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Lantern Load

Lantern Load provides a simple implementation of version resolution intended to allow data packs and their dependencies to load in a controllable order. Projects that depend on this library include AESTD, Gamemode 4, and PlayerDB.

This project is released under the BSD 0-Clause License, which in short means you can do whatever you want with these files, with nothing expected in return. You do not even have to credit us.

Warning
This pack is for Minecraft 1.21 or higher. This version of Lantern Load will not work correctly in 1.20.6 or older. If you must release a pack for versions prior to 1.21, please use an older 1.20 version or an older 1.16 version of Lantern Load.

Usage

  1. Copy the load and minecraft directories from load/data/ into your pack’s data folder. The copied in load.json should now call #load:_private/load.

  2. Add load functions in the desired load order to data/load/tags/function/load.json or the other tags pre_load.json and post_load.json. For most cases you should prefer load.json.

Example load.json contents:
{
"values": [
"pack1:load",
"your_pack:load"
]
}

Pack Versioning Specification

The recommended (but not mandatory) use of the load.status scoreboard:

Each pack should define at least one fake player whose name includes the name of the pack. At least one of these fake players should have a value that should not be decreased in future updates to the pack. This score value may be defined to remain constant, or increment in future updates to the pack with or without a semantic meaning.

This specification is intentionally open-ended as it is not this project’s goal to force a specific versioning scheme on every data pack. Following the specification simply implies that one can detect when your pack is loaded by checking your load.status score.

Avoiding the #minecraft:tick tag

The #minecraft:tick tag has several problems, the worst of which is that it runs before#minecraft:load, meaning that your pack may be ticked without first being initialized. Lantern Load is meant to allow every pack to initialize itself in a predictable order within the same tick, including on reload, and #minecraft:tick interferes with this design goal. The recommended solution is to instead invoke schedule from a function defined in #load:load.

Example contents of load and tick functions:
# your_pack:loadscoreboardplayerssetyour_packload.status1schedulefunctionyour_pack:tick 1t# your_pack:ticksay this is a tick!schedulefunctionyour_pack:tick 1t

Checking for dependencies

In your load function, you may wish to check the value of another pack’s score in load.status before initializing scoreboards or scheduling your tick function. Doing so is a useful way to handle missing dependencies and reduce the risk of your data pack causing errors.

Example of checking the value of another pack’s load status:
# your_pack:loadscheduleclearyour_pack:tickexecuteifscoreother_packload.statusmatches1runscoreboardplayerssetyour_packload.status1executeifscoreyour_packload.statusmatches1runfunctionyour_pack:init# your_pack:initscoreboardobjectivesaddyour_objectivedummyschedulefunctionyour_pack:tick 1t# your_pack:tickscoreboardplayersaddyour_scoreyour_objective1schedulefunctionyour_pack:tick 1t

License

Lantern Load is made freely available under the terms of the BSD 0-Clause License. Third-party contributions shall be licensed under the same terms unless explicitly stated otherwise.

About

No description, website, or topics provided.

Resources

Stars

38 stars

Watchers

4 watching

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Used by

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Lantern Load

Lantern Load provides a simple implementation of version resolution intended to allow data packs and their dependencies to load in a controllable order. Projects that depend on this library include AESTD, Gamemode 4, and PlayerDB.

This project is released under the BSD 0-Clause License, which in short means you can do whatever you want with these files, with nothing expected in return. You do not even have to credit us.

Warning
This pack is for Minecraft 1.21 or higher. This version of Lantern Load will not work correctly in 1.20.6 or older. If you must release a pack for versions prior to 1.21, please use an older 1.20 version or an older 1.16 version of Lantern Load.

Usage

  1. Copy the load and minecraft directories from load/data/ into your pack’s data folder. The copied in load.json should now call #load:_private/load.

  2. Add load functions in the desired load order to data/load/tags/function/load.json or the other tags pre_load.json and post_load.json. For most cases you should prefer load.json.

Example load.json contents:
{
"values": [
"pack1:load",
"your_pack:load"
]
}

Pack Versioning Specification

The recommended (but not mandatory) use of the load.status scoreboard:

Each pack should define at least one fake player whose name includes the name of the pack. At least one of these fake players should have a value that should not be decreased in future updates to the pack. This score value may be defined to remain constant, or increment in future updates to the pack with or without a semantic meaning.

This specification is intentionally open-ended as it is not this project’s goal to force a specific versioning scheme on every data pack. Following the specification simply implies that one can detect when your pack is loaded by checking your load.status score.

Avoiding the #minecraft:tick tag

The #minecraft:tick tag has several problems, the worst of which is that it runs before#minecraft:load, meaning that your pack may be ticked without first being initialized. Lantern Load is meant to allow every pack to initialize itself in a predictable order within the same tick, including on reload, and #minecraft:tick interferes with this design goal. The recommended solution is to instead invoke schedule from a function defined in #load:load.

Example contents of load and tick functions:
# your_pack:loadscoreboardplayerssetyour_packload.status1schedulefunctionyour_pack:tick 1t# your_pack:ticksay this is a tick!schedulefunctionyour_pack:tick 1t

Checking for dependencies

In your load function, you may wish to check the value of another pack’s score in load.status before initializing scoreboards or scheduling your tick function. Doing so is a useful way to handle missing dependencies and reduce the risk of your data pack causing errors.

Example of checking the value of another pack’s load status:
# your_pack:loadscheduleclearyour_pack:tickexecuteifscoreother_packload.statusmatches1runscoreboardplayerssetyour_packload.status1executeifscoreyour_packload.statusmatches1runfunctionyour_pack:init# your_pack:initscoreboardobjectivesaddyour_objectivedummyschedulefunctionyour_pack:tick 1t# your_pack:tickscoreboardplayersaddyour_scoreyour_objective1schedulefunctionyour_pack:tick 1t

License

Lantern Load is made freely available under the terms of the BSD 0-Clause License. Third-party contributions shall be licensed under the same terms unless explicitly stated otherwise.

About

No description, website, or topics provided.

Resources

Stars

38 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Lantern Load

Lantern Load provides a simple implementation of version resolution intended to allow data packs and their dependencies to load in a controllable order. Projects that depend on this library include AESTD, Gamemode 4, and PlayerDB.

This project is released under the BSD 0-Clause License, which in short means you can do whatever you want with these files, with nothing expected in return. You do not even have to credit us.

Warning
This pack is for Minecraft 1.21 or higher. This version of Lantern Load will not work correctly in 1.20.6 or older. If you must release a pack for versions prior to 1.21, please use an older 1.20 version or an older 1.16 version of Lantern Load.

Usage

  1. Copy the load and minecraft directories from load/data/ into your pack’s data folder. The copied in load.json should now call #load:_private/load.

  2. Add load functions in the desired load order to data/load/tags/function/load.json or the other tags pre_load.json and post_load.json. For most cases you should prefer load.json.

Example load.json contents:
{
"values": [
"pack1:load",
"your_pack:load"
]
}

Pack Versioning Specification

The recommended (but not mandatory) use of the load.status scoreboard:

Each pack should define at least one fake player whose name includes the name of the pack. At least one of these fake players should have a value that should not be decreased in future updates to the pack. This score value may be defined to remain constant, or increment in future updates to the pack with or without a semantic meaning.

This specification is intentionally open-ended as it is not this project’s goal to force a specific versioning scheme on every data pack. Following the specification simply implies that one can detect when your pack is loaded by checking your load.status score.

Avoiding the #minecraft:tick tag

The #minecraft:tick tag has several problems, the worst of which is that it runs before#minecraft:load, meaning that your pack may be ticked without first being initialized. Lantern Load is meant to allow every pack to initialize itself in a predictable order within the same tick, including on reload, and #minecraft:tick interferes with this design goal. The recommended solution is to instead invoke schedule from a function defined in #load:load.

Example contents of load and tick functions:
# your_pack:loadscoreboardplayerssetyour_packload.status1schedulefunctionyour_pack:tick 1t# your_pack:ticksay this is a tick!schedulefunctionyour_pack:tick 1t

Checking for dependencies

In your load function, you may wish to check the value of another pack’s score in load.status before initializing scoreboards or scheduling your tick function. Doing so is a useful way to handle missing dependencies and reduce the risk of your data pack causing errors.

Example of checking the value of another pack’s load status:
# your_pack:loadscheduleclearyour_pack:tickexecuteifscoreother_packload.statusmatches1runscoreboardplayerssetyour_packload.status1executeifscoreyour_packload.statusmatches1runfunctionyour_pack:init# your_pack:initscoreboardobjectivesaddyour_objectivedummyschedulefunctionyour_pack:tick 1t# your_pack:tickscoreboardplayersaddyour_scoreyour_objective1schedulefunctionyour_pack:tick 1t

License

Lantern Load is made freely available under the terms of the BSD 0-Clause License. Third-party contributions shall be licensed under the same terms unless explicitly stated otherwise.

About

No description, website, or topics provided.

Resources

Stars

38 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

21 Commits

Folders and files

NameName
Last commit message
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Repository files navigation

Lantern Load

Lantern Load provides a simple implementation of version resolution intended to allow data packs and their dependencies to load in a controllable order. Projects that depend on this library include AESTD, Gamemode 4, and PlayerDB.

This project is released under the BSD 0-Clause License, which in short means you can do whatever you want with these files, with nothing expected in return. You do not even have to credit us.

Warning
This pack is for Minecraft 1.21 or higher. This version of Lantern Load will not work correctly in 1.20.6 or older. If you must release a pack for versions prior to 1.21, please use an older 1.20 version or an older 1.16 version of Lantern Load.

Usage

  1. Copy the load and minecraft directories from load/data/ into your pack’s data folder. The copied in load.json should now call #load:_private/load.

  2. Add load functions in the desired load order to data/load/tags/function/load.json or the other tags pre_load.json and post_load.json. For most cases you should prefer load.json.

Example load.json contents:
{
"values": [
"pack1:load",
"your_pack:load"
]
}

Pack Versioning Specification

The recommended (but not mandatory) use of the load.status scoreboard:

Each pack should define at least one fake player whose name includes the name of the pack. At least one of these fake players should have a value that should not be decreased in future updates to the pack. This score value may be defined to remain constant, or increment in future updates to the pack with or without a semantic meaning.

This specification is intentionally open-ended as it is not this project’s goal to force a specific versioning scheme on every data pack. Following the specification simply implies that one can detect when your pack is loaded by checking your load.status score.

Avoiding the #minecraft:tick tag

The #minecraft:tick tag has several problems, the worst of which is that it runs before#minecraft:load, meaning that your pack may be ticked without first being initialized. Lantern Load is meant to allow every pack to initialize itself in a predictable order within the same tick, including on reload, and #minecraft:tick interferes with this design goal. The recommended solution is to instead invoke schedule from a function defined in #load:load.

Example contents of load and tick functions:
# your_pack:loadscoreboardplayerssetyour_packload.status1schedulefunctionyour_pack:tick 1t# your_pack:ticksay this is a tick!schedulefunctionyour_pack:tick 1t

Checking for dependencies

In your load function, you may wish to check the value of another pack’s score in load.status before initializing scoreboards or scheduling your tick function. Doing so is a useful way to handle missing dependencies and reduce the risk of your data pack causing errors.

Example of checking the value of another pack’s load status:
# your_pack:loadscheduleclearyour_pack:tickexecuteifscoreother_packload.statusmatches1runscoreboardplayerssetyour_packload.status1executeifscoreyour_packload.statusmatches1runfunctionyour_pack:init# your_pack:initscoreboardobjectivesaddyour_objectivedummyschedulefunctionyour_pack:tick 1t# your_pack:tickscoreboardplayersaddyour_scoreyour_objective1schedulefunctionyour_pack:tick 1t

License

Lantern Load is made freely available under the terms of the BSD 0-Clause License. Third-party contributions shall be licensed under the same terms unless explicitly stated otherwise.

About

No description, website, or topics provided.

Resources

Stars

38 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

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Lantern Load

Lantern Load provides a simple implementation of version resolution intended to allow data packs and their dependencies to load in a controllable order. Projects that depend on this library include AESTD, Gamemode 4, and PlayerDB.

This project is released under the BSD 0-Clause License, which in short means you can do whatever you want with these files, with nothing expected in return. You do not even have to credit us.

Warning
This pack is for Minecraft 1.21 or higher. This version of Lantern Load will not work correctly in 1.20.6 or older. If you must release a pack for versions prior to 1.21, please use an older 1.20 version or an older 1.16 version of Lantern Load.

Usage

  1. Copy the load and minecraft directories from load/data/ into your pack’s data folder. The copied in load.json should now call #load:_private/load.

  2. Add load functions in the desired load order to data/load/tags/function/load.json or the other tags pre_load.json and post_load.json. For most cases you should prefer load.json.

Example load.json contents:
{
"values": [
"pack1:load",
"your_pack:load"
]
}

Pack Versioning Specification

The recommended (but not mandatory) use of the load.status scoreboard:

Each pack should define at least one fake player whose name includes the name of the pack. At least one of these fake players should have a value that should not be decreased in future updates to the pack. This score value may be defined to remain constant, or increment in future updates to the pack with or without a semantic meaning.

This specification is intentionally open-ended as it is not this project’s goal to force a specific versioning scheme on every data pack. Following the specification simply implies that one can detect when your pack is loaded by checking your load.status score.

Avoiding the #minecraft:tick tag

The #minecraft:tick tag has several problems, the worst of which is that it runs before#minecraft:load, meaning that your pack may be ticked without first being initialized. Lantern Load is meant to allow every pack to initialize itself in a predictable order within the same tick, including on reload, and #minecraft:tick interferes with this design goal. The recommended solution is to instead invoke schedule from a function defined in #load:load.

Example contents of load and tick functions:
# your_pack:loadscoreboardplayerssetyour_packload.status1schedulefunctionyour_pack:tick 1t# your_pack:ticksay this is a tick!schedulefunctionyour_pack:tick 1t

Checking for dependencies

In your load function, you may wish to check the value of another pack’s score in load.status before initializing scoreboards or scheduling your tick function. Doing so is a useful way to handle missing dependencies and reduce the risk of your data pack causing errors.

Example of checking the value of another pack’s load status:
# your_pack:loadscheduleclearyour_pack:tickexecuteifscoreother_packload.statusmatches1runscoreboardplayerssetyour_packload.status1executeifscoreyour_packload.statusmatches1runfunctionyour_pack:init# your_pack:initscoreboardobjectivesaddyour_objectivedummyschedulefunctionyour_pack:tick 1t# your_pack:tickscoreboardplayersaddyour_scoreyour_objective1schedulefunctionyour_pack:tick 1t

License

Lantern Load is made freely available under the terms of the BSD 0-Clause License. Third-party contributions shall be licensed under the same terms unless explicitly stated otherwise.

About

No description, website, or topics provided.

Resources

Stars

38 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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Lantern Load

Lantern Load provides a simple implementation of version resolution intended to allow data packs and their dependencies to load in a controllable order. Projects that depend on this library include AESTD, Gamemode 4, and PlayerDB.

This project is released under the BSD 0-Clause License, which in short means you can do whatever you want with these files, with nothing expected in return. You do not even have to credit us.

Warning
This pack is for Minecraft 1.21 or higher. This version of Lantern Load will not work correctly in 1.20.6 or older. If you must release a pack for versions prior to 1.21, please use an older 1.20 version or an older 1.16 version of Lantern Load.

Usage

  1. Copy the load and minecraft directories from load/data/ into your pack’s data folder. The copied in load.json should now call #load:_private/load.

  2. Add load functions in the desired load order to data/load/tags/function/load.json or the other tags pre_load.json and post_load.json. For most cases you should prefer load.json.

Example load.json contents:
{
"values": [
"pack1:load",
"your_pack:load"
]
}

Pack Versioning Specification

The recommended (but not mandatory) use of the load.status scoreboard:

Each pack should define at least one fake player whose name includes the name of the pack. At least one of these fake players should have a value that should not be decreased in future updates to the pack. This score value may be defined to remain constant, or increment in future updates to the pack with or without a semantic meaning.

This specification is intentionally open-ended as it is not this project’s goal to force a specific versioning scheme on every data pack. Following the specification simply implies that one can detect when your pack is loaded by checking your load.status score.

Avoiding the #minecraft:tick tag

The #minecraft:tick tag has several problems, the worst of which is that it runs before#minecraft:load, meaning that your pack may be ticked without first being initialized. Lantern Load is meant to allow every pack to initialize itself in a predictable order within the same tick, including on reload, and #minecraft:tick interferes with this design goal. The recommended solution is to instead invoke schedule from a function defined in #load:load.

Example contents of load and tick functions:
# your_pack:loadscoreboardplayerssetyour_packload.status1schedulefunctionyour_pack:tick 1t# your_pack:ticksay this is a tick!schedulefunctionyour_pack:tick 1t

Checking for dependencies

In your load function, you may wish to check the value of another pack’s score in load.status before initializing scoreboards or scheduling your tick function. Doing so is a useful way to handle missing dependencies and reduce the risk of your data pack causing errors.

Example of checking the value of another pack’s load status:
# your_pack:loadscheduleclearyour_pack:tickexecuteifscoreother_packload.statusmatches1runscoreboardplayerssetyour_packload.status1executeifscoreyour_packload.statusmatches1runfunctionyour_pack:init# your_pack:initscoreboardobjectivesaddyour_objectivedummyschedulefunctionyour_pack:tick 1t# your_pack:tickscoreboardplayersaddyour_scoreyour_objective1schedulefunctionyour_pack:tick 1t

License

Lantern Load is made freely available under the terms of the BSD 0-Clause License. Third-party contributions shall be licensed under the same terms unless explicitly stated otherwise.

About

No description, website, or topics provided.

Resources

Stars

38 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Lantern Load

Lantern Load provides a simple implementation of version resolution intended to allow data packs and their dependencies to load in a controllable order. Projects that depend on this library include AESTD, Gamemode 4, and PlayerDB.

This project is released under the BSD 0-Clause License, which in short means you can do whatever you want with these files, with nothing expected in return. You do not even have to credit us.

Warning
This pack is for Minecraft 1.21 or higher. This version of Lantern Load will not work correctly in 1.20.6 or older. If you must release a pack for versions prior to 1.21, please use an older 1.20 version or an older 1.16 version of Lantern Load.

Usage

  1. Copy the load and minecraft directories from load/data/ into your pack’s data folder. The copied in load.json should now call #load:_private/load.

  2. Add load functions in the desired load order to data/load/tags/function/load.json or the other tags pre_load.json and post_load.json. For most cases you should prefer load.json.

Example load.json contents:
{
"values": [
"pack1:load",
"your_pack:load"
]
}

Pack Versioning Specification

The recommended (but not mandatory) use of the load.status scoreboard:

Each pack should define at least one fake player whose name includes the name of the pack. At least one of these fake players should have a value that should not be decreased in future updates to the pack. This score value may be defined to remain constant, or increment in future updates to the pack with or without a semantic meaning.

This specification is intentionally open-ended as it is not this project’s goal to force a specific versioning scheme on every data pack. Following the specification simply implies that one can detect when your pack is loaded by checking your load.status score.

Avoiding the #minecraft:tick tag

The #minecraft:tick tag has several problems, the worst of which is that it runs before#minecraft:load, meaning that your pack may be ticked without first being initialized. Lantern Load is meant to allow every pack to initialize itself in a predictable order within the same tick, including on reload, and #minecraft:tick interferes with this design goal. The recommended solution is to instead invoke schedule from a function defined in #load:load.

Example contents of load and tick functions:
# your_pack:loadscoreboardplayerssetyour_packload.status1schedulefunctionyour_pack:tick 1t# your_pack:ticksay this is a tick!schedulefunctionyour_pack:tick 1t

Checking for dependencies

In your load function, you may wish to check the value of another pack’s score in load.status before initializing scoreboards or scheduling your tick function. Doing so is a useful way to handle missing dependencies and reduce the risk of your data pack causing errors.

Example of checking the value of another pack’s load status:
# your_pack:loadscheduleclearyour_pack:tickexecuteifscoreother_packload.statusmatches1runscoreboardplayerssetyour_packload.status1executeifscoreyour_packload.statusmatches1runfunctionyour_pack:init# your_pack:initscoreboardobjectivesaddyour_objectivedummyschedulefunctionyour_pack:tick 1t# your_pack:tickscoreboardplayersaddyour_scoreyour_objective1schedulefunctionyour_pack:tick 1t

License

Lantern Load is made freely available under the terms of the BSD 0-Clause License. Third-party contributions shall be licensed under the same terms unless explicitly stated otherwise.

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38 stars

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4 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

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Lantern Load

Lantern Load provides a simple implementation of version resolution intended to allow data packs and their dependencies to load in a controllable order. Projects that depend on this library include AESTD, Gamemode 4, and PlayerDB.

This project is released under the BSD 0-Clause License, which in short means you can do whatever you want with these files, with nothing expected in return. You do not even have to credit us.

Warning
This pack is for Minecraft 1.21 or higher. This version of Lantern Load will not work correctly in 1.20.6 or older. If you must release a pack for versions prior to 1.21, please use an older 1.20 version or an older 1.16 version of Lantern Load.

Usage

  1. Copy the load and minecraft directories from load/data/ into your pack’s data folder. The copied in load.json should now call #load:_private/load.

  2. Add load functions in the desired load order to data/load/tags/function/load.json or the other tags pre_load.json and post_load.json. For most cases you should prefer load.json.

Example load.json contents:
{
"values": [
"pack1:load",
"your_pack:load"
]
}

Pack Versioning Specification

The recommended (but not mandatory) use of the load.status scoreboard:

Each pack should define at least one fake player whose name includes the name of the pack. At least one of these fake players should have a value that should not be decreased in future updates to the pack. This score value may be defined to remain constant, or increment in future updates to the pack with or without a semantic meaning.

This specification is intentionally open-ended as it is not this project’s goal to force a specific versioning scheme on every data pack. Following the specification simply implies that one can detect when your pack is loaded by checking your load.status score.

Avoiding the #minecraft:tick tag

The #minecraft:tick tag has several problems, the worst of which is that it runs before#minecraft:load, meaning that your pack may be ticked without first being initialized. Lantern Load is meant to allow every pack to initialize itself in a predictable order within the same tick, including on reload, and #minecraft:tick interferes with this design goal. The recommended solution is to instead invoke schedule from a function defined in #load:load.

Example contents of load and tick functions:
# your_pack:loadscoreboardplayerssetyour_packload.status1schedulefunctionyour_pack:tick 1t# your_pack:ticksay this is a tick!schedulefunctionyour_pack:tick 1t

Checking for dependencies

In your load function, you may wish to check the value of another pack’s score in load.status before initializing scoreboards or scheduling your tick function. Doing so is a useful way to handle missing dependencies and reduce the risk of your data pack causing errors.

Example of checking the value of another pack’s load status:
# your_pack:loadscheduleclearyour_pack:tickexecuteifscoreother_packload.statusmatches1runscoreboardplayerssetyour_packload.status1executeifscoreyour_packload.statusmatches1runfunctionyour_pack:init# your_pack:initscoreboardobjectivesaddyour_objectivedummyschedulefunctionyour_pack:tick 1t# your_pack:tickscoreboardplayersaddyour_scoreyour_objective1schedulefunctionyour_pack:tick 1t

License

Lantern Load is made freely available under the terms of the BSD 0-Clause License. Third-party contributions shall be licensed under the same terms unless explicitly stated otherwise.

About

No description, website, or topics provided.

Resources

Stars

38 stars

Watchers

4 watching

Forks

Releases

Packages

Used by

Contributors

Languages