
...ANSWER
Answered 2021-Oct-29 at 13:46This 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 pre25-1
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
QUESTION
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.
Code ->
...ANSWER
Answered 2021-Oct-05 at 23:48Use 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
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Vulnerabilities
No vulnerabilities reported
Install Minecraft
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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