This lets you mod things server-side only (ie clients don’t need to install mods). And do so without having to compile or do much other than have a text editor. There are some limits (eg you can’t introduce new textures or models) but it’s still a lot of fun.

Mischief I’ve been up to with it:

  • Make cows and horses shearable (drops leather, reverts them to baby form temporarily) by intercepting PlayerUseEntityEvent
  • Disable fall damage near a particular mysterious tall tower and play a splash noise instead, by intercepting BeforeLivingEntityDamageEvent
  • Add mysterious sometimes-teleporters to two sets of identical ruins (one near spawn). My friends hated this, the rules to get it to work were too arbitrary. I felt like a 90’s adventure game developer.
  • Add an /easydifficulty command (sets a player’s max health higher), because some people on the server just wanted to farm, build and chill.
  • A deathchest mod, where the inventory is stored in an invisible minecraft:interaction entity stretched over a sign with a head on top. The advantage of this over chests is that all the items can be restored to their original inventory slots (including cursed armor xD) as I can store arbitrary data.
  • Add a /crush <player> command, which informs the target that you have a crush on them and gives them a free rose.
  • Piotrex@lemmy.world
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    2 days ago

    The teleporters sound like they need a consistent visual clue. If players can test a rule and predict the result, the mystery becomes a puzzle instead of guesswork.

    • WaterWaiver@aussie.zoneOP
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      1 day ago

      I feel torn. I also want to troll my friends. A bad UX is what they deserve, especially that friend who works in the printer industry and complains all the time about how badly documented many minecraft mods are.

      One of the ways to get my portal to work was to hold exactly 7 items in your current hand. This is also how I want Firefox’s new UI to work.

  • Ephera@lemmy.ml
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    5 days ago

    Wow, this sounds like that modder played Luanti and figured they want that feature ported back into Minecraft. 😅

    As in, Luanti has had server-side modding for a long time, and unsurprisingly, it uses Lua for its modding API…

    • PlzGibHugs@piefed.ca
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      4 days ago

      From my understanding, this is a lot more powerful than anything Luanti normally offers. Its not server-side modding (Minecraft has obviously had that for ages), its a full LUA interpreter with an in-game interface for clients to write scripts, and upload them to the server on the fly.

      Edit: I was wrong, its just a mod loader running entirely server-side, without a way for clients to interact with it, so it basically just adds the ability for the server to run LUA scripts alongside other Java mods and datapacks.

      • WaterWaiver@aussie.zoneOP
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        4 days ago

        Its not server-side modding (Minecraft has obviously had that for ages), its a full LUA interpreter with an in-game interface for clients to write scripts, and upload them to the server on the fly.

        Nope. It’s server side modding. The clients don’t get to execute arbitrary lua on the server (unless they are hosting or opped) and only someone with access to the server filesystem can upload scripts.

        • PlzGibHugs@piefed.ca
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          4 days ago

          Oh, thats disappointing. Still neat to add a LUA mod loader to Minecraft, and will probably help those coming from other games that use LUA, but given that Minecraft is already written in easily-decompiled Java, and has a separate API for simpler mods/scripts (datapacks) still feels kind-of redundant.

    • WaterWaiver@aussie.zoneOP
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      4 days ago

      I used to play a bit of Minetest, but it was hard to convince my friends to join. This is a compromise they are willing to do though.