The discord.js interactions PR has been merged, and d.js master (v13 dev) now has proper support for slash commands!
Official resources:
The discord.js interactions PR has been merged, and d.js master (v13 dev) now has proper support for slash commands!
Official resources:
This is not perfect but it works. Useful repo: https://github.com/jessfraz/dockerfiles
This is an unofficial list of all Discord guild features, for an official list refer to the Discord Developer documentation.
Guild Feature | Description |
---|---|
ANIMATED_ICON |
Allows the server to set an animated icon. Used in server boosting, level 1 |
BANNER |
Allows the server to set a banner which is shown at the top of all the channels. Used in server boosting, level 2 |
COMMERCE |
Given to servers with a developer license, allows them to create and use store channels |
COMMUNITY |
Given to servers that enable community in server settings, also gives access to the news feature which allows servers to create announcement channels |
DISCOVERABLE |
Given to servers that enabled discovery guidelines |
ENABLED_DISCOVERABLE_BEFORE |
Given to servers that enabled discovery at any point |
An organized structure to your data pack's folders and file names always helps you understand your code better and leads to less bugs. Place files that have something in common in the same folder, and name them based on what their purpose is.
Consistency in naming stuff like tags, files, and scores can help keep you sane. Always have a clear structure in place, such as prefixing tag and objective names with your namespace (namespace.name
) and giving tags different categories (namespace.entity.name
, namespace.block.name
).
If you are unsure of how a good structure could look, you could take a look at some vanilla assets, such as the lang file or the built-in data pack, as well as get ideas from looking at data packs that other people have made.
As of Minecraft 1.17, we can't forceload
a chunk, summon an entity into the chunk, and immediately select that entity, all in the same tick. In fact, we can't select any entities in newly loaded chunks until an arbitrary amount of ticks have passed while the chunk fully loads. I've come up with a few ways to work around this, depending on your use case, but none of these solutions are flawless. I may edit this post to include more or make revisions in the future. If you have feedback or suggestions on any of this, feel free to post a comment or message me on Discord @Grant#2604.
/* | |
* The "brains" of my bot for playing the Asteroid game that was part of the | |
* hermatrix.net ARG in July 2021. | |
* | |
* Copyright 2021 Joakim "firetech" Tufvegren | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a | |
* copy of this software and associated documentation files (the "Software"), | |
* to deal in the Software without restriction, including without limitation | |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
package net.misode.worldgenexporter; | |
import com.google.gson.Gson; | |
import com.google.gson.GsonBuilder; | |
import com.google.gson.JsonElement; | |
import com.google.gson.JsonObject; | |
import com.mojang.serialization.Codec; | |
import com.mojang.serialization.DynamicOps; | |
import com.mojang.serialization.JsonOps; | |
import net.fabricmc.api.ModInitializer; |