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💻 Coding random stuff

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💻 Coding random stuff
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import mc from "npm:minecraft-protocol";
import PrismarineChunk from "npm:prismarine-chunk";
import Vec3 from "npm:vec3";
import MCData from "npm:minecraft-data";
const mcData = MCData('1.16.5')
const Chunk = PrismarineChunk('1.16.5')
const server = mc.createServer({
'online-mode': true,
encryption: true,
@Bloxs
Bloxs / README.md
Created February 2, 2024 00:48
Geometry Dash Asset Exporter

Geometry Dash Asset Exporter

This script is made for exporting the image sheets in Geometry Dash (Ie WorldSheet, GameSheet, etc)

Setup

  1. Download this script & Deno
  2. Create an assets folder
  3. Copy the respective .png and .plist for your asset into the folder
  4. Run the script
  5. Provide the name of the file without the extension
  6. You're done, just check out the out folder
@Bloxs
Bloxs / Readme.md
Last active January 17, 2025 20:21
Discord emote exporter

Discord emote exporter

  1. Paste the contents of RunOnClient.js into your developer console once you're inside the specific server > settings > emojis
  2. Copy the long message sent in developer console formatted link - name

If you want to take those exported emojis into guilded:

  1. Create a emojis.txt file with those contents and an index.ts file with RunOnDesktop.js's content
  2. Run the file using Deno with the following command: deno run --allow-read --allow-write index.ts
  3. Upload all JSON files in the newly created exported folder to a file sharing site (or copy paste the contents onto a paste site)
  4. Paste those json links into guilded & import them
@Bloxs
Bloxs / server.cfg
Last active July 16, 2022 19:07
My tf2 server config
// QoL Settings
// - Disable time limt
mp_timelimit 0
// - Immediate respawn
mp_disable_respawn_times 1
mp_respawnwavetime -1
// - Remove 'Waiting for players' pre-game thing
mp_waitingforplayers_cancel 1
mp_enableroundwaittime 0
// - All chat
@Bloxs
Bloxs / bukkitToTellraw.ts
Last active March 5, 2024 22:38
Convert bukkit color codes to /tellraw components
interface ChatJSON {
text?: string;
color?: string;
bold?: boolean;
italic?: boolean;
underlined?: boolean;
strikethrough?: boolean;
obfuscated?: boolean;
score?: {
name: string;