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Modules/Binds not saving on page reload? (FIXED It was my click GUI and needed to implement localstorage to my GUI) #6

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opened 2025年06月15日 12:39:47 +02:00 by Ghost · 57 comments

so, binds and modules are not saving when I reload. Example - I untoggled autoqueue and then reloaded. Then I joined back and it was still there?! and the bind had gone.. THIS IS FIXED

everything works perfectly apart from fly (because it is patched ig) but yea

(I made AutoFunnyChat yay ) you can use this/improve this RealPacket!

ee6-lang/CookForMiniblox@8868ca77d1

so, binds and modules are not saving when I reload. Example - I untoggled autoqueue and then reloaded. Then I joined back and it was still there?! and the bind had gone.. THIS IS FIXED everything works perfectly apart from fly (because it is patched ig) but yea (I made AutoFunnyChat yay ✋) you can use this/improve this RealPacket! https://codeberg.org/ee6-lang/CookForMiniblox/commit/8868ca77d1592a71a946c4b5cfdda8ae63030cde
Ghost changed title from (削除) Modules/Binds not saving on page reload (削除ここまで) to Modules/Binds not saving on page reload? 2025年06月15日 12:42:22 +02:00

🤑

🤑

also uhhh idk

also uhhh idk

ah ok fair

ah ok fair

nevermind it works lmao! (I did smth wrong with my own client!)

I just used the og vape script and it is back to normal!

nevermind it works lmao! (I did smth wrong with my own client!) I just used the og vape script and it is back to normal!
Ghost changed title from (削除) Modules/Binds not saving on page reload? (削除ここまで) to Modules/Binds not saving on page reload? FIXED 2025年06月15日 18:27:54 +02:00
Ghost changed title from (削除) Modules/Binds not saving on page reload? FIXED (削除ここまで) to Modules/Binds not saving on page reload? (FIXED) 2025年06月15日 18:28:14 +02:00

I made more stuff for the client which you can include I'm adding them to here now

I made more stuff for **the** client which you can include I'm adding them to here now

ee6-lang/CookForMiniblox@68ce49eac6 - scaffold improvements

ee6-lang/CookForMiniblox@b95f958955 - Better Autodrop improvements

ee6-lang/CookForMiniblox@60c51bee2d - Better ChestSteal

🤑🤑 client ++

you can use this RealPacket!! (for this client) 🤑

https://codeberg.org/ee6-lang/CookForMiniblox/commit/68ce49eac6d247bb51a7f986de790bd50df5c4f3 - scaffold improvements https://codeberg.org/ee6-lang/CookForMiniblox/commit/b95f9589555905a7f5482a6c9a08762bfb2a4d70 - Better Autodrop improvements https://codeberg.org/ee6-lang/CookForMiniblox/commit/60c51bee2d4b887e0da031ebed73a315cfe4801b - Better ChestSteal 🤑🤑 client ++ **you can use this RealPacket!! (for this client) 🤑**
Ghost changed title from (削除) Modules/Binds not saving on page reload? (FIXED) (削除ここまで) to Modules/Binds not saving on page reload? (FIXED ig) 2025年06月18日 19:02:36 +02:00

testing with the rise logo lmao (as a test) but it works!

testing with the rise logo lmao (as a test) but it works!

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

testing with the rise logo lmao (as a test) but it works!

It's not very hard to change the logo (I think that's the Rise alts logo and not the actual logo idk).

Also, I made a not-really-working-very-good NoFall by using ladder motions to try and trick the game into thinking it shouldn't add to the fall damage. The AntiCheat sometimes interferes and setbacks you down, breaking the NoFall (or sometimes not), and sometimes not.

// try to not go up too much,
// since the ac might setback us down or break the NoFall,
// tweak this (the '2' or '== 0' in '% 2 == 0', ticksExisted is just the age of the entity)
// the ac will flag you if the simulated position differs from your player input packet's position by a magnitude of >2
// (or 1.98?, that's the value used in the code for desync in the translation layer)
if (player.ticksExisted % 2 == 0)
 player.motion.y = 0.2;
else
 player.motion.y *= -0.5;

this should work since miniblox code isn't too different from 1.8.9 MCP (minecraft coder pack (previously? called mod coder pack), what most clients including mine uses).

If you want a more reliable NoFall, the only one I know works 99% of the time is simply desync NoFall. Simply desync (pause inputSequenceNumber being incremented in PlayerMovement#updatePlayerMoveState, don't forget to keep your pos difference <1.98 of the previous pos, vector reuses your local pos every 20 ticks so it's 2 BPS) before you use a negative Y motion (blink NoFall was patched so you can't just pause before the fall distance is >=3) and resync (start incrementing inputSequenceNumber)
See how the translation layer implemented desync: github.com/7GrandDadPGN/MinibloxTranslationLayer@cce5b137bb
If vector ever breaks the client, just let me know and I'll update it, since I don't really do anything with this anymore (its original purpose was so I could try and find a crits bypass pre-prediction (back in the disabler wars days with the silent accept), and then later when prediction was added, xylex used my vape for miniblox fork so he could try and find a funny bypass (its the fly bypass you know, jump and then float for like 5 ticks with slower timer)).

also Rise always loses to Vape for Miniblox or literally any other client 🔥

if you want a speed bypass, my method is simply spamming resync (some people think it's weird / gay, but if it works it works TM️), I tried making it a bit more silent by sending player input packets with the last setback pos, but it doesn't boost forward now (idrc though, it goes like 20 or 15 BPS, more than their 6-15 or something BPS speed lol).
Also, Miniblox ac setbacks on the 24th tick (at least the old one's speed checks).

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5500715: > testing with the rise logo lmao (as a test) but it works! It's not very hard to change the logo (I think that's the Rise alts logo and not the actual logo idk). Also, I made a not-really-working-very-good NoFall by using ladder motions to try and trick the game into thinking it shouldn't add to the fall damage. The AntiCheat sometimes interferes and setbacks you down, breaking the NoFall (or sometimes not), and sometimes not. ```js // try to not go up too much, // since the ac might setback us down or break the NoFall, // tweak this (the '2' or '== 0' in '% 2 == 0', ticksExisted is just the age of the entity) // the ac will flag you if the simulated position differs from your player input packet's position by a magnitude of >2 // (or 1.98?, that's the value used in the code for desync in the translation layer) if (player.ticksExisted % 2 == 0) player.motion.y = 0.2; else player.motion.y *= -0.5; ``` this should work since miniblox code isn't too different from 1.8.9 MCP (minecraft coder pack (previously? called mod coder pack), what most clients including mine uses). If you want a more reliable NoFall, the only one I know works 99% of the time is simply desync NoFall. Simply desync (pause inputSequenceNumber being incremented in PlayerMovement#updatePlayerMoveState, don't forget to keep your pos difference <1.98 of the previous pos, vector reuses your local pos every 20 ticks so it's 2 BPS) before you use a negative Y motion (blink NoFall was patched so you can't just pause before the fall distance is >=3) and resync (start incrementing inputSequenceNumber) See how the translation layer implemented desync: https://github.com/7GrandDadPGN/MinibloxTranslationLayer/commit/cce5b137bbf86c0d72cec52c2d87fc2c6faa2d70 If vector ever breaks the client, just let me know and I'll update it, since I don't really do anything with this anymore (its original purpose was so I could try and find a crits bypass pre-prediction (back in the disabler wars days with the silent accept), and then later when prediction was added, xylex used my vape for miniblox fork so he could try and find a funny bypass (its the fly bypass you know, jump and then float for like 5 ticks with slower timer)). *also Rise always loses to Vape for Miniblox or literally any other client 🔥* if you want a speed bypass, my method is simply spamming resync (some people think it's weird / gay, but if it works it works :tm:), I tried making it a bit more silent by sending player input packets with the last setback pos, but it doesn't boost forward now (idrc though, it goes like 20 or 15 BPS, more than their 6-15 or something BPS speed lol). Also, Miniblox ac setbacks on the 24th tick (at least the old one's speed checks).

might actually make a click GUI so this isn't myau client (minecraft java client which has no click GUI, every client except Myau has a click GUI lol)

might actually make a click GUI so this isn't myau client (minecraft java client which has no click GUI, every client except Myau has a click GUI lol)

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

68ce49eac6 - scaffold improvements with strict y checks/(auto rotations doesnt work because of the damn anticheat)

you don't need rotations for scaffold btw lol

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5468583: > [`68ce49eac6`](https://codeberg.org/ee6-lang/CookForMiniblox/commit/68ce49eac6d247bb51a7f986de790bd50df5c4f3) - scaffold improvements with strict y checks/(auto rotations doesnt work because of the damn anticheat) you don't need rotations for scaffold btw lol

@RealPacket wrote in RealPacket/VapeForMiniblox#6 (comment):

@ee6-lang wrote in #6 (comment):

68ce49eac6 - scaffold improvements

you don't need rotations for scaffold btw lol

oh ok I removed it lmao

@RealPacket wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5514572: > @ee6-lang wrote in #6 (comment): > > > [`68ce49eac6`](https://codeberg.org/ee6-lang/CookForMiniblox/commit/68ce49eac6d247bb51a7f986de790bd50df5c4f3) - scaffold improvements > > you don't need rotations for scaffold btw lol oh ok I removed it lmao

@RealPacket wrote in RealPacket/VapeForMiniblox#6 (comment):

@ee6-lang wrote in #6 (comment):
Also, I made a not-really-working-very-good NoFall by using ladder motions to try and trick the game into thinking it shouldn't add to the fall damage. The AntiCheat sometimes interferes and setbacks you down, breaking the NoFall (or sometimes not), and sometimes not.

// try to not go up too much,
// since the ac might setback us down or break the NoFall,
// tweak this (the '2' or '== 0' in '% 2 == 0', ticksExisted is just the age of the entity)
// the ac will flag you if the simulated position differs from your player input packet's position by a magnitude of >2
// (or 1.98?, that's the value used in the code for desync in the translation layer)
if (player.ticksExisted % 2 == 0)
 player.motion.y = 0.2;
else
 player.motion.y *= -0.5;

this should work since miniblox code isn't too different from 1.8.9 MCP (minecraft coder pack (previously? called mod coder pack), what most clients including mine uses).

you need to add a fall distance check, but vector is annoying and doesn't set the value on the client so... lol

@RealPacket wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5514482: > @ee6-lang wrote in #6 (comment): > Also, I made a not-really-working-very-good NoFall by using ladder motions to try and trick the game into thinking it shouldn't add to the fall damage. The AntiCheat sometimes interferes and setbacks you down, breaking the NoFall (or sometimes not), and sometimes not. > > ```js > // try to not go up too much, > // since the ac might setback us down or break the NoFall, > // tweak this (the '2' or '== 0' in '% 2 == 0', ticksExisted is just the age of the entity) > // the ac will flag you if the simulated position differs from your player input packet's position by a magnitude of >2 > // (or 1.98?, that's the value used in the code for desync in the translation layer) > if (player.ticksExisted % 2 == 0) > player.motion.y = 0.2; > else > player.motion.y *= -0.5; > ``` > > this should work since miniblox code isn't too different from 1.8.9 MCP (minecraft coder pack (previously? called mod coder pack), what most clients including mine uses). > you need to add a fall distance check, but vector is annoying and doesn't set the value on the client so... lol

lmao

lmao

every fly that I have tested either

Breaks Movement

Or y checks push you down to void level

Vector AntiCheat is like a paranoid hall monitor that flags you for breathing too fast while letting the real cheaters moonwalk through walls. 😭💀

every fly that I have tested either Breaks Movement Or y checks push you down to void level Vector AntiCheat is like a paranoid hall monitor that flags you for breathing too fast while letting the real cheaters moonwalk through walls. 😭💀

working on nametags update 🤑

working on nametags update 🤑

whoops accidentally opened it again lmao

whoops accidentally opened it again lmao
// CHAMS (created by me :D)
	addModification(')&&(p.mesh.visible=this.shouldRenderEntity(p))', `
 if (p && p.id != player.id) {
 function hslToRgb(h, s, l) {
 let r, g, b;
 if(s === 0){ r = g = b = l; }
 else {
 const hue2rgb = (p, q, t) => {
 if(t < 0) t += 1;
 if(t > 1) t -= 1;
 if(t < 1/6) return p + (q - p) * 6 * t;
 if(t < 1/2) return q;
 if(t < 2/3) return p + (q - p) * (2/3 - t) * 6;
 return p;
 };
 const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
 const pp = 2 * l - q;
 r = hue2rgb(pp, q, h + 1/3);
 g = hue2rgb(pp, q, h);
 b = hue2rgb(pp, q, h - 1/3);
 }
 return {
 r: Math.round(r * 255),
 g: Math.round(g * 255),
 b: Math.round(b * 255)
 };
 }
 function applyOutlineGlow(mesh, colorHex) {
 if (!mesh || !mesh.material) return;
 if (!mesh.userData.outlineClone) {
 const outlineMaterial = mesh.material.clone();
 outlineMaterial.color.setHex(0x000000);
 outlineMaterial.emissive.setHex(colorHex);
 outlineMaterial.emissiveIntensity = 1;
 outlineMaterial.transparent = true;
 outlineMaterial.opacity = 0.7;
 outlineMaterial.depthTest = false;
 const outline = mesh.clone();
 outline.material = outlineMaterial;
 outline.scale.multiplyScalar(1.05);
 outline.renderOrder = mesh.renderOrder + 1;
 mesh.add(outline);
 mesh.userData.outlineClone = outline;
 } else {
 mesh.userData.outlineClone.material.emissive.setHex(colorHex);
 }
 }
 if (enabledModules["Chams"]) {
 const time = Date.now() / 5000;
 const hue = time % 1;
 const rgb = hslToRgb(hue, 1, 0.5);
 const colorHex = (rgb.r << 16) + (rgb.g << 8) + rgb.b;
 if (p.mesh.meshes) {
 for (const key in p.mesh.meshes) {
 const mesh = p.mesh.meshes[key];
 if (!mesh?.material) continue;
 mesh.material.depthTest = false;
 mesh.renderOrder = 3;
 mesh.material.color.setHex(colorHex);
 mesh.material.emissive.setHex(colorHex);
 mesh.material.emissiveIntensity = 0.8;
 applyOutlineGlow(mesh, colorHex);
 }
 }
 if (p.mesh.armorMesh) {
 for (const key in p.mesh.armorMesh) {
 const mesh = p.mesh.armorMesh[key];
 if (!mesh?.material) continue;
 mesh.material.depthTest = false;
 mesh.renderOrder = 4;
 mesh.material.color.setHex(colorHex);
 mesh.material.emissive.setHex(colorHex);
 mesh.material.emissiveIntensity = 0.8;
 applyOutlineGlow(mesh, colorHex);
 }
 }
 if (p.mesh.capeMesh && p.mesh.capeMesh.children.length > 0) {
 const cape = p.mesh.capeMesh.children[0];
 if (cape.material) {
 cape.material.depthTest = false;
 cape.renderOrder = 5;
 cape.material.color.setHex(colorHex);
 cape.material.emissive.setHex(colorHex);
 cape.material.emissiveIntensity = 0.8;
 applyOutlineGlow(cape, colorHex);
 }
 }
 if (p.mesh.hatMesh && p.mesh.hatMesh.children.length > 0) {
 for (const mesh of p.mesh.hatMesh.children[0].children) {
 if (!mesh.material) continue;
 mesh.material.depthTest = false;
 mesh.renderOrder = 4;
 mesh.material.color.setHex(colorHex);
 mesh.material.emissive.setHex(colorHex);
 mesh.material.emissiveIntensity = 0.8;
 applyOutlineGlow(mesh, colorHex);
 }
 }
 } else {
 if (p.mesh.meshes) {
 for (const key in p.mesh.meshes) {
 const mesh = p.mesh.meshes[key];
 if (!mesh?.material) continue;
 mesh.material.depthTest = true;
 mesh.renderOrder = 0;
 mesh.material.color.setHex(0xffffff);
 mesh.material.emissive.setHex(0x000000);
 mesh.material.emissiveIntensity = 0;
 if (mesh.userData.outlineClone) {
 mesh.remove(mesh.userData.outlineClone);
 mesh.userData.outlineClone = null;
 }
 }
 }
 if (p.mesh.armorMesh) {
 for (const key in p.mesh.armorMesh) {
 const mesh = p.mesh.armorMesh[key];
 if (!mesh?.material) continue;
 mesh.material.depthTest = true;
 mesh.renderOrder = 0;
 mesh.material.color.setHex(0xffffff);
 mesh.material.emissive.setHex(0x000000);
 mesh.material.emissiveIntensity = 0;
 if (mesh.userData.outlineClone) {
 mesh.remove(mesh.userData.outlineClone);
 mesh.userData.outlineClone = null;
 }
 }
 }
 if (p.mesh.capeMesh && p.mesh.capeMesh.children.length > 0) {
 const cape = p.mesh.capeMesh.children[0];
 if (cape.material) {
 cape.material.depthTest = true;
 cape.renderOrder = 0;
 cape.material.color.setHex(0xffffff);
 cape.material.emissive.setHex(0x000000);
 cape.material.emissiveIntensity = 0;
 }
 if (cape.userData.outlineClone) {
 cape.remove(cape.userData.outlineClone);
 cape.userData.outlineClone = null;
 }
 }
 if (p.mesh.hatMesh && p.mesh.hatMesh.children.length > 0) {
 for (const mesh of p.mesh.hatMesh.children[0].children) {
 if (!mesh.material) continue;
 mesh.material.depthTest = true;
 mesh.renderOrder = 0;
 mesh.material.color.setHex(0xffffff);
 mesh.material.emissive.setHex(0x000000);
 mesh.material.emissiveIntensity = 0;
 if (mesh.userData.outlineClone) {
 mesh.remove(mesh.userData.outlineClone);
 mesh.userData.outlineClone = null;
 }
 }
 }
 }
 }
`);
``` hehe rainbow chams
```js // CHAMS (created by me :D) addModification(')&&(p.mesh.visible=this.shouldRenderEntity(p))', ` if (p && p.id != player.id) { function hslToRgb(h, s, l) { let r, g, b; if(s === 0){ r = g = b = l; } else { const hue2rgb = (p, q, t) => { if(t < 0) t += 1; if(t > 1) t -= 1; if(t < 1/6) return p + (q - p) * 6 * t; if(t < 1/2) return q; if(t < 2/3) return p + (q - p) * (2/3 - t) * 6; return p; }; const q = l < 0.5 ? l * (1 + s) : l + s - l * s; const pp = 2 * l - q; r = hue2rgb(pp, q, h + 1/3); g = hue2rgb(pp, q, h); b = hue2rgb(pp, q, h - 1/3); } return { r: Math.round(r * 255), g: Math.round(g * 255), b: Math.round(b * 255) }; } function applyOutlineGlow(mesh, colorHex) { if (!mesh || !mesh.material) return; if (!mesh.userData.outlineClone) { const outlineMaterial = mesh.material.clone(); outlineMaterial.color.setHex(0x000000); outlineMaterial.emissive.setHex(colorHex); outlineMaterial.emissiveIntensity = 1; outlineMaterial.transparent = true; outlineMaterial.opacity = 0.7; outlineMaterial.depthTest = false; const outline = mesh.clone(); outline.material = outlineMaterial; outline.scale.multiplyScalar(1.05); outline.renderOrder = mesh.renderOrder + 1; mesh.add(outline); mesh.userData.outlineClone = outline; } else { mesh.userData.outlineClone.material.emissive.setHex(colorHex); } } if (enabledModules["Chams"]) { const time = Date.now() / 5000; const hue = time % 1; const rgb = hslToRgb(hue, 1, 0.5); const colorHex = (rgb.r << 16) + (rgb.g << 8) + rgb.b; if (p.mesh.meshes) { for (const key in p.mesh.meshes) { const mesh = p.mesh.meshes[key]; if (!mesh?.material) continue; mesh.material.depthTest = false; mesh.renderOrder = 3; mesh.material.color.setHex(colorHex); mesh.material.emissive.setHex(colorHex); mesh.material.emissiveIntensity = 0.8; applyOutlineGlow(mesh, colorHex); } } if (p.mesh.armorMesh) { for (const key in p.mesh.armorMesh) { const mesh = p.mesh.armorMesh[key]; if (!mesh?.material) continue; mesh.material.depthTest = false; mesh.renderOrder = 4; mesh.material.color.setHex(colorHex); mesh.material.emissive.setHex(colorHex); mesh.material.emissiveIntensity = 0.8; applyOutlineGlow(mesh, colorHex); } } if (p.mesh.capeMesh && p.mesh.capeMesh.children.length > 0) { const cape = p.mesh.capeMesh.children[0]; if (cape.material) { cape.material.depthTest = false; cape.renderOrder = 5; cape.material.color.setHex(colorHex); cape.material.emissive.setHex(colorHex); cape.material.emissiveIntensity = 0.8; applyOutlineGlow(cape, colorHex); } } if (p.mesh.hatMesh && p.mesh.hatMesh.children.length > 0) { for (const mesh of p.mesh.hatMesh.children[0].children) { if (!mesh.material) continue; mesh.material.depthTest = false; mesh.renderOrder = 4; mesh.material.color.setHex(colorHex); mesh.material.emissive.setHex(colorHex); mesh.material.emissiveIntensity = 0.8; applyOutlineGlow(mesh, colorHex); } } } else { if (p.mesh.meshes) { for (const key in p.mesh.meshes) { const mesh = p.mesh.meshes[key]; if (!mesh?.material) continue; mesh.material.depthTest = true; mesh.renderOrder = 0; mesh.material.color.setHex(0xffffff); mesh.material.emissive.setHex(0x000000); mesh.material.emissiveIntensity = 0; if (mesh.userData.outlineClone) { mesh.remove(mesh.userData.outlineClone); mesh.userData.outlineClone = null; } } } if (p.mesh.armorMesh) { for (const key in p.mesh.armorMesh) { const mesh = p.mesh.armorMesh[key]; if (!mesh?.material) continue; mesh.material.depthTest = true; mesh.renderOrder = 0; mesh.material.color.setHex(0xffffff); mesh.material.emissive.setHex(0x000000); mesh.material.emissiveIntensity = 0; if (mesh.userData.outlineClone) { mesh.remove(mesh.userData.outlineClone); mesh.userData.outlineClone = null; } } } if (p.mesh.capeMesh && p.mesh.capeMesh.children.length > 0) { const cape = p.mesh.capeMesh.children[0]; if (cape.material) { cape.material.depthTest = true; cape.renderOrder = 0; cape.material.color.setHex(0xffffff); cape.material.emissive.setHex(0x000000); cape.material.emissiveIntensity = 0; } if (cape.userData.outlineClone) { cape.remove(cape.userData.outlineClone); cape.userData.outlineClone = null; } } if (p.mesh.hatMesh && p.mesh.hatMesh.children.length > 0) { for (const mesh of p.mesh.hatMesh.children[0].children) { if (!mesh.material) continue; mesh.material.depthTest = true; mesh.renderOrder = 0; mesh.material.color.setHex(0xffffff); mesh.material.emissive.setHex(0x000000); mesh.material.emissiveIntensity = 0; if (mesh.userData.outlineClone) { mesh.remove(mesh.userData.outlineClone); mesh.userData.outlineClone = null; } } } } } `); ``` hehe rainbow chams

and question. How to bypass fly for skywars (or is it not possible now?)

sorry for disturbing you if ur busy

(Cause when I toggle a fly module I 1. keep getting rubberbandded and 2. voided over the ground due to y checks)

and question. How to bypass fly for skywars (or is it not possible now?) sorry for disturbing you if ur busy (Cause when I toggle a fly module I 1. keep getting rubberbandded and 2. voided over the ground due to y checks)

it is possible, see github.com/7GrandDadPGN/MinibloxTranslationLayer@cce5b137bb (old, but still works).
The way it works is that, if you stop incrementing your input sequence number and make sure that your pos magnitude is <= 1.98 by using the desync math from there. I wonder if the timer checks die while desynced (possible disabler method?). Although it is just a 2 BPS fly method, it does indeed work.
I do wonder if you freeze your input packet's position to the position before you start flying and send the input packets like normal then you could make an air walk fly? Should be simple and I might actually start developing if I do make that, since desync fly is boring because of the 2 BPS limit. It'd be even better if you could abuse timer or go faster than normal.
Also, I don't care if you interrupt me while I'm busy since I rarely check on this these days (this fork's reason for existing after the translation layer is because I wanted to get a working criticals method for another client) other than to response to these lol.

it is possible, see https://github.com/7GrandDadPGN/MinibloxTranslationLayer/commit/cce5b137bbf86c0d72cec52c2d87fc2c6faa2d70 (old, but still works). The way it works is that, if you stop incrementing your input sequence number and make sure that your pos magnitude is <= `1.98` by using the desync math from there. I wonder if the timer checks die while desynced (possible disabler method?). Although it is just a 2 BPS fly method, it does indeed work. I do wonder if you freeze your input packet's position to the position before you start flying and send the input packets like normal then you could make an air walk fly? Should be simple and I might actually start developing if I do make that, since desync fly is boring because of the 2 BPS limit. It'd be even better if you could abuse timer or go faster than normal. Also, I don't care if you interrupt me while I'm busy since I rarely check on this these days (this fork's reason for existing after the translation layer is because I wanted to get a working criticals method for another client) other than to response to these lol.

ah alr thanks very much (ur very helpful) 🤑

ah alr thanks very much (ur very helpful) 🤑

so I would have to create a module for the desync? or put it in the fly module?

so I would have to create a module for the desync? or put it in the fly module?

OP new 🤑(scaffold) idea

 // Use floored positions for reliability when towering
 let flooredX = Math.floor(player.pos.x);
 let flooredY = Math.floor(player.pos.y);
 let flooredZ = Math.floor(player.pos.z);
 // 🔑 Sprint-safe: predict next position
 let futureX = player.pos.x + player.motion.x;
 let futureZ = player.pos.z + player.motion.z;
 let flooredFutureX = Math.floor(futureX);
 let flooredFutureZ = Math.floor(futureZ);
 // Array of positions to check: current and next
 let positionsToCheck = [
 new BlockPos(flooredX, flooredY - 1, flooredZ),
 new BlockPos(flooredFutureX, flooredY - 1, flooredFutureZ)
 ];
OP new 🤑(scaffold) idea // Use floored positions for reliability when towering let flooredX = Math.floor(player.pos.x); let flooredY = Math.floor(player.pos.y); let flooredZ = Math.floor(player.pos.z); // 🔑 Sprint-safe: predict next position let futureX = player.pos.x + player.motion.x; let futureZ = player.pos.z + player.motion.z; let flooredFutureX = Math.floor(futureX); let flooredFutureZ = Math.floor(futureZ); // Array of positions to check: current and next let positionsToCheck = [ new BlockPos(flooredX, flooredY - 1, flooredZ), new BlockPos(flooredFutureX, flooredY - 1, flooredFutureZ) ];
Ghost changed title from (削除) Modules/Binds not saving on page reload? (FIXED ig) (削除ここまで) to Modules/Binds not saving on page reload? (FIXED) 2025年07月06日 19:00:01 +02:00
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@RealPacket do u have a github account

also @ee6-lang i updated the client, and i m goint to add u as a collab, pls dont work on dev stuff on the main branch, u can make a beta branch or smth

also @ee6-lang i added some nice credit :D

also @ee6-lang do u know how to make an airjump bypass? or like fly, because it seems the ac has evolved.

@RealPacket do u have a github account also @ee6-lang i updated the client, and i m goint to add u as a collab, pls dont work on dev stuff on the main branch, u can make a beta branch or smth also @ee6-lang i added some nice credit :D also @ee6-lang do u know how to make an airjump bypass? or like fly, because it seems the ac has evolved.
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also @ee6-lang we should really add a module like ehrm, streamer mode to hide the hacks or smth

also @ee6-lang we should really add a module like ehrm, streamer mode to hide the hacks or smth
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i might also work on a new click gui, becuse if i do .t scaffold, and then open the clickgui, it dosent automatically register that it is on ( in the ui)

i might also work on a new click gui, becuse if i do .t scaffold, and then open the clickgui, it dosent automatically register that it is on ( in the ui)
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wait @RealPacket are u https://github.com/DataM0del

@ProgMEM-CC wrote in RealPacket/VapeForMiniblox#6 (comment):

@RealPacket do u have a github account

also @ee6-lang i updated the client, and i m goint to add u as a collab, pls dont work on dev stuff on the main branch, u can make a beta branch or smth

also @ee6-lang i added some nice credit :D

also @ee6-lang do u know how to make an airjump bypass? or like fly, because it seems the ac has evolved.

aight bet thx bro honestly the only way to bypass the ac is with a desync from MTL (Miniblox Transition Layer)

I'll make a folder called BETA (DONE)

@ProgMEM-CC wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5742308: > @RealPacket do u have a github account > > also @ee6-lang i updated the client, and i m goint to add u as a collab, pls dont work on dev stuff on the main branch, u can make a beta branch or smth > > also @ee6-lang i added some nice credit :D > > also @ee6-lang do u know how to make an airjump bypass? or like fly, because it seems the ac has evolved. aight bet thx bro honestly the only way to bypass the ac is with a desync from MTL (Miniblox Transition Layer) I'll make a folder called BETA (DONE)
@ProgMEM-CC wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5742755: > wait @RealPacket are u https://github.com/DataM0del yes
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@RealPacket imma invite u to my new miniblox client with clickgui GitHub k

@RealPacket imma invite u to my new miniblox client with clickgui GitHub k
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@ee6-lang is also in it

@ee6-lang is also in it

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

also, how do you make shaders for miniblox? (just wondering)

https://dev.to/hayyanstudio/creating-simple-shaders-in-webgl-a-step-by-step-guide-46gg

/** @returns {WebGLRenderingContext} */
function initWebGL() {
 /** @type {HTMLCanvasElement} */
 const canvas = document.getElementById('glCanvas');
 const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
 if (!gl) {
 alert('Unable to initialize WebGL. Your browser may not support it.');
 return;
 }
 return gl;
}
const gl = initWebGL();
if (gl) {
 gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque
 gl.clear(gl.COLOR_BUFFER_BIT); // Clear the color buffer
}
const vsSource = `
 attribute vec4 aVertexPosition;
 void main(void) {
 gl_Position = aVertexPosition;
 }
`;
const fsSource = `
 void main(void) {
 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color
 }
`;
/**
 * 
 * @param {WebGLRenderingContext} gl
 * @param {GLenum} type
 * @param {string} source
 * @returns 
 */
function loadShader(gl, type, source) {
 const shader = gl.createShader(type);
 gl.shaderSource(shader, source);
 gl.compileShader(shader);
 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
 console.error('An error occurred compiling the shaders:', gl.getShaderInfoLog(shader));
 gl.deleteShader(shader);
 return null;
 }
 return shader;
}
const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource);
const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource);
/**
 * 
 * @param {WebGLRenderingContext} gl
 * @param {string} vs
 * @param {string} fs
 * @returns
 */
function initShaderProgram(gl, vs, fs) {
 const shaderProgram = gl.createProgram();
 gl.attachShader(shaderProgram, vs);
 gl.attachShader(shaderProgram, fs);
 gl.linkProgram(shaderProgram);
 if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
 console.error('Unable to initialize the shader program:', gl.getProgramInfoLog(shaderProgram));
 return null;
 }
 return shaderProgram;
}
const shaderProgram = initShaderProgram(gl, vertexShader, fragmentShader);
/**
 * @param {WebGLRenderingContext} gl
 */
// function initBuffers(gl) {
// const vertices = new Float32Array([
// -0.5, -0.5,
// 0.5, -0.5,
// 0.0, 0.5,
// ]);

// const vertexBuffer = gl.createBuffer();
// gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
// gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

// return vertexBuffer;
// }

/*const vertexBuffer = initBuffers(gl);*/
/**
 * @param {WebGLRenderingContext} gl
 * @param {WebGLProgram} shaderProgram
 */
function drawScene(gl, shaderProgram) {
 gl.useProgram(shaderProgram);
 
 // ...
}
drawScene(gl, shaderProgram/*, vertexBuffer*/);
@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5703818: > also, how do you make shaders for miniblox? (just wondering) https://dev.to/hayyanstudio/creating-simple-shaders-in-webgl-a-step-by-step-guide-46gg ```js /** @returns {WebGLRenderingContext} */ function initWebGL() { /** @type {HTMLCanvasElement} */ const canvas = document.getElementById('glCanvas'); const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl'); if (!gl) { alert('Unable to initialize WebGL. Your browser may not support it.'); return; } return gl; } const gl = initWebGL(); if (gl) { gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque gl.clear(gl.COLOR_BUFFER_BIT); // Clear the color buffer } const vsSource = ` attribute vec4 aVertexPosition; void main(void) { gl_Position = aVertexPosition; } `; const fsSource = ` void main(void) { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // Red color } `; /** * * @param {WebGLRenderingContext} gl * @param {GLenum} type * @param {string} source * @returns */ function loadShader(gl, type, source) { const shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { console.error('An error occurred compiling the shaders:', gl.getShaderInfoLog(shader)); gl.deleteShader(shader); return null; } return shader; } const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); /** * * @param {WebGLRenderingContext} gl * @param {string} vs * @param {string} fs * @returns */ function initShaderProgram(gl, vs, fs) { const shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, vs); gl.attachShader(shaderProgram, fs); gl.linkProgram(shaderProgram); if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { console.error('Unable to initialize the shader program:', gl.getProgramInfoLog(shaderProgram)); return null; } return shaderProgram; } const shaderProgram = initShaderProgram(gl, vertexShader, fragmentShader); /** * @param {WebGLRenderingContext} gl */ // function initBuffers(gl) { // const vertices = new Float32Array([ // -0.5, -0.5, // 0.5, -0.5, // 0.0, 0.5, // ]); // const vertexBuffer = gl.createBuffer(); // gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer); // gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); // return vertexBuffer; // } /*const vertexBuffer = initBuffers(gl);*/ /** * @param {WebGLRenderingContext} gl * @param {WebGLProgram} shaderProgram */ function drawScene(gl, shaderProgram) { gl.useProgram(shaderProgram); // ... } drawScene(gl, shaderProgram/*, vertexBuffer*/); ```
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@RealPacket i invited u invited u to the github

@RealPacket i invited u invited u to the github

@ProgMEM-CC wrote in RealPacket/VapeForMiniblox#6 (comment):

@RealPacket i invited u invited u to the github

ok, also can we do this over discord instead of Codeberg? my discord is @datamodel

@ProgMEM-CC wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5752568: > @RealPacket i invited u invited u to the github ok, also can we do this over discord instead of Codeberg? my discord is @datamodel

thank you so much RealPacket!

thank you so much RealPacket!
let flyvalue, flyvert, flybypass;
const fly = new Module("Fly", function(callback) {
 if (callback) {
 player.abilities.mayFly = true;
 player.abilities.flying = true;
 player.abilities.creative = true;
 player.abilities.grounded = true;
 let ticks = 0;
 tickLoop["Fly"] = function() {
 ticks++;
 // Movement logic
 const dir = getMoveDirection(flyvalue[1]);
 player.motion.x = dir.x;
 player.motion.z = dir.z;
 player.motion.y = keyPressedDump("space") ? flyvert[1] :
 (keyPressedDump("shift") ? -flyvert[1] : 0);
 // 🔍 Debug HUD
 console.log("--- 🧪 Fly Debug Tick", ticks, "---");
 console.log("🧍 Position:", player.pos);
 console.log("📦 Motion:", player.motion);
 console.log("🛡️ Abilities:", {
 mayFly: player.abilities?.mayFly,
 flying: player.abilities?.flying,
 creative: player.abilities?.creative
 });
 console.log("🎮 Input Seq #:", player.currentInput?.sequenceNumber);
 console.log("🪂 Server Fly:", player.serverFlyState);
 console.log("🧱 Grounded:", player.onGround);
 console.log("------------------------------");
 };
 } else {
 delete tickLoop["Fly"];
 if (player) {
 player.motion.x = Math.max(Math.min(player.motion.x, 0.3), -0.3);
 player.motion.z = Math.max(Math.min(player.motion.z, 0.3), -0.3);
 }
 }
});
flybypass = fly.addoption("Bypass", Boolean, true);
flyvalue = fly.addoption("Speed", Number, 0.21);
flyvert = fly.addoption("Vertical", Number, 0.1);

would this be good for a bypasser? or does it need a desync? (it has logs fr 🤑)

sorry to disturb again

```js let flyvalue, flyvert, flybypass; const fly = new Module("Fly", function(callback) { if (callback) { player.abilities.mayFly = true; player.abilities.flying = true; player.abilities.creative = true; player.abilities.grounded = true; let ticks = 0; tickLoop["Fly"] = function() { ticks++; // Movement logic const dir = getMoveDirection(flyvalue[1]); player.motion.x = dir.x; player.motion.z = dir.z; player.motion.y = keyPressedDump("space") ? flyvert[1] : (keyPressedDump("shift") ? -flyvert[1] : 0); // 🔍 Debug HUD console.log("--- 🧪 Fly Debug Tick", ticks, "---"); console.log("🧍 Position:", player.pos); console.log("📦 Motion:", player.motion); console.log("🛡️ Abilities:", { mayFly: player.abilities?.mayFly, flying: player.abilities?.flying, creative: player.abilities?.creative }); console.log("🎮 Input Seq #:", player.currentInput?.sequenceNumber); console.log("🪂 Server Fly:", player.serverFlyState); console.log("🧱 Grounded:", player.onGround); console.log("------------------------------"); }; } else { delete tickLoop["Fly"]; if (player) { player.motion.x = Math.max(Math.min(player.motion.x, 0.3), -0.3); player.motion.z = Math.max(Math.min(player.motion.z, 0.3), -0.3); } } }); flybypass = fly.addoption("Bypass", Boolean, true); flyvalue = fly.addoption("Speed", Number, 0.21); flyvert = fly.addoption("Vertical", Number, 0.1); ``` would this be good for a bypasser? or does it need a desync? (it has logs fr 🤑) sorry to disturb again

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

tickLoop["C0CInputSync"] = function() { const inputPacket = { sequenceNumber: player.currentInput?.sequenceNumber || 0, strafingSpeed: getStrafeInput(), // -1 to 1 forwardSpeed: getForwardInput(), // -1 to 1 jumping: keyPressedDump("space"), sneaking: keyPressedDump("shift"), velocity: { x: player.motion.x, y: player.motion.y, z: player.motion.z }, timestamp: Date.now(), clientId: "GhostSync" };

// 🛰️ Send the packet to the server
sendPacket("C0CInput", inputPacket);
// 🧠 Optional: spoof sequence drift
if (Math.random() > 0.8) {
 inputPacket.sequenceNumber += Math.floor(Math.random() * 2);
}

}; and would this work?

no, this wouldn't work because the motion/velocity values must be clamped so it doesn't exceed 1.99 or 1.98 magnitude and the sequence number must stay the same since that's what gets vector to use the localpos every 20 ticks, making this a 2 BPS fly method.

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5809892: > tickLoop["C0CInputSync"] = function() { const inputPacket = { sequenceNumber: player.currentInput?.sequenceNumber || 0, strafingSpeed: getStrafeInput(), // -1 to 1 forwardSpeed: getForwardInput(), // -1 to 1 jumping: keyPressedDump("space"), sneaking: keyPressedDump("shift"), velocity: { x: player.motion.x, y: player.motion.y, z: player.motion.z }, timestamp: Date.now(), clientId: "GhostSync" }; > > ``` > // 🛰️ Send the packet to the server > sendPacket("C0CInput", inputPacket); > > // 🧠 Optional: spoof sequence drift > if (Math.random() > 0.8) { > inputPacket.sequenceNumber += Math.floor(Math.random() * 2); > } > ``` > > }; and would this work? no, this wouldn't work because the motion/velocity values must be clamped so it doesn't exceed 1.99 or 1.98 magnitude and the sequence number must stay the same since that's what gets vector to use the localpos every 20 ticks, making this a 2 BPS fly method.

AI moment

AI moment

@RealPacket wrote in RealPacket/VapeForMiniblox#6 (comment):

AI moment

yep hehe 😆 (wanted to test if copilot could make a desync. Not very good lmao) but thx anyway

@RealPacket wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5810747: > AI moment yep hehe 😆 (wanted to test if copilot could make a desync. Not very good lmao) but thx anyway

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

let flyvalue, flyvert, flybypass;

const fly = new Module("Fly", function(callback) { if (callback) { player.abilities.mayFly = true; player.abilities.flying = true; player.abilities.creative = true; player.abilities.grounded = true;

 let ticks = 0;
 tickLoop["Fly"] = function() {
 ticks++;
 // Movement logic
 const dir = getMoveDirection(flyvalue[1]);
 player.motion.x = dir.x;
 player.motion.z = dir.z;
 player.motion.y = keyPressedDump("space") ? flyvert[1] :
 (keyPressedDump("shift") ? -flyvert[1] : 0);
 // 🔍 Debug HUD
 console.log("--- 🧪 Fly Debug Tick", ticks, "---");
 console.log("🧍 Position:", player.pos);
 console.log("📦 Motion:", player.motion);
 console.log("🛡️ Abilities:", {
 mayFly: player.abilities?.mayFly,
 flying: player.abilities?.flying,
 creative: player.abilities?.creative
 });
 console.log("🎮 Input Seq #:", player.currentInput?.sequenceNumber);
 console.log("🪂 Server Fly:", player.serverFlyState);
 console.log("🧱 Grounded:", player.onGround);
 console.log("------------------------------");
 };
} else {
 delete tickLoop["Fly"];
 if (player) {
 player.motion.x = Math.max(Math.min(player.motion.x, 0.3), -0.3);
 player.motion.z = Math.max(Math.min(player.motion.z, 0.3), -0.3);
 }
}

});

flybypass = fly.addoption("Bypass", Boolean, true); flyvalue = fly.addoption("Speed", Number, 0.21); flyvert = fly.addoption("Vertical", Number, 0.1);

would this be good for a bypasser? or does it need a desync? (it has logs fr 🤑)

sorry to disturb again

it needs a desync... no other way I know of so I guess I'll try to make a desync again (was gonna do it but got bored and stopped)

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5808581: > let flyvalue, flyvert, flybypass; > > const fly = new Module("Fly", function(callback) { if (callback) { player.abilities.mayFly = true; player.abilities.flying = true; player.abilities.creative = true; player.abilities.grounded = true; > > ``` > let ticks = 0; > tickLoop["Fly"] = function() { > ticks++; > > // Movement logic > const dir = getMoveDirection(flyvalue[1]); > player.motion.x = dir.x; > player.motion.z = dir.z; > player.motion.y = keyPressedDump("space") ? flyvert[1] : > (keyPressedDump("shift") ? -flyvert[1] : 0); > > // 🔍 Debug HUD > console.log("--- 🧪 Fly Debug Tick", ticks, "---"); > console.log("🧍 Position:", player.pos); > console.log("📦 Motion:", player.motion); > console.log("🛡️ Abilities:", { > mayFly: player.abilities?.mayFly, > flying: player.abilities?.flying, > creative: player.abilities?.creative > }); > console.log("🎮 Input Seq #:", player.currentInput?.sequenceNumber); > console.log("🪂 Server Fly:", player.serverFlyState); > console.log("🧱 Grounded:", player.onGround); > console.log("------------------------------"); > }; > } else { > delete tickLoop["Fly"]; > if (player) { > player.motion.x = Math.max(Math.min(player.motion.x, 0.3), -0.3); > player.motion.z = Math.max(Math.min(player.motion.z, 0.3), -0.3); > } > } > ``` > > }); > > flybypass = fly.addoption("Bypass", Boolean, true); flyvalue = fly.addoption("Speed", Number, 0.21); flyvert = fly.addoption("Vertical", Number, 0.1); > > would this be good for a bypasser? or does it need a desync? (it has logs fr :money_mouth_face:) > > sorry to disturb again it needs a desync... no other way I know of so I guess I'll try to make a desync again (was gonna do it but got bored and stopped)

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

so I would have to create a module for the desync? or put it in the fly module?

you probably should have it as a separate module since you can also nofall using desync.

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5703818: > so I would have to create a module for the desync? or put it in the fly module? you probably should have it as a separate module since you can also nofall using desync.

for NoFall, desync if player.motionY < -0.6 && player.fallDistance >= 2.5.
desync while flying or you got flagged.

for NoFall, desync if `player.motionY < -0.6 && player.fallDistance >= 2.5`. desync while flying or you got flagged.

ah ok thanks

what did you do to make this work? 👍

ah ok thanks what did you do to make this work? 👍

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

ah ok thanks

what did you do to make this work? 👍

ok, so this is how desync works:

  • don't increment inputSequenceNumber while desynced
  • keep the position diff magnitude < 2 (clamp to like 1.98 or 1.99, whichever works best without flagging)
  • to know what your position is on the server, listen to the reconciliation (or whatever it was called) packet and the position stored there is your position on the server.
    I'll probably implement it now since I'm bored with nothing really to do lol.
@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-5813264: > ah ok thanks > > what did you do to make this work? :+1: ok, so this is how desync works: - don't increment inputSequenceNumber while desynced - keep the position diff magnitude < 2 (clamp to like 1.98 or 1.99, whichever works best without flagging) - to know what your position is on the server, listen to the reconciliation (or whatever it was called) packet and the position stored there is your position on the server. I'll probably implement it now since I'm bored with nothing really to do lol.

thanks so much that really helps!

(you have helped me a lot in the past few months even) 🥇

thanks so much that really helps! (you have helped me a lot in the past few months even) 🥇

See PR: #7, it's not fully implemented but some stuff is there.

See PR: #7, it's not fully implemented but some stuff is there.
Ghost changed title from (削除) Modules/Binds not saving on page reload? (FIXED) (削除ここまで) to Modules/Binds not saving on page reload? (FIXED It was my click GUI) 2025年08月25日 23:25:35 +02:00
Ghost changed title from (削除) Modules/Binds not saving on page reload? (FIXED It was my click GUI) (削除ここまで) to Modules/Binds not saving on page reload? (FIXED It was my click GUI and needed to implement localstorage to my GUI) 2025年09月10日 17:46:07 +02:00

hi lol see https://github.com/TheM1ddleM1n/github-battleships I have been working on this

hi lol see `https://github.com/TheM1ddleM1n/github-battleships` I have been working on this

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

hi lol see https://github.com/TheM1ddleM1n/github-battleships I have been working on this

also have you ever considered that people can change their usernames on GitHub LOL :trollface:

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-7537903: > hi lol see `https://github.com/TheM1ddleM1n/github-battleships` I have been working on this also have you ever considered that people can change their usernames on GitHub LOL :trollface:

yes

  • LOL

This was a WIP anyway lol :)

yes - [x] LOL This was a WIP anyway lol :)

@ee6-lang also, check out the server crasher method LOL. I added it to impact for miniblox too, so lol.

@ee6-lang also, check out the server crasher method LOL. I added it to impact for miniblox too, so lol.

ooh LOL

imma add the 'module' tag rn!

sorry to keep you waiting!

ooh LOL imma add the 'module' tag rn! sorry to keep you waiting!

damn that server crasher is OP

damn that server crasher is OP

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

damn that server crasher is OP

yea LOL, also 2 new VPN API wrappers for the account generator!
btw when I posted a message about that server crasher, in their discord, the mods banned me a few hours later LOL

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-7573195: > damn that server crasher is OP yea LOL, also 2 new VPN API wrappers for the account generator! btw when I posted a message about that server crasher, in their discord, the mods banned me a few hours later LOL

damn lol

damn lol

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

damn lol

the account that I posted it on lasted DAYS... UNTIL I posted that message about the server crasher, insane mods. Maybe they thought it also worked on their main gamemodes, but it didn't since vector's only priorities I guess were just the gamemodes when he was patching exploits LOL.

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-7631149: > damn lol the account that I posted it on lasted DAYS... UNTIL I posted that message about the server crasher, insane mods. Maybe they thought it also worked on their main gamemodes, but it didn't since vector's only priorities I guess were just the gamemodes when he was patching exploits LOL.

hey @RealPacket quick question

what is vector/or devs doing rn cause servers have a delay and joining you have to wait like 1 min to join some servers and minigames is not even accessable. (i dont know if its just me or what?)

new version of miniblox?! v3.41.36

hey @RealPacket quick question what is vector/or devs doing rn cause servers have a delay and joining you have to wait like 1 min to join some servers and minigames is not even accessable. (i dont know if its just me or what?) new version of miniblox?! v3.41.36

just comes up with connecting attempt 1... (this is with and without the client on)

just comes up with connecting attempt 1... (this is with and without the client on)

@ee6-lang wrote in RealPacket/VapeForMiniblox#6 (comment):

hey @RealPacket quick question

what is vector/or devs doing rn cause servers have a delay and joining you have to wait like 1 min to join some servers and minigames is not even accessable. (i dont know if its just me or what?)

new version of miniblox?! v3.41.36

idk LOL

@ee6-lang wrote in https://codeberg.org/RealPacket/VapeForMiniblox/issues/6#issuecomment-7667038: > hey @RealPacket quick question > > what is vector/or devs doing rn cause servers have a delay and joining you have to wait like 1 min to join some servers and minigames is not even accessable. (i dont know if its just me or what?) > > new version of miniblox?! v3.41.36 idk LOL
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