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    (doesn't matter that I am on windows, the linux version is portable to every platform since its just a jar=
    Arky
    @arky
    MiniDigger
    @MiniDigger
    that right, that where you enter your account info
    s/that/that's
    Arky
    @arky
    @MiniDigger I don't have a minecraft account. I want the client to connect the offline server that is running on localhost.
    MiniDigger
    @MiniDigger
    I see. mojang officially doesn't support that
    there are 3rd party offline mode launchers tho
    Arky
    @arky
    @MiniDigger Which 3rd party launcher would you recommend? I want something to be offline (as this will be running on raspberrypi) in a school in Africa
    MiniDigger
    @MiniDigger
    idk, never used one. I wrote one for myself, but that requires the official launcher to run at least once to download the files and stuff. there are plenty of offline or cracked launchers available, just Google around a bit
    Arky
    @arky
    @MiniDigger Will do that. Thanks so much!
    MiniDigger
    @MiniDigger
    do you plan on running the client or the server on a pi? a client will not be fun to play with, a server will only be able to handle a hand full of players.
    Arky
    @arky
    @MiniDigger At the moment I envision the project to be similar to my Webmaker tools project ( https://playingwithsid.blogspot.com/2015/07/mozilla-webmaker-tools-on-raspberry-pi.html )
    @MiniDigger Kids could connect to RaspberryPi by downloading the client from the server. The clients could either LAN computers in a computer lab or any mobile tablets/mobile phones
    MiniDigger
    @MiniDigger
    ah ok, I see. the rasperry as repo for the client files and running the mc servers while the clients run on real clients. just note that minecraft pocket editon can't connect to a pc edition server
    Arky
    @arky
    @MiniDigger Yes, I didn't know that. Will learn more about this.
    Arky
    @arky
    Does anyone have experience using 'Forge launcher' here? Thanks!
    Salem
    @runbb
    @@ all
    i made simple lib with typescript for ScriptCraft
    Salem
    @runbb
    now you can use visual studio code for autocomplate
    and use es6 in scriptcraft
    Egoscio
    @Egoscio
    Nice
    Oh it just transpiles?
    oboingo
    @oboingo
    Hey all. Got 1.11.2 (Spigot). Runs fine, has for ages. Installed ScriptCraft. It installed fine. the "js 1 + 1" test works fine. Trying to get the ScratchMC (https://github.com/mpatrascu/ScratchMC/) to work for the kids. I started it with node and node seems to be responding. I put the scratch.js file in plugins/scriptcraft directory. But whenever I run command from ScratchMC, I get something like: [13:50:25 ERROR]: [scriptcraft] Error while trying to evaluate javascript: scratch("reset_all","192.168.2.245"), Error: javax.script.ScriptException: ReferenceError: "scratch" is not defined in <eval> at line number 1. The "reset_all" could be any function. I opened scratch.js and it looks like scratch() is defined. What am I missing? What can I try?
    oboingo
    @oboingo
    I also created the greet.js file that was specified in the docs and I get the same error, "greet() not defined". So, for some reason, the js files in the directory aren't being loaded.
    I gave that whole folder 777 and even tried running everything as root. Still no good.
    oboingo
    @oboingo
    Ok, nevermind.... it was pathing problem. Personally, and maybe I am just dumb, the phrase "This is a simple mod in a file called greet.js in the scriptcraft/plugins directory" in the docs, made me think the <server_dir>/plugins/scriptcraft/plugins directory, as most plugins are contained in their own directory. But is is a new, top level directory, so that threw me off. Maybe a small change to the docs to clarify?
    Anyway, thanks for the great mod.
    Carringto Chandler
    @Deerhunter229
    I have been trying to place a dispenser facing up. I can get it to face all directions but up using the Documentation in the index.js file.
    box( blocks.chest + ':' + Drone.PLAYER_SIGN_FACING[(drone.dir + 2) % 4])
    I change the "drone.dir + 2" and get every direction but up???
    Egoscio
    @Egoscio
    @oboingo I believe the plugin warns you in console not to put files in the plugins/scriptcraft folder, because that's deprecated.
    Tony Gravagno
    @TonyGravagno
    Hey everyone, just posting a ping here. The new ScriptCraftJS site was looking great but I had to take some time off from development. There are a lot of features on the site, requiring a lot of testing, and I ran out of time. I've recently updated the site and will be testing again soon. Info will be posted here and in the Google Group to invite people to beat up the site development environment before it's proposed to replace Walter's site.
    Salem
    @runbb
    use github pages
    and markdown
    is best
    Tony Gravagno
    @TonyGravagno
    Update: I've been going through the code in detail, updating the doc notes in-code, adding a few code comments, and doing some other minor tidying-up. I'll send a PR for @walterhiggins. With this little kick start maybe we can get a regular series of updates flowing to address issues reported, and get the plugin up to MC 1.12. BTW, I've built with 1.12 and it's no problem at all. The new website effort effort got delayed but all of the components are in place and I'm just trying to beat it up so that we can invite folks for comment. It's slow moving, but hey, it's FOSS.
    Jordi Goyanes Granados
    @jordigoyanes
    Is there a way to compile your scriptcraft plugin to a single .jar file that cointains both scriptcraft and your plugins that works out of the box?
    Tony Gravagno
    @TonyGravagno

    Yes. If you open the scriptcraft.jar, you'll see that there is a boot.js file in there. However, like adding code into any other plugin it's probably not a good idea to do injection like this. ScriptCraftJS already has the plugins folder for exactly this purpose. From the doc:

    At server startup the ScriptCraft Java plugin is loaded and begins automatically
    loading and executing all of the modules (javascript files with the extension .js)
    it finds in the scriptcraft/plugins directory".

    Any help?

    Jordi Goyanes Granados
    @jordigoyanes
    Interesting. Would be great to have a gui app that compiles it to a single .jar so you can upload it to the Bukkit Plugins Website :)
    Tony Gravagno
    @TonyGravagno
    That's an interesting concept but why not require ScriptCraft as a pre-requisite, like other plugins require Vault or MultiVerse Core? Then add your code into the plugins directory. That allows your plugin to benefit from updates to ScriptCraft rather than you needing to update your plugin to accommodate changes here. I understand your desire to publish something with your name on it. But in the FOSS world where we Intend for components to interact, for people to be able to share code, for better code re-usability, and for better transparency, in This world the model doesn't agree with that "it all came from here" concept.
    The new website has a marketplace where you will be able to publish your plugins in exactly that way. People will be able to rate and comment your plugins. And you can update them there in the repo just like Bukket plugins.
    So I encourage you to work with the model as it is, and become a leader in this new marketplace as we try to extend the scope of ScriptCraft and get more people to use and develop with it.
    Jordi Goyanes Granados
    @jordigoyanes
    Ok, just thought maybe we could make Scriptcraft plugins more competitive by allowing an optional compilation, like it would be the ultimate reason every bukkit plugin developer would like to build their plugins on ScriptCraft, since it's faster and easier.
    I've been exploiting Scriptcraft since I discovered it just to keep promoting it. For example in this repo: https://github.com/jordigoyanes/LandProtect where I have a cool scriptcraft plugin that allows players to own their land using scriptcraft's integrated json database, there's a readme promoting the use of both JavaScript and ScriptScraft.
    Tony Gravagno
    @TonyGravagno
    That's great but I don't see a good case for making it more difficult for a consumer of your plugin to use or modify it. If they get another ScriptCraft plugin they'll need to get a completely new instance of ScriptCraft. Not only is that not performant but it simply won't work with the default package. Your intent to make it easy has many other consequences .... and it's already easy. So just publish your script, don't bundle with the core. That's a violation of protocol for every core/plugin technology out there.
    Tony Gravagno
    @TonyGravagno
    How would you feel if you needed a different server component like Spigot every time you wanted to use a plugin, because every plugin had a custom version of Spigot built-in? That would leave you with the ability to use just one plugin because others couldn't be added into that package. And that's exactly the same scenario when JS plugins are added into a JAR with ScriptCraft.
    So I'm really hoping that you'll see that every angle of this is not in agreement with what you want to do, that technically it won't work when a site wants to use anything other than your plugins, and that it's all completely unnecessary. There is no good social, business, or technical case for what you're doing. But I really do hope you add your LandProtect plugin to the SC repo when it goes live!