minecraft | Links , resource packs , and more for my Minecraft setup | Continuous Backup library

 by   mdo Shell Version: Current License: No License

kandi X-RAY | minecraft Summary

kandi X-RAY | minecraft Summary

minecraft is a Shell library typically used in Backup Recovery, Continuous Backup, Minecraft applications. minecraft has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Repository for syncing my shared Minecraft settings and resources across multiple computers.
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              minecraft has a low active ecosystem.
              It has 27 star(s) with 3 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              minecraft has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of minecraft is current.

            kandi-Quality Quality

              minecraft has no bugs reported.

            kandi-Security Security

              minecraft has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              minecraft does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              minecraft releases are not available. You will need to build from source code and install.

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            minecraft Key Features

            No Key Features are available at this moment for minecraft.

            minecraft Examples and Code Snippets

            No Code Snippets are available at this moment for minecraft.

            Community Discussions

            QUESTION

            How to move image in header?
            Asked 2021-Jun-13 at 15:07

            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%
                }
            

            Source https://stackoverflow.com/questions/67959647

            QUESTION

            Coding minecraft client, crash on startup (MCP)
            Asked 2021-Jun-12 at 05:37

            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 05:37

            The 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.

            Source https://stackoverflow.com/questions/67945934

            QUESTION

            Weird stuff happening when moving objects from one YAML list to other
            Asked 2021-Jun-07 at 10:51

            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 10:51

            You'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

            Source https://stackoverflow.com/questions/67841314

            QUESTION

            Is there a way to have a switch statement for an object with cases that validate if a key is present? - javascript
            Asked 2021-Jun-06 at 21:28

            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 21:28

            One option is to consolidate your tests in an object, using a shorthand identifier

            Source https://stackoverflow.com/questions/67863114

            QUESTION

            Issue Instantiating Block in Minecraft like Game
            Asked 2021-Jun-05 at 19:30

            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 17:20

            Never 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.

            Source https://stackoverflow.com/questions/67852008

            QUESTION

            Offload all "ImmutableMap/List" build work to compile-time?
            Asked 2021-Jun-05 at 15:57

            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 15:57

            The 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.)

            Source https://stackoverflow.com/questions/67680272

            QUESTION

            Discord.js variable does not exist when defined?
            Asked 2021-Jun-04 at 14:59

            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 14:58

            The 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.

            Source https://stackoverflow.com/questions/67839240

            QUESTION

            Discord.js not sending embed message
            Asked 2021-Jun-04 at 10:53

            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 10:53

            It 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!

            Source https://stackoverflow.com/questions/67828902

            QUESTION

            How to run multiple .sh files from different directories
            Asked 2021-Jun-02 at 19:53

            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 09:30

            somewhat sorted by least to most advanced

            example 1

            Source https://stackoverflow.com/questions/66165098

            QUESTION

            Adding numbers and receiving a NaN
            Asked 2021-Jun-02 at 16:33

            I have this code, its javascript and is using cs.js (Chattriggers for Minecraft 1.8)

            ...

            ANSWER

            Answered 2021-Jun-02 at 16:33

            This is the source of the issue:

            Source https://stackoverflow.com/questions/67808873

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

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            You can download it from GitHub.

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