Minecraft 서버 팩으로 모드 서버를 구축하고, 인원과 장비에 맞게 설정과 메모리를 조정합니다. 정기 백업과 시작 및 연결 확인도 지원합니다.
- 서버 팩으로 환경 구축
- 난이도, PvP, 참가자 제한 설정
- 메모리와 시야 거리 조정
452건 · 관련도순
Minecraft 서버 팩으로 모드 서버를 구축하고, 인원과 장비에 맞게 설정과 메모리를 조정합니다. 정기 백업과 시작 및 연결 확인도 지원합니다.
지도 범위로 항구, 공항, 국경, 도시 등 지정 지역의 실시간 카메라를 찾습니다. 선택한 카메라의 미리보기 이미지, 재생 URL과 갱신 시각을 가져옵니다.
Build an app that generates or edits videos with Remotion. The guidance covers choosing a template or framework, embedding a video preview in React, and selecting where video rendering—the process of producing the output—takes place.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Plan a game season or limited-time event across content, story, rewards, pricing, measurement, and player communication. Coordinate role-based agents to produce a season design, analytics plan, and communication calendar for production.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Prepare a long play session with timed observation checkpoints and logs for memory growth, stability, and player fatigue. It creates the testing protocol and analysis template; a human plays the game and records the findings.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Audit game code for save tampering, cheating, network weaknesses, input validation gaps, exposed data, and dependency risks. Produce a report with severity ratings, repair priorities, release recommendations, and explicit notes about areas that could not be assessed.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Develop a game concept through guided discussion of player experiences, preferences, and practical constraints. Compare ideas, define repeated player actions and design priorities, and produce either a concise game brief or a detailed concept document.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Turn JSON timelines into Remotion video compositions with titles, images, text overlays, and animated statistics. The skill covers playback setup, reusable video components, transitions, effects, and adding custom clips to a video catalog.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Turn plain-language app ideas into Convex backend designs and code. Cover data structure, authentication, live updates, file storage, scheduled tasks, and LLM features, with type checking and deployment verification before treating the backend as complete.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Inspect game code, data files, live memory, and graphics captures to understand the internals needed for a mod. Choose tools for the game’s technology, document findings, and validate unknown file formats by decoding and re-encoding them.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Implement and tune Three.js game cameras so players, threats, and objectives stay readable. Covers smooth following, isometric views, zoom and orbit limits, obstruction handling, target lock-on, camera shake, touch controls, and checks for regressions.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Build apps with Remotion, from forms that trigger video rendering to complex video editors. Get guidance on templates, embedded previews, and choosing where rendering—the process of producing the video—runs.
한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Build respawn-safe Roblox character systems around Players, CharacterAdded/CharacterRemoving, Humanoid, HumanoidRootPart, Animator, R6/R15 rigs, movement, animations and markers, death, tools, accessories, ownership, and custom characters. Use when character scripts break after respawn, cache stale Humanoids, control movement or velocity, load AnimationTracks, handle death, equip Tools, modify avatars, or support custom player rigs.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Persist player data in Roblox with DataStoreService: GetDataStore, GetAsync/ SetAsync/UpdateAsync/IncrementAsync wrapped in pcall, load-on-join and save-on-leave plus BindToClose, retries, and OrderedDataStore leaderboards. Use when saving or loading persistent data in a Roblox experience — when the user mentions DataStore, DataStoreService, GetAsync, SetAsync, UpdateAsync, save player data, or leaderboards. For general Luau scripting use roblox-luau.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors (e.g. `bIsLocked` on `BP_DoorActor`), Live Coding recompile after editing C++ (`AActor`, `UMyComponent::Method`, `UPROPERTY`), or modify Static/Skeletal Mesh assets. Treat as Unreal context even without the word "Unreal": asset prefixes `BP_`, `WBP_`, `M_`, `MI_`, `NS_`, `CR_`, `SK_`, `SM_`, `ABP_`; UE C++ types/macros; `.uproject`; Content Browser; Outliner; PlayerStart; "in my game" plus UE signals. Skip for: pure conceptual/docs questions, Unity, Godot, or unrelated uses of "blueprint"/"sequencer"/"widget".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Media player traps on Media3/ExoPlayer and desktop engines: crossfade, audio focus, fades, loudness, DSP, queues and shuffle, position restore, service lifecycle, group listening. Use when playback state, queue or audio levels go wrong.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Plan a board game night that actually lands — the right games for your group size, mix, and time, in a running order that keeps energy up. Use when asked to plan a game night, what board game should we play, games for [N] people, or what to play with a mixed group. Produces game picks matched to player count and experience, a warm-up-to-main running order, teach-time and play-time estimates, and swaps for the non-gamers or the one player who hates losing.
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Reference for MATLAB audiostreamer (Audio Toolbox R2025a+). Without this skill, agents consistently default to legacy audioDeviceWriter/audioDeviceReader or base MATLAB sound(), producing less capable code. Use when writing code for audio playback, recording, full-duplex device I/O, real-time audio measurements, or audio I/O processing with callbacks. Also use when debugging audiostreamer errors, dropouts, or latency issues, or migrating from audioDeviceReader, audioDeviceWriter, audioPlayerRecorder, or audioplayer/audiorecorder.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Use when making or fixing Roblox visual effects or game audio: ParticleEmitter, Beam, Trail, flipbook sprite sheets, slash, hit, impact, explosion, fireball, aura or projectile VFX; effects only one player sees, effects that lag or pile up, particles invisible, popping or too bright; the Audio API (AudioPlayer, Wire, AudioEmitter, AudioListener, AudioDeviceOutput, effects), "no sound", "3D sound not working", music, ducking, footsteps, SoundGroup volumes; or importing Scenario-generated sound effects, music, voice or VFX sheets into a Roblox game.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.