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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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voidpls
voidpls commented Jan 10, 2022

Is your feature request related to a problem?

Currently, the ticking-distance that timings receives on 1.18 servers is the view-distance, rather than the new simulation-distance.

Patch in question:
https://github.com/PaperMC/Paper/blob/master/patches/server/0010-Timings-v2.patch

+        parent.put("worlds", toObjectMapper(MinecraftServer.getServer().getAllLevels(), world -> {
+
gamerpaddy
gamerpaddy commented Oct 2, 2019

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

caelunshun
caelunshun commented Mar 2, 2021

Implement entity physics: gravity and collisions with blocks.

The basic algorithm for Minecraft entity physics is, each tick, to:

  1. Add velocity to position.
  2. 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
Nononitas
Nononitas commented Dec 21, 2021

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

Created by Markus Persson, Jens Bergensten

Released November 18, 2011

Website
minecraft.net/en-us
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