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How to make money with the help of Youtube? Thanks for reading my blog I will upload more on this so stay tuned This patch is what patches that. So this is known and desirable behavior on the part of 2b2t, it's just that not many people thought of intentionally going outside one's render distance to extract information.
The realization is that you can click absolutely any block, anywhere on the server, even a million blocks away, and learn if it's currently a loaded chunk, by if the server responds to you or remains silent.
Using common sense, the Paper developers intended for this patch to reply to the player only if the chunks were loaded by your player , as that would make logical sense that's all the blocks you could reasonably be digging in good faith. The problem is that the way the code was written, the server will reply to you if the chunk is loaded by any player on the server, which is clearly an unintended side effect.
The simple approach to get coordinates from this exploit is to click one block per render distance, going out in a spiral. This works, and we did this for a bit over a year, starting July on the day it was added. Mostly fr1kin running a bot that would spam this packet, while mining for ores with Baritone to prevent an AFK kick.
Chunks could be downloaded for remote viewing by simply clicking every block in the chunk. With the ratelimit, we needed a smarter system.
It was no longer practical to happen upon people at their base through a brute force spiral search, we don't have the packet budget for that anymore. So, instead:. Particle filter. The specific section that Fit showed my screenshot of. Monte Carlo localization. The paper that I referred to most often, it helped me decide to use stratified resampling instead of multinomial. Btw I told Fit to use the battleship metaphor so it's not stealing for me to use it here, quite the opposite!
Anyway, instead of ships, the hits or misses are against player render distances. Every player on the server loads the chunk they're standing in, plus 4 in every direction in a square, for a total of 9x9.
This is just how the 2b2t server software happens to be configured; other servers will have a different sized square. So instead of puny little battleship ships we have nice large 9x9 squares. They can overlap each other, and you don't get "double hit" you just get "hit".
They can teleport, such as loading a pearl or respawning to a bed. They go through nether portals. Sure, you can try a hundred a second. Imagine you did a cute little spiral going out from 0,0. Since render distances are 9 by 9, we can actually just skip to one chunk in every 9.
Even spiraling like this, it would take days to spiral out to where the interesting bases, in the mid hundred ks range. Very few bases have players online all the time or even most of the time. We start with two bots on offset shift schedules in the nether for continuous coverage. They scan the nether highways really, punch one block per every 9 chunks, expanding outwards on every highway and diagonal, sort of like radar. We devised a system, using a monte carlo particle filter to simulate and track movement, that uses about 2 checks per second to keep up with a player as they travel at arbitrary speed.
Elytra, boat, entity speed, sprinting, walking, anything. Even pig god mode! Even spectator mode! All we care about is if chunks are loading, that's what we can see. Basically, we built a machine that plays this game of battleship against 2b2t, really well, using up all the hundred some checks a second we get, and uses it to follow the battleships as they move around the board.
And when a battleship disappears from the nether board, we look over at the overworld board and keep going the bots coordinate with each other of course. In this way, we simply, just, follow people to their bases by keeping up with them as they load chunks. From our observation posts we can check chunks all over the map, at any distance. The monte carlo particle system simulates potential player positions and velocities referred to as "particles". As hits and misses come in, the more likely particles reproduce, and the less likely particles are culled.
Across many generations, the population settles down around a very accurate position and velocity, to sub-chunk accuracy after just a few generations, which are one a second. For example, for someone on a nether highway moving at a constant speed, this is able to keep up with 1 check a second, once it gets their trajectory down cold. We also incorporated some other strategies. For example, when someone joins the server, we lookup the most recent time they left, then we lookup all the tracks that went cold within 1 minute of that time, for each of those tracks we send a few checks sprinkled around the area to try and pick up where we left off with tracking them.
A few other techniques like this allow tracking to be extremely resilient. After the massive ratelimit in May likely due to 0neb , it was just barely at the edge of what's even survivable for this exploit, but we pulled through, tweaked priorities, decreased scan net sizes, wrote some special cases for stationary players, and more.
It's easy to forget, but this isn't just for checking chunks. We created a very efficient base downloader by essentially "paint bucketing" or "flood filling" the modified blocks compared to 2b2t's seed to get all ground level structures. You'd be shocked how far people go out, millions of blocks, just to build a tiny fishing hut and afk. It seeks out the locations in the chunk with the most changes, and rechecks around them periodically, as often as once every thirty minutes.
This allows us to keep up with bases as new buildings get built or torn down. We also redownload from scratch every three weeks.
So, we don't just have coords of every base, we don't just have a world download of every base, we actually have the entire history of the construction and possibly destruction of the base, block by block, hour by hour, quite high resolution. How do we actually make this happen, nitty gritty? The old version was super simple. A forgehax module was written to do the spiral search and write down the coords to a file.
It's actually exactly the same as that elytra stash finder, except it does it remotely and doesn't have to fly. Fr1kin ran it at his house for over a year. The files would be sent and added to a website that showed em all.
We had to do something a little bit more complicated here. The base requirement was the communication between overworld and nether bots, and it sorta spiraled lol out of control from there.
So, we start with the primary bot instance, which is a DigitalOcean droplet. This was picked to have the absolute lowest ping to 2b2t. This allows us to squeeze the absolute maximum packets per second out of the connection, with close to instant detection of network lag causing us to throttle down to almost nothing. This allows the highest sustained checks per second across the day.
The server ran a very cute headless minecraft we developed. It's able to save on RAM by having a single Java process have multiple fully fledged minecraft instances. To be clear, this isn't anything fake like reminecraft or a proxy. This is a true full minecraft client, just with all the rendering and keyboard and mouse stuff ripped out.
So that's the bots, but what does the master do? First and foremost it provides a layer of abstraction over the bots and 2b2t. TCP connections can sometimes drop, the bots can get kicked from 2b2t, a bot can randomly die and respawn in a different dimension rarely , etc. So, there is a system of priority based queues and checks. A "task" can be created, which is a straight line list of chunks to check.
Or a task could be as simple as "check this particular chunk". The world and connection system handles the actual communication to the bots, and all that. Register Don't have an account? History Talk 1. Categories Hermits. Universal Conquest Wiki. One method I saw involved setting up a server on your own computer and installing the Multishot Timelapse Mod.
You need to turn "online mode" to "off" on the server. Then, you login to the server the address will be localhost using your real account, then, in a separate client, login to the server in offline mode which can be accomplished by misspelling your login name , and following the instructions for the timelapse mod.
The downside of this method is, obviously, that you will need a lot of computing power to be able to run a server and 2 clients at the same time. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How can I make time-lapse videos of my Minecraft creations? Ask Question.
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