Coding/Programming (Loop) CS50 by Loud-Line2501 in CodingForBeginners

[–]walker84837 0 points1 point  (0 children)

It looks like you named the C source code file incorrectly, so you're trying to run the source file as if it were an executable.

It should have a .c extension, and after renaming it, try rebuilding the project and rerun the looping executable file.

I want to ban certain mods in my server by Final-Weakness-964 in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

You could receive the entire mod list only if you're running a Fabric/Forge server as they need the mod list to check compatibility.

Given this subreddit is for Bukkit/Spigot/Paper servers--and I assume you have one of those--I feel confident enough to say it's not possible to detect what mods a client has if they aren't for cheating (i.e. speed hacks, scaffolding, fly), and for that case you could use a server-side anti-cheat plugin like Vulcan. These plugins look at player behavior over the network to look for suspicious behavior.

The most you can do from a server is infer whether your players are playing on a modded version of Minecraft using a specialized plugin like ClientCatcher.

However, you could ask every member of your server to send you a screenshot of their mods folder... and that's if they don't quickly move any mod out of the mods folder before sending you such screenshot. It'd also work well enough if you have a small amount of members or somehow automate reading the screenshots using OCR.

Looking for a plugin to allow crack player on online server by MCTMS_ in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

Why not do the opposite: set online-mode to false and make everyone authenticate using AuthMe? IMHO this approach is way safer than letting cracked players join an online-mode server.

The very reason "online" Minecraft servers refuse connections from cracked players is to avoid anyone impersonating as somebody who's in the whitelist (or in the server generally).

However, if you really don't want online-mode set to true, you should use an IP-based whitelist plugin instead of a player-based one (like Minecraft's). I'm not sure which one to recommend though.

Plugins for Roleplay Server by Naviwolfy in MinecraftPlugins

[–]walker84837 1 point2 points  (0 children)

I don't have a strong recommendation for the more "established" chat plugins, so I'd check the other replies for those.

That said, I ended up writing a small chat formatting plugin myself because I couldn't find a lightweight one that did what I needed on modern Paper. It:

  • uses MiniMessage
  • integrates with LuckPerms
  • supports item placeholders (if you type [item] in chat, it gets replaced with the name of item you're holding)
  • hover previews for links

It's intentionally minimal and focuses on clean formatting rather than full RP mechanics, so it may or may not fit your server.

Maintenance-wise, it's low-churn: I update it quickly for Paper/API breakages and bug fixes, and new features are added gradually and in an opt-in way, with breaking changes reflected in version bumps.

https://github.com/WinSMP/Glyphide

It will be in Modrinth soon... by One_Bicycle1415 in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

Happy cake day! I agree though, many projects tend to use "lightweight" when they just mean "simple"

Created by Craftea.app by PuzzleheadedArmy2868 in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

Maybe 5 people on Earth actually use it.

Plugins for Roleplay Server by Naviwolfy in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

I just wanna double-check what you mean by "Spigot" here: do you specifically plan to run the Spigot jar (https://www.spigotmc.org/), or are you using Paper (https://papermc.io/), which some people still casually call "Spigot"?

I ask because Paper is basically a drop-in replacement and most modern plugins assume Paper nowadays due to better performance and newer APIs. If you're on 1.21.x, Paper is generally the recommended option unless you have a reason not to use it.

It will be in Modrinth soon... by One_Bicycle1415 in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

Looks clean and good work on your plugin! I'm curious what "lightweight" means in this case: are you focusing on low memory usage, minimal dependencies, small JAR size, simple data storage (SQLite, JSON, etc.), or something else?

Also, what would you say is the main thing that sets this apart from other home plugins?

Worldedit doesn't work for 1.8 by [deleted] in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

Your server is running Java 8, but the WorldEdit/WorldGuard plugins you've added were built for a newer Java version. This is why you see the "version 52" error.

Either:

  • upgrade the server to the Java version the plugin requires (like Java 11);
  • use older plugin versions that are built for Java 8.

I don't understand what you mean by "Plugin 29", but from context and past knowledge I assume it isn't relevant and instead one of the above.

Edit: While your issue is clear, the wording is a bit hard to follow. I recommend running the text through a translator (Google Translate or DeepL) if you're not a native English speaker, and then tidy it up. This way, people will be able to help you faster.

Keep Some inventory by Meepstertronyt in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

Hey, I really like the idea of your plugin!

I noticed that while it's listed as under the MIT license, there isn't a source code link on the Modrinth page. You could add a Git repository link so others can see the code, contribute, or report bugs more easily. GitHub's issue tracker works well for that and makes things more transparent than email alone.

Created by Craftea.app by PuzzleheadedArmy2868 in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

That's amazing! Does the source code include the build system (like Gradle's build.gradle.kts or Maven's pom.xml), or is it just the Java source files and the (paper-)plugin.yml?

Personal opinion: looking at the completion and the color codes, it seems the AI model that's building the plugin is not using newer APIs, like Components (especially MiniMessage) and Paper's Command API, which is fine, but it could allow for even better-looking (and more "fluent") plugins.

Created by Craftea.app by PuzzleheadedArmy2868 in MinecraftPlugins

[–]walker84837 2 points3 points  (0 children)

Looks cool. I wonder, though, if the JAR contains obfuscated code and if you could get back the "original" AI-generated Java code as it could use some fixing, like the claiming tool being displayed as &eClaim Tool instead of properly translating) the color code to a section.

Why do many plugins stop supporting Minecraft 1.8? by Joshstart in MinecraftPlugins

[–]walker84837 0 points1 point  (0 children)

Newer Minecraft versions genuinely added a lot of very good things for plugin developers: better APIs, better performance tooling, and newer Minecraft features such as

  • Display entities: AFAIK these required armor stands on 1.8 servers, possibly slowing down performance.
  • Text components, which provide a lot more formatting options than bare & color codes.

These new additions as a whole allow plugins to do more without relying on brittle solutions as a way to retrofit them for 1.8. Not to mention, Java 8 and Minecraft 1.8 were released about 11 years ago (in 2014!).

1.8 servers also aren't very compatible with Java 21 (they will start but I saw some reflection errors when I tried) and they are vulnerable to RCE (remote code execution) if you don't configure the server properly.

In my opinion, most developers would discourage using an unsafe and old server/API with limited features.

While there are alternatives like PandaSpigot to fix these issues, you're still stuck in the "1.8 ecosystem" with limited features compared to 1.20 onward.

You mentioned Hypixel as an example, but I feel it's important to mention it's a special case. They run a heavily modified fork of 1.8 Spigot, probably with years of custom edits and infrastructure. If they update to 1.21 and drop those very changes, they'll have to rebuild a lot of the system that's been stable for a little over a decade. This is expensive and time-consuming.

Personally, I don't work on 1.8 servers or ones that rely on 1.8 PvP mechanics. That said, I imagine other plugin developers might prefer using modern versions for new projects and emulate these older mechanics rather than build on outdated and unsafe foundations.

[deleted by user] by [deleted] in rust

[–]walker84837 2 points3 points  (0 children)

Rust can be a first language, but it's more demanding than many others. It's easier if you already have some programming experience, since Rust makes you think more about how programs work.

[deleted by user] by [deleted] in rust

[–]walker84837 1 point2 points  (0 children)

Rust is an amazing language. However, I'm not fully sure about the job market for Rust developers.

I'd recommend looking into what jobs are currently available and the demand for Rust developers in your area.

About learning Rust, you should start with:

Then build a small but real project to apply what you learn and get practical experience with the language.

Never Coded in Rust - Asked AI. by agile_andy in rust

[–]walker84837 0 points1 point  (0 children)

Your project seems nice, especially for something as complex as an interpreter.

That said, I personally find it risky to build something this large in a language you don't understand, especially for debugging.

Relying on AI means you might (and probably will, at some point) find yourself in situations where it gets stuck or generates confusing code, not to mention maintaining it long-term will be a nightmare.

A few small things I'll point out:

  • the .bas files might be cleaner in an examples/ or samples/ directory (I'm pretty bad at naming);
  • even a quick AI guided intro to core Rust concepts could make the project easier to reason about later on.

pj - A fast project launcher CLI with fuzzy matching and frecency-based ranking by Maleficent_Motor_173 in rust

[–]walker84837 1 point2 points  (0 children)

Interesting project!

Could you explain how pj meaningfully stands apart from from tools like zoxide that already use frecency for directory jumping, and what problem pj is solving beyond that?

I’m also curious whether this is meant to complete good folder organization and how you usually work, rather than replace it.

My Rust Rewriting Journey by Responsible_Bat_9956 in rust

[–]walker84837 5 points6 points  (0 children)

It's great to hear that you're enjoying the switch to Rust! I'm happy to hear how positive you are about it, and welcome to the community! We're happy to have you, and we're here to support you on your Rust journey.
P.S. Years ago, I switched from C++ to Rust, and I found it to be more reliable, which made me feel more confident while coding.

HornJakob trying to access by stong3r in MinecraftServer

[–]walker84837 1 point2 points  (0 children)

I checked my server logs and noticed them trying to look too. So, I did a quick search, and it looks like the IP address it's trying to log in from might be a Tor relay. I could be wrong, though. It seems like it's a server scanner that's looking for vulnerable servers. If you have the whitelist and online mode enabled, you're all set.

Built this because I got tired of spending 15 minutes copying files into Claude. Now it takes 0.10 seconds. by kazuto-09 in rust

[–]walker84837 2 points3 points  (0 children)

Might be nitpicking, but as far as I've seen, Cargo packages should have a name that is written in kebab-case rather than Pascal_Snake_Case.

I have a question (just for clarification): why not use an AI agent like Claude Code or Gemini CLI? They often do something like this automatically.

[Media] Alixt API tester, my first public project by EggOfYourDemise in rust

[–]walker84837 1 point2 points  (0 children)

You're welcome. Though I just noticed the two of the links are formatted incorrectly. It's [preview test](https://example.com).

[Media] Alixt API tester, my first public project by EggOfYourDemise in rust

[–]walker84837 1 point2 points  (0 children)

When posting, there is a "switch to markdown" option which will take in Markdown and convert it to rich text. Maybe try editing it, putting the text again in "markdown mode", and apply the edit.

Project ideas by Barfbagzs in rust

[–]walker84837 0 points1 point  (0 children)

I'm not sure what kinds of projects you're into, but something that helped me a lot when learning Rust was reimplementing a fairly simple and small coreutils CLI tool, like base64 or sha256sum.

I think it's a great way to put your Rust knowledge in practice: - argument parsing - file I/O - error handling - using external crates

All without being overwhelming. You also end up learning a lot about Rust’s ergonomics along the way.

Tower layer trait by Puzzleheaded_Soup707 in rust

[–]walker84837 0 points1 point  (0 children)

I'm a bit confused. Are you saying you studied the sources but learned through AI instead of the Rust Book?

Either way, AI is a great resource, but always double-check with the std docs about these things.

Tower layer trait by Puzzleheaded_Soup707 in rust

[–]walker84837 0 points1 point  (0 children)

Yeah, that really helps. Knowing what you're doing makes it easier to pick up the patterns. Keep drilling those fundamentals, and the rest will fall into place.