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I was working on a build for play almost %80 of all NBS songs published at noteblock.world so i made this basic system for it. [image: 1766533404843-system-preview.png]
You can play almost any song with that, if instruments is not enough, you can add more instruments up there[image: 1766533502360-upper-part.png]
Just be sure to be top of the dirt block and you're ready to go
[image: 1766533636359-inside-dirt.png]
Here's the list what can she play [image: 1766533702936-list.png]
Schematic Download link : EngineHub
Here's a preview while system is working Youtube
I think I know an aac 4.4.2 server, It's called skywars.com, it's not compatible with via version. and has glitches when you do so. typing /aac will say "AAC Licensed to https://www.spigotmc.org/members/805", meaning that it probably uses a custom modded version of aac.
LB has config for skywars.com, though it's old, the fly will not work.
While playing on servers running Minecraft 1.21.6 or newer, I noticed that the HUB module's hotbar feature doesn't seem to fully align with Mojang's updated action bar implementation—it doesn’t look very polished and slightly overlaps the top area of the inventory screen.
I was wondering if it might be possible to add a dedicated hotbar-style action bar as an alternative?
[image: 1768022044602-ce677c22-3ee1-4d9a-97de-d50afd455fba-image.png]
Bypass matrix today (Matrix7145FlagLongJump outdated)
package net.ccbluex.liquidbounce.features.module.modules.movement.longjump.modes
import net.ccbluex.liquidbounce.config.types.Choice
import net.ccbluex.liquidbounce.config.types.ChoiceConfigurable
import net.ccbluex.liquidbounce.config.types.NamedChoice
import net.ccbluex.liquidbounce.event.events.PacketEvent
import net.ccbluex.liquidbounce.event.handler
import net.ccbluex.liquidbounce.event.tickHandler
import net.ccbluex.liquidbounce.features.module.modules.movement.longjump.ModuleLongJump
import net.ccbluex.liquidbounce.utils.entity.withStrafe
import net.ccbluex.liquidbounce.utils.math.copy
import net.minecraft.network.packet.c2s.play.PlayerMoveC2SPacket
import net.minecraft.network.packet.s2c.play.PlayerPositionLookS2CPacket
internal object MatrixNewLongJump : Choice("MatrixNew") {
override val parent: ChoiceConfigurable<*>
get() = ModuleLongJump.mode
private enum class MotionMode(override val choiceName: String) : NamedChoice {
Stable("Stable"),
Last("Last")
}
private enum class BypassMethod(override val choiceName: String) : NamedChoice {
Fall("Fall"),
NoGround("NoGround")
}
private val motionMode by enumChoice("MotionMode", MotionMode.Stable)
private val bypassMethod by enumChoice("BypassMethod", BypassMethod.Fall)
private val boostSpeed by float("MatrixNew-BoostSpeed", 2.1f, -3.0f..8.0f)
private val motionY by float("MotionY", 0.42f, 0.0f..5.0f)
private var savedX = 0.0
private var savedY = 0.0
private var savedZ = 0.0
private var receivedFlag = false
private var canBoost = false
private var boosted = false
private var touchGround = false
override fun enable() {
receivedFlag = false
canBoost = false
boosted = false
touchGround = false
if (bypassMethod == BypassMethod.NoGround) {
if (player.isOnGround) player.jump()
touchGround = true
}
}
override fun disable() {
receivedFlag = false
canBoost = false
boosted = false
touchGround = false
}
@Suppress("unused")
private val packetRecv = handler<PacketEvent> {
val packet = it.packet
if (packet is PlayerPositionLookS2CPacket) {
receivedFlag = true
if (motionMode == MotionMode.Last) {
canBoost = false
val vel = player.velocity
savedX = vel.x
savedY = vel.y
savedZ = vel.z
}
}
}
@Suppress("unused")
private val packetSend = handler<PacketEvent> {
val packet = it.packet
if (packet is PlayerMoveC2SPacket) {
if (motionMode == MotionMode.Last && receivedFlag) {
player.velocity = player.velocity.copy(x = savedX, y = savedY, z = savedZ)
canBoost = false
receivedFlag = false
}
}
}
@Suppress("unused")
private val tick = tickHandler {
if (!player.isOnGround && touchGround) touchGround = false
if (player.isOnGround && !touchGround) {
player.jump()
boosted = false
if (bypassMethod == BypassMethod.NoGround && !boosted) {
canBoost = true
}
}
if (player.fallDistance >= 0.25f && !boosted && bypassMethod == BypassMethod.Fall) {
canBoost = true
}
if (canBoost) {
val yaw = player.yaw
player.velocity = player.velocity
.withStrafe(speed = boostSpeed.toDouble(), yaw = yaw, input = null)
.copy(y = motionY.toDouble())
boosted = true
}
if (receivedFlag && boosted) {
canBoost = false
receivedFlag = false
}
}
}
ported from - https://yougame.biz/threads/360241/
[image: 1739619958719-801dc743-7715-478d-995c-c695388eca5e-image.png]
dist.zip
Features (maybe xD)
reveal effect from https://github.com/d2phap/fluent-reveal-effect
[image: 1739620123639-780a460d-9f42-4d85-8d84-c7bfc4f2f3d9-image.png]
absolutely no rounded corner
use platform dependent font Hack and not packaging it into the theme xD
in-consistent effect application (not on buttons like Bind)
not polished at all
other gui not changed at all
horrible performance
no instruction to install at all
Jokes aside this is indeed a WIP theme and don't expect it be perfect. To contribute to this theme, prs and issues are welcomed, https://github.com/commandblock2/GoodOldFluentDesign
Who knows how to transfer a part of the code correctly?
const eg = "" + new URL("../sounds/enable.ogg", import.meta.url).href,
ag = "" + new URL("../sounds/disable.ogg", import.meta.url).href,
ig = "" + new URL("../sounds/warn.ogg", import.meta.url).href,
ng = "" + new URL("../sounds/success.ogg", import.meta.url).href;
and everything related to it is from the index-DjpJZZMI file.js of the jullobaounce theme to the beautify theme index-B5bW362k file.
And also how to make the number of totems in the player's inventory displayed, for example, to the left of his cursor (+).
I made a plugin using AI that provides a chat interface—just for fun.
The plugin's sole purpose is to expose an interface that allows you to connect via TCP. You could potentially build an AI chatbot or a trolling bot on top of it—the possibilities depend entirely on your creativity.
The plugin may not be perfect, so I’d greatly appreciate any feedback or suggestions!
Have fun!
scripts.zip
[image: 1730867961435-vlcsnap-2024-11-06-05h39m14s168-resized.png]
With this script, games developed for the Nintendo Entertainment System (NES) can be played directly in LiquidBounce. Based on JSNES by bfirsh. A demo video on YouTube can be found here.
Video
https://youtu.be/-M1xCYokurs
How to use
Place the nes_emulator folder into your scripts folder.
Navigate into the nes_emulator folder and put you NES games into the roms folder.
Launch LiquidBounce, right click NESEmulator inside the ClickGUI and select the game you want to play.
Enable NESEmulator.
Important! Performance might be terrible at first. It will improve once hot code compilation kicks in.
Default Keybinds
NES button
Keyboard Bind
A
Z
B
X
Select
C
Start
V
Up
Arrow Up
Down
Arrow Down
Left
Arrow Left
Right
Arrow Right
Download
LiquidBounce_nes_emulator_Minecraft_1_21_11.zip