As far as I know they are using ScriptCraft which is a Mod for CraftBukkit and CanaryMod which lets you create mods in Javascript. [disclosure: I maintain ScriptCraft] https://github.com/walterhiggins/ScriptCraft/
Hmm, I find $120/year (after official release) quite a high price for what seems to be different open source software and a 4 slot server packed together.
I used to be very active on the team there, but haven't contributed any code for a while now. I get the urge almost every week, so maybe I should jump back in for a bit.
It has its problems, but is miles ahead from where we started and really does enable plugin authors in a way straight modding never can.
I've implemented ScriptCraft as a bukkit plugin now. Bukkit's API and plug-in deployment mechanism is sweet. ScriptCraft and Bukkit are really well suited.
It looks like Bukkit might be a perfect fit for ScriptCraft. Bukkit seems to have wrappers around a lot proprietary minecraft code. The ability to use those wrappers in Javascript would mean that once ScriptCraft was installed, futher Bukkit plugins could be written entirely in Javascript (no need for java).
Agreed. It makes sense for admins to be able to build using javascript but would lead to accidental/deliberate griefing if all players on a server had it.
Hi Dan,
Adding in-game scriptability means you can do some serious in-game world building with a little knowledge of Javascript. I haven't used out-of-game tools like mcedit. I personally like the ability to prototype at the in-game command prompt. E.g...
/js box('35:15',4,9,1)
...creates a 2001 Monolith at the current location. The real power of ScriptCraft though is its ability to load and execute javascript files containing functions, and the ability to easily extend the Drone class. E.g.