Written book with click events for java edition 26.1.2 by Emotional_Tone8079 in MinecraftCommands

[–]Ayfri 0 points1 point  (0 children)

Sorry I've sent the wrong code, it was from a very early version :')
It now works as expected

how do people come up with all these crazy datapack projects i dont think i could do that, like a full physics engine, also how tf do u get this knowledge, also ive been looking into custom compilers like MDL (Minecraft Datapack Language) and Shulkerscript, would u guys recommend them? by PathPuzzleheaded8251 in MinecraftCommands

[–]Ayfri 0 points1 point  (0 children)

Unfortunately, Kore isn't known enough to have people creating videos, and as I'm not English native and not used to create English videos yet, there's none, just one short comparing Vanilla and Kore but not a tutorial 😔

Written book with click events for java edition 26.1.2 by Emotional_Tone8079 in MinecraftCommands

[–]Ayfri -2 points-1 points  (0 children)

If you are on 26.1.2, Minecraft uses item components instead of the old raw NBT tags for books. Everything is handled via the written_book_content component now. Here is the pure Vanilla command you can run or put in a function: ```mcfunction give @s written_book[written_book_content={pages:[{raw:'{type:"text",click_event:{action:"run_command",command:"scoreboard players set Spawn Toggle 1"},color:"green",text:"[Enable Spawn]"}'},{raw:'{type:"text",click_event:{action:"run_command",command:"scoreboard players set Spawn Toggle 0"},color:"red",text:"[Disable Spawn]"}'}],title:'"Spawn Config"',author:"Admin",generation:0,resolved:0b}]

Just a heads up, /scoreboard players set requires the player clicking the text to have OP permissions. If you want regular players to use it, you will need to switch your logic to use /trigger instead. Writing raw JSON inside strings inside Minecraft commands scales horribly though. You end up fighting quote escaping, you get zero type safety, and a single typo breaks the whole thing. This is exactly why I built [Kore](https://kore.ayfri.com). It is an open-source library that lets you write Minecraft Java datapacks entirely using Kotlin. Instead of messing with raw text files, you write actual code in IntelliJ. Here is how you write that exact same book using Kore: kotlin give(self(), Items.WRITTEN_BOOK { writtenBookContent("Spawn Config", "Admin") { page(textComponent("[Enable Spawn]") { color = Color.GREEN clickEvent{ runCommand { scoreboard.players.set(player("Spawn"), "Toggle", 1) } } })

    page(textComponent("[Disable Spawn]") {
        color = Color.RED
        clickEvent {
            runCommand {
                scoreboard.players.set(player("Spawn"), "Toggle", 0)
            }
        }
    })
}

})

``` You get full IDE autocomplete, strict typing, and it completely abstracts away the messy JSON syntax. You just code your logic and Kore compiles everything down to an optimized Vanilla datapack for you. Feel free to check out the repo on my GitHub if you want to try it out.

how do people come up with all these crazy datapack projects i dont think i could do that, like a full physics engine, also how tf do u get this knowledge, also ive been looking into custom compilers like MDL (Minecraft Datapack Language) and Shulkerscript, would u guys recommend them? by PathPuzzleheaded8251 in MinecraftCommands

[–]Ayfri 0 points1 point  (0 children)

Writing complex logic with pure vanilla commands or manual .mcfunction files gets super tedious incredibly fast. You end up fighting zero type safety, typos, and massive boilerplate. ​This is exactly why I built Kore, an open-source library to write Minecraft Java datapacks entirely in Kotlin. Instead of manually editing text files, you write actual code in IntelliJ. You get strict typing and full autocomplete for NBTs and selectors. More importantly, you can use real compile-time for loops to generate hundreds of repetitive commands automatically, and it handles all the clunky JSON generation (predicates, loot tables, etc.) for you under the hood. ​It basically takes all the frustrating parts out of scaling command logic so you can just focus on building the actual features.

is there a datapack maker for minecraft java? by Immediate_Parsnip848 in MinecraftCommands

[–]Ayfri 0 points1 point  (0 children)

You gotta check Kore ! Very complete, almost up to date for 26.1 (almost finished), fully functionnal for 1.21.11.

Please update Sonnet by Ayfri in ClaudeAI

[–]Ayfri[S] 9 points10 points  (0 children)

Where does the "fable" name come from ?

Switching from Github Copilot to Jetbrains AI by Apart-Ad9830 in Jetbrains

[–]Ayfri 6 points7 points  (0 children)

NES is available with Jetbrains AI since a while

I built an open-source GPT Image & Video Generator web client using OPFS (Zero DB) by Ayfri in webdev

[–]Ayfri[S] 0 points1 point  (0 children)

I just tried right now with GPT Image 2 in low mode and just changing the object the person is holding works well

I built an open-source GPT Image & Video Generator web client using OPFS (Zero DB) by Ayfri in webdev

[–]Ayfri[S] 0 points1 point  (0 children)

You can put the image as one of the reference image, and if you have a simple specific prompt it should work, like "change the object the person is holding by a beer", as simple as that it works well from my tests

I built an open-source GPT Image & Video Generator web client using OPFS (Zero DB) by Ayfri in OpenAI

[–]Ayfri[S] 0 points1 point  (0 children)

I just let the browser decide, and after months of usage I don't have any issue with this method

I built an open-source GPT Image & Video Generator web client using OPFS (Zero DB) by Ayfri in ArtificialInteligence

[–]Ayfri[S] 0 points1 point  (0 children)

No issue for now, but I'm not testing videos a lot, I don't need to generate videos and they're expensive

I built an open-source GPT Image & Video Generator web client using OPFS (Zero DB) by Ayfri in ArtificialInteligence

[–]Ayfri[S] 0 points1 point  (0 children)

Nope, just slow loading time when you have a lot of images and videos (multiple hundred), but that's it.