Releases: KasperStudios/kashub
Release list
KasHub v0.9.0-beta — V2 Scripting & Server-Side & Auto-Discovery
[v0.9.0-beta] - 2026-01-25
🛡️ New Features
CrashGuard Command
- Protection System - New
crashguard { }command to protect code from crashes and errors- Exception handling (like try-catch)
- FPS monitoring and throttling
- Execution timeout protection
- Memory usage monitoring
- Automatic recovery
- Configurable Options
crashguard(timeout=5000)- Set custom timeout in millisecondscrashguard(minFps=30)- Set minimum FPS thresholdcrashguard(timeout=10000, minFps=25)- Combine options
- Use Cases
- Protect scanner operations from crashes
- Monitor performance during heavy operations
- Prevent infinite loops with timeouts
- Safe entity interaction
System Object
- New Global Object -
Systemobject with essential utilitiesSystem.print(message)- Output to chat and consoleSystem.log(message)- Output to console only (no chat)System.chat(message)- Send chat messageSystem.wait(ms)- Sleep for millisecondsSystem.time()- Get current timestampSystem.exit()- Stop script executionSystem.gc()- Request garbage collectionSystem.memory()- Get memory usage info (used, free, total, max)
- Migration Path - Legacy functions (
print,wait,chat) still work but deprecated - Better Organization - System-level functions now grouped in one object
📚 Documentation
- CrashGuard Guide - Complete guide with examples and best practices
- System Object Guide - Full documentation for System object methods
- Updated README - Added new features to main documentation
- Example Scripts - New test scripts demonstrating crashguard and System object
🎨 UI Improvements
- Auto-completion - Added System object and crashguard to code completion
- Snippets - New snippets for crashguard patterns
crashguard- Basic protected blockcrashguard_timeout- Block with timeoutcrashguard_fps- Block with FPS monitoring
🔧 Developer Experience
- Better Error Handling - Errors inside crashguard are caught and logged without crashing
- Performance Monitoring - Built-in FPS and memory tracking
- Safer Scripts - Encourage use of crashguard for risky operations
🚀 Scripting Engine 2.0 (Object-Oriented) ✅
Goal: Modernize KHScript with object-oriented syntax, making it more powerful and intuitive (like JavaScript).
Core Features
- Object-Oriented Syntax - Use
object.method()andobject.propertyplayer.healthinstead of$PLAYER_HEALTHplayer.jump()instead ofjumpscanner.scan()instead ofscanner scaninventory.count("diamond")instead ofinventory count diamond
- System Objects - New global objects for core functionality
System- System utilities (print, log, wait, memory, time)player- Player state and control (pos, health, inventory, etc.)vision- Raycasting and entity targetingscanner- Block and entity scanninginventory- Inventory management- And more...
- Data Structures
- List Literals - Support for
[1, 2, 3]syntax - Bracket Access - Access lists/maps via
list[0]
- List Literals - Support for
- Better Expressions - Unified expression engine for all commands
UI Improvements
- Icon-Based Tabs - Editor tabs now use compact icons (
Map,Emerald) instead of text, saving screen space. - Modernized README - Updated documentation style to match Modrinth.
- License Update - Project is now under MIT License.
🏗️ Architecture Refactoring (Phases 1-5) ✅
Goal: Migrate from global ScriptInterpreter singleton to per-script ScriptTask architecture for better isolation, thread safety, and maintainability.
Phase 1: New Core Classes ✅
-
ScriptExecutionContext - Per-script execution context 🆕
- Isolated variable storage per script (no more variable leaks!)
- Per-script function definitions
- Per-script command queue management
- Per-script event registration tracking
- Thread-safe with
ConcurrentHashMapandConcurrentLinkedDeque - Variable processing with
$VARsubstitution - Expression evaluation using
ExpressionParser - Condition evaluation for control flow
- Clean separation from global state
-
EnvironmentVariableProvider - Singleton for read-only environment variables 🆕
- Extracts environment variable logic from
ScriptInterpreter - Shared across all scripts (read-only)
- Updated globally from game state
- Throttled updates (max every 50ms) for performance
- 30+ environment variables including:
- Player: position, health, food, XP, speed, air supply
- Player state: sneaking, sprinting, swimming, flying, riding, on_ground, in_water, in_lava, burning, dead
- World: time, day, weather, difficulty, is_day, is_night, moon_phase
- Game: mode, dimension, singleplayer/multiplayer, server_name
- Held item: name, count, slot
- Target: block, entity, distance
- Extracts environment variable logic from
Phase 2: Core Feature Migration ✅
-
ScriptTask - Now uses
ScriptExecutionContext🔄setVariable()now delegates to contextprocessVariables()uses context for variable substitutionevaluateCondition()uses context for condition evaluationexecuteIncrement()uses context for variable updatesgetVariables()returns variables from contextstop()callscontext.cleanup()for proper cleanup- Added
getContext()method for direct context access - Legacy
variablesmap kept for backward compatibility (will be removed in Phase 6)
-
Variable System - Migrated to context-based storage
- All variable operations now go through
ScriptExecutionContext - Variables are isolated per script
- No more variable leaks between scripts
- Thread-safe concurrent access
- All variable operations now go through
Phase 3: Event System Update ✅
-
EventManager - Now supports event ownership tracking 🔄
- Added
eventOwnersmap to track which script owns which event - New
registerEventScript(eventName, scriptCode, ownerScriptName)overload - Creates temporary
ScriptExecutionContextfor each event execution - Event variables are isolated and don't leak to other scripts
clear()now also clears owner tracking
- Added
-
ScriptTask - Event registration with owner tracking
- Now passes script name when registering events
- Events are properly attributed to their owner script
- Better logging with owner information
-
Event Isolation - Events now execute in isolated contexts
- Each event creates a temporary execution context
- Event variables (
$event_*) don't leak between events - Backward compatibility maintained with ScriptInterpreter
Integration Updates
- KashubClient - Now uses
EnvironmentVariableProvider- Calls
EnvironmentVariableProvider.getInstance().update()every tick - Environment variables updated before event/task processing
- Better performance with throttled updates
- v0.9.0: Auto-initializes
ModpackScriptManagerwhen world loads
- Calls
Benefits of New Architecture
- ✅ Better Script Isolation - Variables don't leak between scripts
- ✅ Thread Safety - No race conditions with concurrent scripts
- ✅ Easier Testing - Each context can be tested independently
- ✅ Cleaner Code - Centralized variable/condition logic
- ✅ Foundation for Future - Ready for multi-threaded execution
🌐 Server & Modpack Scripts ✅
Goal: Enable server-side script execution and modpack-level scripting capabilities.
Modpack Script System
-
ModpackScriptManager - Manages server-side/modpack scripts 🆕
- Auto-discovers scripts from
config/kashub/modpack_scripts/ - Auto-starts mandatory modpack scripts on world load
- Persistent data storage between server restarts
- Automatic cleanup on world unload
- Auto-discovers scripts from
-
ModpackScript - Represents modpack-level scripts 🆕
- Mandatory flag for required scripts
- Priority system for execution order
- Isolated from user scripts
-
GlobalEventHooks - Global event hooks for modpack scripts 🆕
- Register global event handlers
- Priority-based execution
- Persistent across sessions
- Modpack-level event management
Features
- ✅ Server-Side Execution - Scripts run in server/modpack context
- ✅ Modpack Scripts - Mandatory scripts for all players
- ✅ Event Hooks - Global event handlers with priorities
- ✅ Persistent Data - Data survives server restarts
- ✅ Auto-Initialization - System starts automatically on world load
⚙️ Flexible Configuration ✅
Goal: Provide flexible configuration options for admins and modpack creators.
Configuration System
- Enhanced KashubConfig - New configuration options 🆕
restrictedMode- Restrict mod usage to modpack scripts onlyallowEditorAccess- Control editor accessallowDebuggerAccess- Control debugger accessdisabledCommands- List of disabled commandsclientEnforcement- Enforce settings on client
Features
- ✅ Feature Toggles - Enable/disable editor, debugger, or specific commands
- ✅ Restricted Mode - Limit mod usage to modpack scripts only
- ✅ Custom Functionality - Configure unique server mechanics
- ✅ Runtime Configuration - Change settings without restart
- ✅ Command Blacklisting - Disable specific commands
🔌 Universal Integration System ✅
Goal: Enable integration with any mod through reflection and dynamic compatibility.
Mod Bridge System
-
ModBridgeManager - Universal mod integration 🆕
- Auto-discovers all loaded mods
- Reflection-based API calls
- Field access (get/set)
- Method invocation with arguments
- Mod presence detection
-
TagManager - Item/Block tag system 🆕
- Check if items/b...
v0.8.0 beta - Debugger and Fixes
[v0.8.0-beta] - 2026-01-03
🔥 Sprint 1: Debug System Foundation
Debug System Improvements
-
Call Stack Tracking - Added DebugFrame class for function call tracking
pushFrame()/popFrame()methods in DebugManager- Call stack visualization support
- Depth tracking for Step Out functionality
-
Step Out Implementation - Complete step-through debugging
stepOut()method in DebugManager- Exits current function and pauses at caller
- Works with call stack depth tracking
-
Code Cleanup - Production-ready debug code
- Removed all
System.err.printlndebug output - Replaced with
ScriptLogger.debug()with null-safe formatting - Removed unused imports (HashMap, Map from DebugSession)
- Added SLF4J-style
{}placeholder formatting to ScriptLogger
- Removed all
🎯 Sprint 1.5: Event System Revival
Event System Fixes (2026-01-03)
-
CRITICAL FIX: Event blocks now parse correctly 🔥
- Added
onEvent { }block parsing in ScriptTask - Events were completely broken - blocks were ignored
- Now properly collects event script body
- Registers directly with EventManager
- Added
-
CRITICAL FIX: Events now work after script restart 🔥
- Fixed event persistence bug when stopping/restarting scripts
- Added
registeredEventstracking in ScriptTask - Events are now properly unregistered in
stop()method - Events re-register correctly on
restart() - Prevents duplicate/stale event handlers
-
CRITICAL FIX: Events work after stop hotkey (Bug #11) 🔥
- Fixed
ScriptInterpreter.shouldStopflag blocking event execution - Added automatic flag reset in
queueCommand()andexecuteQueuedCommands() - Events now execute correctly after pressing Z (stop all scripts)
- Test script:
test_events_after_stop.kh - Issue:
shouldStopremainedtrueafterstopProcessing(), blocking all subsequent commands - Solution: Auto-reset flag when starting fresh (empty queue, not processing)
- Documented in
BUGS_FOUND.mdas Bug #11
- Fixed
-
Error Logging Improvements
- Replaced all
System.err.printlnwithScriptLoggerin:- EventManager (registerEventScript, fireEvent)
- ChatMessageMixin
- BlockBreakMixin
- BlockPlaceMixin
- AttackMixin
- Consistent error reporting across event system
- Replaced all
Package System Foundation (2026-01-03)
-
NEW: Export/Import System 🎉
- First step towards full package system (see PACKAGE_SYSTEM_CONCEPT.md)
exportcommand - share variables between scriptsimportcommand - use variables from other scripts- ExportManager for cross-script variable sharing
- Automatic cleanup on script stop
- Fixed script name tracking for proper export/import resolution
-
Usage Examples:
// script1.kh export myVar 100 export playerName "Kasper" // script2.kh import myVar from script1 import playerName from script1 print $myVar // Outputs: 100
-
Test Scripts:
test_export.kh- demonstrates export functionalitytest_import.kh- demonstrates import functionality
-
VSCode Extension:
- Added
exportandimportto command autocomplete - NEW: Hover Provider - hover over commands/variables to see documentation
- Commands show full help text from mod
- Variables show current values and types
- Works offline with basic info, full docs when connected
- Added
-
Event Validation - Honest event status reporting
- Split events into IMPLEMENTED vs WIP categories
- Warning when registering WIP events
- Updated documentation to reflect reality
- ✅/
⚠️ indicators in help text
-
Mixin Implementation - Critical events now work
- ChatMessageMixin - onChat event captures chat messages
- BlockBreakMixin - onBlockBreak event captures block breaking
- BlockPlaceMixin - onBlockPlace event captures block placement
- AttackMixin - onAttack event captures entity attacks
- All mixins registered in kashub.mixins.json
-
Event Variables - Rich event data
- onChat:
$event_message,$event_sender,$event_full_message - onBlockBreak:
$event_x,$event_y,$event_z,$event_block - onBlockPlace:
$event_x,$event_y,$event_z,$event_block,$event_side - onAttack:
$event_target_name,$event_target_id,$event_target_type,$event_target_x/y/z
- onChat:
Implemented Events (9 total)
- ✅ onTick - Every 20 ticks (1 second)
- ✅ onDamage - Player takes damage
- ✅ onHeal - Player heals
- ✅ onHunger - Hunger level changes
- ✅ onDeath - Player dies
- ✅ onChat - Chat message received
- ✅ onBlockBreak - Block broken
- ✅ onBlockPlace - Block placed
- ✅ onAttack - Entity attacked
WIP Events (6 remaining)
⚠️ onRespawn - Player respawns⚠️ onJump - Player jumps⚠️ onSneak - Sneak toggled⚠️ onSprint - Sprint toggled⚠️ onItemUse - Item used⚠️ onInventoryChange - Inventory changed
🔥 Sprint 2: Advanced Breakpoints (Phase 2.1)
Conditional Breakpoints Core
-
Enhanced Breakpoint Class - Full-featured breakpoint system
- Three types: BREAKPOINT (always stops), CONDITIONAL (stops if true), LOGPOINT (logs without stopping)
- Hit count tracking for each breakpoint
- Hit conditions:
>= 5,% 10 == 0,== 3 - Condition and log message support
-
ConditionEvaluator - Smart condition evaluation
- Uses ExpressionParser for condition evaluation
- Caches compiled conditions (max 100) for performance
- Validates complexity (max 10 operators) to prevent lag
- Supports all event variables (
$event_*) - Variable lookup with fallback strategies
- Log message interpolation with
{$var}placeholders
-
DebugManager Integration - Conditional logic in shouldPause()
- Evaluates conditions with current scope variables
- Handles LOGPOINT without pausing
- Handles CONDITIONAL with condition check
- Increments hit count on each hit
- Checks hit conditions before pausing
New API Methods
setConditionalBreakpoint(scriptName, line, condition)- Set conditional breakpointsetLogpoint(scriptName, line, message)- Set logpointsetHitCondition(scriptName, line, hitCondition)- Set hit conditiongetBreakpoint(scriptName, line)- Get breakpoint for inspection
🎯 Sprint 2: Advanced Breakpoints (Phase 2.3)
Performance Profiler
-
ProfilerManager - Thread-safe performance tracking
- CommandStats with atomic operations (total, count, min, max, avg)
- Top N queries (hotspots, slowest, most called)
- Multiple export formats (text, JSON, Chrome Tracing)
- Integrated into ScriptTask execution
-
API Endpoints - Full profiler control
- GET
/api/profiler/status- Profiler status - POST
/api/profiler/start- Start profiling - POST
/api/profiler/stop- Stop profiling - POST
/api/profiler/clear- Clear data - GET
/api/profiler/report- Text report - GET
/api/profiler/json- JSON export - GET
/api/profiler/chrome-tracing- Chrome Tracing format - POST
/api/profiler/save- Save to file
- GET
-
Chrome Tracing Export - Premium visualization
- Open in
chrome://tracingfor visual analysis - Timeline view of command execution
- Hotspot identification
- Performance bottleneck detection
- Open in
🔌 Sprint 3: VSCode Integration (Phase 3.1)
Debug Adapter Protocol (DAP) API
-
DTO Classes - DAP-compatible data structures
DebugStackFrame- Stack frame representationDebugScope- Scope representation (Local, Global, Event, Environment)DebugVariable- Variable representation with type inference
-
Debug API Endpoints - Full debugging support
- GET
/api/debug/scopes?scriptId=X&frameId=Y- Get scopes for frame - GET
/api/debug/variables?variablesReference=X&scriptId=Y- Get variables for scope - POST
/api/debug/evaluate- Evaluate expression in context - GET
/api/debug/stacktrace?scriptId=X- Get call stack - POST
/api/debug/setVariable- Modify variable during debugging
- GET
-
Scope System - Organized variable access
- Local Scope (ref: 1) - Task-specific variables
- Event Scope (ref: 3) - Event variables (
$event_*) - Global Scope (ref: 2) - Interpreter variables
- Environment Scope (ref: 4) - Environment variables (
$PLAYER_*)
WebSocket Integration (Phase 3.2)
-
Real-time Debug Events - Already integrated
debug_event- Broadcasts PAUSED, RESUMED, STEP eventsdebug_action- Handles pause, resume, step_over, step_intoset_breakpoints- Sync breakpoints from VSCodeget_variables- Request variablesset_variable- Modify variablesstackTrace- Request call stackscopes- Request scopes
-
Bidirectional Communication
- VSCode → Server: Debug actions, breakpoint changes
- Server → VSCode: Debug events, variable updates, state changes
📝 Notes
- Test scripts included:
test_events.kh,test_conditional_breakpoints.kh,test_profiler.kh,test_events_after_stop.kh - All critical events now functional
- Conditional breakpoints work with event variables
- Profiler records every command execution
- DAP-compatible API for VSCode integration
- WebSocket for real-time debugging
- No breaking changes to existing scripts
- Bug #11 fixed - Events work after stop/restart
- Version format fixed:
v0.8.0-beta→0.8.0-beta(removes Fabric Loader warning)
🏗️ Future Plans
- v0.8.1 - UI polish, code analysis, unit tests
- v0.9.0 - Architecture refactoring (remove ScriptInterpreter singleton)
- v1.0.0 - Stable release with complete GUI features
- See
REFACTORING_PLAN.mdfor detailed architecture migration plan - See
ROADMAP_FUTURE.mdfor complete feature roadmap
🎯 Release Status
- Roadmap Completion: 85% (excellent f...
v0.7.0 beta - VSCode extersion
[v0.7.0 beta] - 2025-12-21
🔥 Major Features
VSCode Integration & API Server
-
HTTP API Server for external tool integration (VSCode, custom tools)
- Default port: 25566 (configurable)
- REST endpoints for script management
- CORS support for web-based tools
-
WebSocket Server for real-time communication
- Default port: 25567 (configurable)
- Live script output streaming
- Task state change notifications
- Error broadcasting
-
VSCode Extension (separate package: kashub-vscode)
- Full KHScript syntax highlighting
- IntelliSense with online/offline modes
- Real-time validation powered by actual Kashub parser
- Kashub Console panel for live output
- Run scripts directly from VSCode (Ctrl+Shift+K)
- Environment variables viewer
- Task management
✨ API Endpoints
| Endpoint | Method | Description |
|---|---|---|
/api/status |
GET | Mod status, player info, task stats |
/api/validate |
POST | Validate KHScript code |
/api/autocomplete |
POST | Get autocomplete suggestions |
/api/run |
POST | Execute script code |
/api/tasks |
GET | List all running tasks |
/api/tasks/{id}/stop |
POST | Stop a specific task |
/api/tasks/{id}/pause |
POST | Pause a specific task |
/api/tasks/{id}/resume |
POST | Resume a paused task |
/api/variables |
GET | Get all environment variables |
✨ WebSocket Events
| Event | Description |
|---|---|
script_output |
Script print/log output |
script_error |
Script execution errors |
task_state_change |
Task started/stopped/paused |
variable_update |
Environment variable changed |
⚙️ New Configuration Options
{
"apiEnabled": true,
"apiPort": 25566,
"apiWebSocketPort": 25567,
"apiRequireAuth": false
}🔧 Improvements
- Print and Log commands now broadcast to WebSocket for VSCode console
- Better error messages with line numbers
- Improved command validation
📝 Notes
- API server starts automatically when mod loads (if enabled)
- VSCode extension available separately
- Works with hot-reload from v0.6.0
v0.6.1 - bug fix and other
[v0.6.1] - 2025-12-19
⚙️ IBug Fixes
Task Manager Autorun GUI
- Fixed script selection - Clicking on scripts in autorun lists now properly selects them
- Fixed arrow buttons - Add/Remove buttons now work with selected scripts
- Added double-click support - Double-click to quickly add/remove scripts from autorun
- Visual selection indicator - Selected scripts are now highlighted with accent color
Text Editor Crash Fix
- Fixed paste crash - Fixed
StringIndexOutOfBoundsExceptionwhen pasting text with selection - Bounds checking - Added proper bounds validation in
deleteSelection()and selection methods - Safer text operations - Selection indices are now clamped to valid line lengths
🔧 Improvements
Code Cleanup
- Removed debug logging - Eliminated all hardcoded FileWriter debug logs from ScriptTask and ScriptTaskManager
- Cleaner codebase - Removed 20+ debug log blocks that were writing to absolute paths
Documentation
- Horizontal scrolling in docs - DocsDialog now supports Shift+MouseWheel for horizontal scrolling
- No more truncated text - Command descriptions display in full without "..." truncation
- Updated KHScriptGuide.md - Removed HTTP references, added Marketplace section
- Complete command documentation - All commands now have detailed help with:
- Full usage syntax and parameters
- Multiple examples for each command
- Variables set by commands
- Notes and important details
- Category classification
Commands with Enhanced Documentation
- Movement: moveTo, run, jump, sneak, sprint, swim, teleport, stop
- Combat: attack (with target types, range, count)
- Interaction: interact, placeBlock, breakBlock, useItem, eat, dropItem, equipArmor
- Inventory: inventory, selectSlot, autoCraft, autoTrade
- Scanner: scan, scanner (with caching and async support)
- Visual: fullbright, animation
- Sound: sound (with music/melody support)
- Input: input (comprehensive player input control)
- AI: ai (AI assistant integration)
- Events: onEvent (event-driven scripting)
- Control Flow: loop (with nested loop support)
- Output: log, chat
- Script Management: scripts (task management)
- Player: setHealth, speed
Security
- Removed HTTP commands - Deleted HttpCommand, LoadScriptCommand, and HttpService for safer scripting
- Removed HTTP config options - Cleaned up allowHttpRequests, httpWhitelistedDomains, allowRemoteScripts, remoteScriptSources from config
- Updated GUI - Removed HTTP toggle from Settings panels
✨ Added
Marketplace Skeleton (Preparation for future)
- MarketplaceService.java - Service for future GitHub-based script repository
- VerifiedScript.java - Model for verified scripts with ratings, downloads, signatures
- MarketplaceConfig.java - Configuration for marketplace settings
- Categories: automation, utility, farming, building, combat, navigation, misc
🗑️ Removed
HttpCommand.java- HTTP GET/POST commands for scriptsHttpService.java- Async HTTP serviceLoadScriptCommand.java- Remote script loading- HTTP-related config options from KashubConfig
- HTTP tick processing from KashubClient
📝 Notes
- This is a patch release focusing on stability and cleanup
- Marketplace is skeleton only - full implementation coming in future version
v0.6.0 - Hot-Reload & Autorun Update
Major update focused on developer experience!
🔥 Highlights
Hot-Reload System
Edit scripts in your favorite editor - changes apply instantly!
- Auto-reload on file changes
- Works with any text editor
- Thread-safe implementation
Autorun System
Scripts that start themselves when you join a world!
- Configure in Task Manager
- Perfect for utility scripts
- Sequential execution with error handling
Improvements
- Task Manager: New tabbed interface
- Better error handling
- Fixed if/else/while bugs
- Fixed environment variables
📥 Downloads
[Waiting for Modrinth approval]
📝 Full Changelog
🐛 Known Issues
None at this time! Report bugs on GitHub Issues.
Thank you for using Kashub! 🚀
Kashub v0.5.0-beta - First Public Release
🎮 Kashub v0.5.0-beta - First Public Release
Minecraft scripting engine with built-in code editor
⚠️ Beta Notice
This is an early beta release. The core functionality works, but some features may have bugs or edge cases. Please report any issues you encounter!
✨ What's Included
Core Features
- Custom Scripting Language (KHScript) - Easy Lua/JavaScript-inspired syntax
- Built-in VSCode-like Editor - Syntax highlighting, autocomplete, 10+ themes
- 40+ Commands - Movement, combat, inventory, world interaction
- Event System - React to damage, chat, ticks, and more
- Debug Tools - Breakpoints, step-through debugging, variable watching
- Task Manager - Run multiple scripts simultaneously
Battle-Tested
✅ Tested on real multiplayer servers
✅ Auto-farm scripts work flawlessly
✅ Auto-PvP proven effective
📦 Installation
- Install Fabric Loader for Minecraft 1.21.1
- Download Fabric API
- Download
kashub-v0.5.0-beta.jarfrom this release - Place both
.jarfiles in yourmodsfolder - Launch Minecraft!
Press K in-game to open the script editor.
🎯 Quick Example
// Auto-heal when low HP
onEvent onDamage {
if ($PLAYER_HEALTH < 10) {
eat golden_apple
print "Emergency heal!"
}
}
📋 Known Limitations
- Not all 44 commands fully stress-tested (community testing needed!)
- Some edge cases may exist
- Performance not fully optimized
Your feedback is crucial for improvement!
🐛 Bug Reports
Found a bug? Please open an issue!
🔮 What's Next (v0.6.0+)
- Bug fixes based on community feedback
- Performance optimizations
- New commands and features
- Improved documentation
📄 Full Documentation
See README.md for complete documentation.
Made with ❤️ by KasperStudios
Inspired by Roblox script executors, built for Minecraft automation