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kandi X-RAY | minecraft Summary
kandi X-RAY | minecraft Summary
Repository for syncing my shared Minecraft settings and resources across multiple computers.
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QUESTION
How to only move the image in the header?
Here is the HTML I am using.
...ANSWER
Answered 2021-Jun-13 at 15:07
.logo {
position: relative;
left: 45%
}
QUESTION
What I get when I open the game [1]: https://i.stack.imgur.com/sgcjf.png
I'm trying to code a minecraft client, and for some reason it will not start up. I'm using ModCoderPack 1.12 version, details:
Crash report: https://paste.ubuntu.com/p/vHN8WPqjqQ/
DxDiag: https://paste.ubuntu.com/p/zwDn3tqggw/
Let me know if there's any more information you need!
...ANSWER
Answered 2021-Jun-12 at 05:37The problem is that the shadersmod.client.Shaders
class was compiled with Java 9 or newer but you're trying to run it under Java 8. Minecraft 1.12 doesn't support running under Java 9 or newer, so your only solution is to recompile it with Java 8.
QUESTION
I have a problem regarding YAML files. When I try moving objects from one list to another inside of a .yml file and save it, weird stuff like this happens:
...ANSWER
Answered 2021-Jun-07 at 10:51You're pushing the same list to both current
and queued
. Java has reference semantics meaning that if you push arrayList
to current
, current
holds a reference to arrayList
so if you alter it, current
will point to the altered list.
Since you push the very same list to queued
, YAML will add an anchor &id001
when the list first occurs, and an alias *id001
to refer to the same list afterwards.
Since you don't want a list in current
at all, it seems you want to do
QUESTION
My goal: Convert an if statement chain into a switch statement and have it waterfall down through the cases
What I'm working with: Decoded Minecraft NBT data (basically just an object)
What my problem is: I'm not sure if a switch statement would work for detecting if a key exists in an object, unless I do a ton of switch statements, but then it would be easier if I used a chain of if statements.
An example of an object would look something like this:
ANSWER
Answered 2021-Jun-06 at 21:28One option is to consolidate your tests in an object, using a shorthand identifier
QUESTION
I'm trying to instantiate blocks like Minecraft with a Raycast. It works, but if I click a block with a different rotation to (0,0,0), my block spawn in the same position of the block that I clicked.
Here is a video of what I mean
My code:
...ANSWER
Answered 2021-Jun-05 at 17:20Never directly compare float
values using ==
. Due to floating point precision something like 5 * 0.2f / 10f
might be 0.99999999
or 1.0000000001
so a check for == 1f
would fail!
Therefore you would always rather check if it lies within a certain range like e.g.
QUESTION
NOTE: This isn't specific to Minecraft Fabric. I'm just new to rigid pre-runtime optimization.
I'm writing an API hook for Minecraft mods that allows the mapping of various tasks to a Villager's "profession" attribute, allowing other mods to add custom tasks for custom professions. I have all of the backend code done, so now I'm worried about optimization.
I have an ImmutableMap.Builder
that I'm using to store the other mods' added tasks. Problem is, while I know that the "put" method will never be called at runtime, I don't know if the compiler does. Obviously, since this is a game and startup times in modpacks are already long, I'd like to optimize this as much as possible, since it will be used by every mod that wishes to add a new villager task.
Here's my current source code for the "task registry":
...ANSWER
Answered 2021-Jun-05 at 15:57The brief answer is: you can't do what you want to do.
Problem is, while I know that the "put" method will never be called at runtime, I don't know if the compiler does.
The put
method has to be called at runtime for your mod to be useful. By the time your code is being loaded in a form that it can be executed -- that's runtime. It may be the setup phase for your mod, but it's running in a JVM.
If the source code doesn't contain the registry itself, then the compiler can't translate it to executable code; it can't optimize something it doesn't know exists. You (the developer) can't know what mods will be loading, hence the compiler can't know, hence it can't optimize or pre-calculate it. That's the price you pay for dynamic loading of code.
As for the code you put up: it won't work.
The static
block is executed when the class is loaded. Think of it as a constructor for your class instead of the objects. By the time a mod can call any of its methods, the class has to be loaded, and its static blocks will already have been executed. Your map will be set and empty before any method is called from the outside. All tasks added will forever linger in the builder, unused, unseen, unloved.
Keep the builder. Let mods add their entries to it. Then, when all mod-loading is done and the game starts, call build()
and use the result as a registry. (Use whichever 'game is starting' hook your modding framework provides.)
QUESTION
I'm trying to code a bot command using discord.js and Minecraft-server-util but my code is not using the const I defined and is saying it does not exist. If you spot any other problems you can correct me on them.
...ANSWER
Answered 2021-Jun-04 at 14:58The error is due to the scope that you've defined args in. args is defined in your first if statement when it should be defined a line above.
QUESTION
I'm developing a discord bot with .js and I'm using minecraft-server-util. I believe there are several problems and you may correct me on them, but the main problem is that this code returns no embed or message with the status.
...ANSWER
Answered 2021-Jun-04 at 10:53It seems you just placed your embed in your error logger
and not in the .then( ... )
statement. But with the minecraft-server-until
package, I don't know much about it, so if that wasn't the issue, here is the documentation on the package: https://www.npmjs.com/package/minecraft-server-util
Hope this helps you and have fun developing your Discord API!
QUESTION
SO I have a BSD server and want to host a Minecraft BungeeCoord server. The thing is the server files are in different directories EG: /home/name/bungee/servers/Survival/start.sh AND /home/name/bungee/servers/Lobby/start.sh
Is there a way to make a file that can run multiple files from different directories ?
Just to make it clear, the reason I want to do this is because the BSD server can only take 1 file at a time, like shell/terminal.
Edit: The command I ended up using was screen
ANSWER
Answered 2021-Apr-05 at 09:30somewhat sorted by least to most advanced
example 1QUESTION
I have this code, its javascript and is using cs.js (Chattriggers for Minecraft 1.8)
...ANSWER
Answered 2021-Jun-02 at 16:33This is the source of the issue:
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