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  • Jun 26 10:14
    rom1504 commented #1011
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    dependabot[bot] on npm_and_yarn

    Bump @types/node from 17.0.45 t… (compare)

<carinya> is anyone working on 1.18?
<rom1504> Yes u9g is finishing a PR on the topic

<TheGameSpider> Hello, I am trying to send custom_payload packet using

client.write("custom_payload", packet), and I am getting this error

Caught exception:  RangeError [ERR_INVALID_ARG_VALUE]: The argument 'size' is invalid. Received NaN
    at Function.allocUnsafe (node:buffer:371:3)
    at CompiledProtodef.createPacketBuffer (/home/ubuntu/mc/node_modules/protodef/src/compiler.js:101:27)
    at Serializer.createPacketBuffer (/home/ubuntu/mc/node_modules/protodef/src/serializer.js:12:23)
    at Serializer._transform (/home/ubuntu/mc/node_modules/protodef/src/serializer.js:18:18)
    at Serializer.Transform._read (/home/ubuntu/mc/node_modules/readable-stream/lib/_stream_transform.js:177:10)
    at Serializer.Transform._write (/home/ubuntu/mc/node_modules/readable-stream/lib/_stream_transform.js:164:83)
    at doWrite (/home/ubuntu/mc/node_modules/readable-stream/lib/_stream_writable.js:409:139)
    at writeOrBuffer (/home/ubuntu/mc/node_modules/readable-stream/lib/_stream_writable.js:398:5)
    at Serializer.Writable.write (/home/ubuntu/mc/node_modules/readable-stream/lib/_stream_writable.js:307:11)
    at Client.write (/home/ubuntu/mc/node_modules/minecraft-protocol/src/client.js:221:21) {
  field: 'play.toServer'
<TheGameSpider> Is there something I am doing wrong or is this a problem with the module
<U9G> what does packet look like?
<TheGameSpider> { channel: "minecraft:register", data: { type: "Buffer", data: [ 102, 97, 98, 114, ... (82 bytes total) ] } }
<U9G> it's not supposed to be an array for the data: []
<U9G> it should be data: Buffer.from([])
<paradise> Error: No data available for version undefined does this mean it failed to detect the version?

<paradise> ```js
const mc = require('minecraft-protocol');

const handleServer = (server) => {
try {
var client = mc.createClient({
host: "localhost", // optional
port: 25565, // optional
username: "Symphony",
version: false

client.on('login', function(packet) {
  client.write('chat', {message: "xyz"});

} catch (e) { console.error(e); }

<paradise> oh I guess it does
<paradise> guess ill use another library to check it ty
<paradise> is there any way to convert between protocol number to version?
<rom1504> fixed now, just run npm update --depth 9999
<paradise> ty
<! TheRed> hi
<! TheRed> so
<! TheRed> basically
<! TheRed> (it's kinda late for me rn, actually 1 AM)
<! TheRed> I wanted to ask you
<! TheRed> Would it be possible to prevent chunkbans from getting through using a proxy I'm working on in minecraft-protocol
<nickelpro> What's a chunk ban?
<usb> A chunk ban is when players stuff lots of data into a chunk and force players offline when loading it
<nickelpro> I don't know what the mechanism of that would be
<U9G> can you give the full stack trace?
<U9G> this is just a exception thrown
<nickelpro> There's no such thing as "too much data" in a chunk. The only thing you could do is build something that grinds the TPS of a server down to zero
<U9G> yeah there is
<U9G> if you fill a book with too much data
<U9G> then drop it on a player
<U9G> the player picking it up crashes
<nickelpro> Oh ya, you can definitely build a malformed entity/itm
<nickelpro> But that's not the chunk
<nickelpro> Oh ya, you can definitely build a malformed entity/item
<U9G> just googled it
<U9G> > Chunk banning is the method of building structures that have too much data for computers to load, so it kicks people in nearby chunks off the server. It is mainly used in anarchy servers, prisons and safe houses to keep people out of certain places.
<U9G> I'm still really not sure how to do it
<nickelpro> Ya but what does that mean? Non-technical articles are full of language like that and they're typically wrong
<usb> https://2b2t.miraheze.org/wiki/Chunkban
more information on how to chunk ban
<usb> not exactly how it works however
<U9G> ah it has some methods
<nickelpro> Again no data on implementation, except the few that are explicitly lag chunks, I think the way it works is it overflows the packet size varint
<usb> according to it, it is when the client is sent chunks containing excess data
<nickelpro> Again, "chunk containing excess data" doesn't mean anything. Chunk palettes can scale to hold anything
<U9G> > FPS Lag - Uses very simple machines, which exploit Minecraft's lighting mechanic. It is Patched when the NoRender module is turned on.
<nickelpro> Yes, forcing TPS/FPS to zero is def possible, but shouldn't crash