Minecraft
Published by Mojang, Minecraft is a game that allows its players virtually unlimited creative and building authority in their 3D cube world.
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Is there a way to continue a task if it got aborted by baritone not the player, or after a player reconnects to the server?
Like, im tunneling with lots of picks in my inventory. sometimes, the server cant keep up and chunks stop loading.
once baritone runs into unloaded chunks, the task get cancelled.
also when my connection resets for some reason, i need to reconnect, after that, bariton
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Is your feature request related to a problem? Please describe.
Shouldn't have to rely on node-minecraft-protocol for particle packets
Describe the solution you'd like
particles event
Describe alternatives you've considered
using bot._client.once('world_particles', onParticles)
Additional context
N/A
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1.13 Tasks
Glowstone needs your help with the huge 1.13 technical update!
1.13 project board
1.13 task list
#957 - 1.13 PR. Please base your contributions on and make PRs to this branch (1.13).
Glowkit 1.13 - If you need to make API changes, bas
API Event Coverage
Entity physics
Implement entity physics: gravity and collisions with blocks.
The basic algorithm for Minecraft entity physics is, each tick, to:
- Add velocity to position.
- For each axis (X/Y/Z) individually, check for collisions between the entity's bounding box and blocks. If there are any, clamp the entity's position to the edge of the block. There are some useful details on collision detection [here
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Description
Firstly it's about the Velocity implementation:
If you check permission through Velocity's basic hasPermission method while the ServerConnectedEvent is running, the context does not appear to be correct.
Basically when you connect to the new server the context is still set to the old server. The problem is that I cannot use the ServerPostConnectEvent because there are certain pa
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Created by Markus Persson, Jens Bergensten
Released November 18, 2011
- Website
- minecraft.net/en-us
- Wikipedia
- Wikipedia
Expected behavior
Portals made above the nether roof should not be considered as valid targets as they'll instant kill any player who travel to them when nether-ceiling-void-damage-height is set to the roof - it should try for a different portal instead
Observed/Actual behavior
Player exits above roof, takes void damage, dies, and so do their items.
Steps/models to reproduc