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minecrafttas.com

Minecraft Tool-Assisted Speedrunning resources and more!

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What is Minecraft TAS?

Minecraft TAS is a community resource site for tool-assisted speedrunning (TAS) in Minecraft—using external tools, such as scripted inputs and playback modifications, to complete the game as fast as possible. The site is unofficial and not affiliated with Mojang. It points newcomers to a Tutorials section and offers a Showcase of example runs, including a glitched Any% run finishing in about 20 seconds (set seed, item duplication, dragon skip) and a Glitched All Advancements run on 1.12.2 at 00:12:25.0.

Who it is for

  • Newcomers to TAS: people who want a starting path into the techniques and terminology.
  • Experienced runners: those looking for reference runs and a sense of what categories and glitches look like in practice.
  • Spectators: viewers curious about how far tool-assisted play can push Minecraft.

What to expect

The site separates playback and non-playback tools in its keywords, which reflects a common TAS distinction: playback tools replay precise inputs, while non-playback tools assist planning or execution. The showcase examples are useful for seeing how categories like Any% and All Advancements differ in rules and length—one is seconds long and permits almost anything, the other runs over twelve minutes on an older version chosen for its advancement system.

A practical next step

Start with the Tutorials section if you want to try TAS yourself; watch the two showcase runs first if you mainly want to understand what tool-assisted Minecraft looks like. As a decision criterion: pick Any% Glitched to see maximum exploitation of the game, and All Advancements to see a longer, more structured route. For broader speedrunning context, Speedrun.com hosts category leaderboards, and Minecraft Wiki covers version differences relevant to route choices.

How do I get started with Minecraft tool-assisted speedrunning if I've never made a TAS before?

Start with the Tutorials section on Minecraft TAS; it is the site's own recommended first stop, and it is aimed at people who have never built a TAS before. Watch the showcase runs before reading too much theory: the Any% Glitched run finishes in roughly 20 seconds and the All Advancements (1.12.2) Glitched run in about 12 minutes 25 seconds. Seeing how short a finished TAS is makes the editing and playback concepts easier to absorb.

A practical first route

  1. Pick one showcase run to study. The 20-second Any% Glitched example shows how far glitches, a set seed and item duplication can push a run. The All Advancements example shows a longer, version-specific route. Choose the one closer to what you want to make.
  2. Note the version. The All Advancements example is played in 1.12.2 because that was the first version with advancements, and because 1.13 added phantoms. Version choice shapes both the route and the tools you can use, so decide it early.
  3. Learn the two halves of TAS work. The site's keywords distinguish modification, playback and non-playback. In practice, you will spend time setting up the game and tools, recording or scripting inputs, then playing those inputs back and adjusting them frame by frame.
  4. Aim for a tiny finished run first. A short segment, a single trick or a 30-second route teaches the whole loop faster than a full-game project.

What to expect as a beginner

TAS work is closer to debugging than to ordinary play. You will re-run the same seconds many times, compare small changes, and keep notes on which version and settings produced a result. That is normal, not a sign you are doing it wrong.

For comparison, a normal speedrun relies on live skill and reaction; a TAS replaces reaction with recorded, precise inputs and lets you retry deterministically. If you enjoy careful iteration and record-keeping, the hobby will suit you.

As a next step, open the Tutorials page, watch the shorter showcase run once at normal speed and once paused on key moments, then try to reproduce one small trick in a fresh world before attempting a complete route.

What tools and modifications are needed to create a Minecraft TAS?

Creating a Minecraft TAS means combining a deterministic game setup, input recording and playback, and the right in-game tricks for the category you target. Minecraft TAS frames this as beating the game as fast as possible with tools, and points newcomers to its Tutorials section for the specifics.

The core pieces

  • A fixed, reproducible game environment. TAS runs rely on the same seed and version every time, so the run can be replayed exactly. The site's showcase notes that its All Advancements run was played on 1.12.2 partly because 1.13 added phantoms, which shows how version choice changes what a route can do.
  • Input recording and playback. The site separates "Playback" and "Non-Playback" as keywords, which reflects the practical split: recorded inputs replayed to reproduce a run, versus tools that help you build or analyse a route without replaying it.
  • Modifications for control and precision. Expect mods that let you step through ticks, save and load states, and script or edit inputs. The site lists "Modification" as a keyword, so its tutorials are the place to find which mods it actually recommends and for which Minecraft versions.
  • Category-specific route knowledge. A glitched Any% route can lean on item duplication and a dragon skip, as the site's ~20-second showcase suggests; a category like All Advancements needs a much longer, structured plan. The tools stay similar, but the route work is where most of the effort goes.

Choosing your starting point

If you are new, pick one category and one Minecraft version first, then follow the site's tutorials for that combination rather than mixing guides written for different versions. For a concrete example: someone aiming at a short glitched Any% run should confirm the seed and duplication method work on their exact version before recording anything, because a route built for another version will not replay.

The official Minecraft site, Minecraft, is useful for checking which game versions exist, but TAS-specific mod and playback guidance belongs with the TAS community resources.

How does a set-seed Any% Glitched TAS finish Minecraft in about 20 seconds?

A set-seed Any% Glitched TAS finishes in around 20 seconds because the run is allowed to use every exploit and the world is pre-chosen. The seed is fixed, so the spawn point, nearby structures and loot are known in advance; the "TAS" part means the inputs are planned frame by frame with playback tools rather than improvised. The ~20-second example is listed in the site's Showcase as "Any% Glitched" with "everything is allowed" — set seed, item duplication, dragon skip — per Minecraft TAS.

What the category permits

  • Set seed: the runner picks a world where the route is short, so no time is lost searching for a stronghold or useful items.
  • Item duplication: lets the runner obtain the needed end-game items without a full progression grind.
  • Dragon skip: bypasses the normal fight sequence, which is where most of a vanilla run's time goes.
  • Glitched: the category explicitly welcomes exploits, so the run is a route-optimisation problem, not a survival test.

What the viewer should take from it

The 20 seconds measures how well a known route and known inputs can be executed, not how fast a person can play Minecraft normally. If you want to understand the mechanics behind it, start with the site's Tutorials section, then watch the showcase runs with the input display on and pause at each major jump to see which exploit is doing the work. For contrast, the same site lists an All Advancements (1.12.2) Glitched run at 00:12:25.0 — a useful reminder that "glitched" covers a wide range of route lengths depending on the goal.

What is the difference between playback and non-playback TAS methods in Minecraft?

Playback and non-playback are the two broad ways a Minecraft TAS is produced and verified, and the difference comes down to whether the run is driven by a recorded input file or assembled through live tooling.

Playback TAS

A playback TAS is built as a sequence of inputs (a recording) that is then replayed by the game or a mod, frame by frame, to reproduce the run. The creator typically works offline on the input file: stepping, rewinding, saving states, and re-running segments until the route is optimal.

  • What it is good for: frame-perfect precision, deterministic verification, and sharing a run others can replay exactly.
  • Trade-offs: it depends on matching game version, mod, and settings; a replay that drifts out of sync is hard to debug; and it suits scripted, repeatable goals better than exploratory play.

Non-playback TAS

A non-playback approach relies on live tools during the run itself — for example, slowing the game, savestates, or in-game assistance — rather than replaying a fixed input file. The run is performed and captured rather than reproduced from a recording.

  • What it is good for: experimentation, learning routes, and goals where the route is still being discovered.
  • Trade-offs: exact reproducibility is weaker, and the boundary between "tool-assisted" and ordinary play can blur, which matters if the run is meant to be verified.
Aspect Playback TAS Non-playback TAS
Core mechanism Recorded inputs replayed Live tooling during the run
Reproducibility High, if environment matches Lower, depends on the session
Best use Polished, verifiable runs Route-finding and practice
Main risk Desync from version/mod mismatch Ambiguity about what counts as assisted

Practical next step

Decide by your goal. If you want a run others can replay exactly, start with a playback workflow and lock your game version and mod setup before recording. If you are still mapping a route — say, testing a dragon-skip idea — a non-playback session is faster to iterate. The showcase on Minecraft TAS includes examples such as a roughly 20-second Any% Glitched run and a 1.12.2 All Advancements run, which are useful references for how tightly optimised playback runs look in practice.

Which Minecraft versions are used for the All Advancements TAS category and why?

The All Advancements TAS shown on Minecraft TAS is played in Minecraft 1.12.2. The site explains that 1.12.2 was chosen because it was the first version to have advancements, and because 1.13 introduced phantoms, which the runners evidently wanted to avoid.

Why 1.12.2 specifically

  • Advancements exist from 1.12 onward. In 1.11 the equivalent system was called "Achievements," so a true All Advancements run needs at least 1.12.
  • No phantoms. Phantoms arrived in 1.13 and add nighttime hazards that complicate routing and survival, so staying on 1.12.2 removes that variable.
  • A stable, well-understood version. Older versions tend to have more thoroughly documented mechanics and known glitches, which suits a category where runners plan long routes in advance.

The category name itself implies the version constraint: any version without the full advancement list cannot host the run, and any version with phantoms adds difficulty the runners chose to skip.

If you want to attempt or study the category, start from the Tutorials section on Minecraft TAS, then watch the listed All Advancements showcase run in 1.12.2 to see how the route is structured before planning your own.

Related questions

More questions →
What Is Minecraft TAS and How Do You Get Started?

Minecraft TAS (Tool-Assisted Speedrunning) is the practice of beating Minecraft as fast as possible with the help of external tools—mods, scripted inputs, and playback systems—rather than raw manual play. If you want to understand how these runs are made or try your hand at one, start with the community's Tutorials section on minecrafttas.com, then watch a showcase run to see what finished TASes look like. Note that the site is an unofficial fan resource and is not affiliated with Mojang in any way.

How TAS Differs from Normal Speedrunning

In a normal speedrun, a human plays in real time and the clock reflects human reaction and execution. In a TAS, the runner builds or records a sequence of inputs, then plays it back—often frame by frame—so the run reflects optimized tooling rather than live skill under pressure. The site's keywords point to the two broad approaches:

  • Playback — pre-recorded inputs are replayed to reproduce a run deterministically.
  • Non-playback — tools assist the run without simply replaying a fixed input file.

The practical consequence: TAS runs can achieve things a human cannot reliably repeat, such as near-perfect timing and heavy exploitation of glitches.

What TAS Runs Look Like

The site's Showcase gives concrete examples of categories and goals:

Run Category Time Notes
Any% Glitched Any% Glitched ~20 seconds Everything allowed: set seed, item duplication, dragon skip
All Advancements (1.12.2) All Advancements, Glitched 00:12:25.0 Played on 1.12.2, the first version with advancements (called "Achievements" in 1.11); 1.13 added phantoms

These illustrate two common goal types: Any%, where the only objective is reaching the end as fast as possible with any glitches permitted, and All Advancements, where the run must complete every advancement in a given version. Version choice matters—the All Advancements run sticks to 1.12.2 for the reasons above.

How to Get Started

  1. Read the tutorials. The site directs newcomers to its Tutorials section as the starting point for learning the tools and workflow.
  2. Watch showcase runs. The Showcase page links to YouTube videos for each listed TAS; watching one shows you the pace, glitch usage, and structure of a finished run.
  3. Pick a category and version. Decide between something like Any% Glitched (short, permissive) or All Advancements (longer, version-sensitive), and match your Minecraft version to the category's rules.
  4. Expect iteration. TAS work is about building and refining input sequences, verifying results, and re-running when something desyncs—plan for repeated attempts rather than a single pass.

Common Pitfalls

  • Version mismatch. Categories can be tied to specific versions (as with All Advancements on 1.12.2), so confirm the version before you invest time.
  • Assuming official status. The community is independent and unofficial; treat it as a fan resource, not a Mojang product.
  • Skipping the basics. Jumping straight into a complex category without the tutorials tends to waste effort—the Tutorials section exists for a reason.

If you are unsure where to begin, watch the ~20-second Any% Glitched run first: it is the quickest way to see what tool-assisted play actually looks like before you attempt your own.

What Does Playback Mean in Minecraft TAS?

In Minecraft TAS, playback means replaying a previously recorded sequence of inputs (keystrokes, mouse movements, and clicks) inside the game so that the run happens again exactly as it was recorded. It is the step that turns a saved input file into a watchable run. You use it to re-watch a TAS, to check that a run is reproducible, and to produce the videos shown on sites like Minecraft TAS. It is not a gameplay style or a game mode — it is a viewing and verification concept.

Playback vs. non-playback

The distinction is about where the inputs come from, not about how fast or how "cheaty" the run is.

Playback Non-playback
Source of inputs A recorded input file, replayed by a tool A person playing, or a tool generating/executing inputs live
Who is "playing" The tool, reproducing the recording The runner or the tool in real time
Typical purpose Watching, sharing, verifying a finished run Creating the run in the first place
Result The same run, again, deterministically The original run as it was made

A simple way to hold it in your head: non-playback is making the run; playback is re-running it. The recording is the artifact; playback is how that artifact is turned back into motion on screen.

Why playback matters

  • Verification. If a run can be played back from its input file and produces the same result, that is evidence the run is genuine and not hand-edited footage. This is the core reason TAS runs are shared as input files rather than only as videos.
  • Sharing and showcasing. The videos on the Minecraft TAS site are the visible output of playback. The showcase lists, for example, an Any% Glitched run in about 20 seconds (set seed, item duplication, dragon skip — "everything is allowed") and an All Advancements run in 1.12.2 Glitched at 00:12:25.0. Those are runs you watch as playback output; the underlying input files are what make them reproducible.
  • Debugging and learning. Replaying a run lets you pause on a specific tick, compare routes, and see exactly which inputs caused a result — useful when studying how a trick was pulled off.

How playback works in practice

The general mechanism, independent of any specific mod:

  1. Input. You have a recorded input file (the saved sequence of inputs) and the matching game version and setup.
  2. Action. You load the file into the TAS tool and start playback; the tool feeds the recorded inputs to the game tick by tick.
  3. Expected result. The game reproduces the run — same movements, same outcomes — because the inputs and the game state are the same.

The common snags are mismatches: a different game version, different mods, or a different starting state (for example, a different seed) will make playback diverge from the original. If a run "desyncs," check those three things before assuming the recording is wrong.

A note on what playback is not

Playback does not mean the run was played live in front of you, and it does not mean the run is unassisted. A TAS is tool-assisted by definition; playback is simply how the assisted run is re-shown. Watching a showcase video tells you the run exists and what it looks like — the input file and its successful playback are what let you confirm it.

If you are new to the scene, start with the site's Tutorials section to learn how runs are recorded, then watch the showcase runs with the above in mind: what you are seeing is a recording being replayed, not a person at the keyboard.

Anarchy vs Towny vs Skyblock: Which Minecraft Server Mode Fits Your Play Style?

The three modes differ mainly in how much protection you get, how much you must cooperate, and how often other players can ruin your plans. Anarchy gives you total freedom with no rules and no safety net, so it suits players who enjoy constant PVP risk and self-reliance. Towny adds land claims, towns, and shared rules, so it suits players who want to build safely and work with a group. Skyblock isolates you on a small floating island where you start from almost nothing, so it suits players who prefer steady progression and low direct conflict. If you want open-world danger, pick Anarchy. If you want community and protected builds, pick Towny. If you want a controlled solo-to-co-op challenge, pick Skyblock.

The core loop of each mode

Anarchy: no rules, no protection

Anarchy servers usually have no land claims, no staff intervention, and no reset. The core loop is simple: gather resources, hide your base, gear up, and fight or flee. Everything you build can be found and destroyed. That is not a bug; it is the point.

What this means in practice:

  • Protection: none. Coordinates leak, bases get raided.
  • Cooperation: optional and temporary. Alliances form and break.
  • Conflict: constant and unrestricted, including traps, griefing, and spawn camping.
  • Progression: you define it. There is no quest line or rank ladder.

Towny: claims, towns, and shared rules

Towny is a land-claim and town plugin style. You join or create a town, and the town owns claimed land. Inside claims, other players generally cannot break blocks or open containers unless the town allows it.

The core loop:

  • Protection: strong inside town claims, weak in the wilderness.
  • Cooperation: central. Towns share resources, taxes, and defense.
  • Conflict: possible between towns and in unclaimed land, but usually regulated by server rules.
  • Progression: build your town, expand claims, climb town ranks, and sometimes run for mayor or nation leadership.

Skyblock: start with almost nothing

Skyblock drops you on a small island, often with a tree, a chest, and a single block of ice or lava. You generate resources slowly and expand outward.

The core loop:

  • Protection: usually high on your own island; other players often cannot reach or edit it.
  • Cooperation: optional. Many servers allow island co-op, but solo play works.
  • Conflict: low on most Skyblock servers. Competition is usually economic or leaderboard-based rather than direct PVP.
  • Progression: clear and incremental. You unlock farms, generators, and better gear over time.

How the three modes compare

Factor Anarchy Towny Skyblock
Land protection None Strong in claims Strong on your island
Required cooperation None High Low to medium
Direct PVP risk Very high Medium, often rule-bound Low on most servers
Time to first safe base Long, you must hide it Short, claim land Short, island is private
Best for PVP and survival risk Community builders Solo progression and farming
Worst for Players who hate losing builds Lone wolves who dislike rules Players who want open-world exploration

Matching a mode to your play style

Ask yourself three questions.

1. How do you feel about losing your base? If losing hours of work to another player sounds exciting rather than devastating, Anarchy fits. If it sounds like a waste of time, Towny or Skyblock is safer.

2. Do you want to talk to other players regularly? Towny rewards communication: applying to a town, paying taxes, coordinating builds. Skyblock can be played almost silently. Anarchy interaction is often hostile or transactional.

3. How much time can you commit per session? Anarchy punishes long absences because your base may be found while you are offline. Towny and Skyblock are more forgiving; claims and private islands usually persist.

Cross-platform and Bedrock access

If you play on Bedrock, mobile, or console, check whether the mode you want supports cross-platform play. Some networks run Bedrock and Java together, but plugin behavior can differ. Land claims, island protection, and PVP mechanics may work slightly differently on Bedrock. Before committing to a long build, confirm that your platform can use the same protection commands as Java players.

Common beginner misconceptions

  • "Anarchy means no one helps anyone." False. Anarchy players often trade, team up, and share coordinates within trusted groups. The difference is that nothing enforces those agreements.
  • "Towny means I am completely safe." Only inside claims. Wilderness travel, nether trips, and unclaimed outposts still carry risk.
  • "Skyblock is always single-player." Many servers offer island co-op, visitor permissions, and community markets. You can be as social or as isolated as you like.
  • "I need to pick one mode forever." Most networks let you play multiple modes with the same account. Try each for a few hours before deciding.

A quick decision path

  1. I want danger and no rules → Anarchy
  2. I want a protected base and a town community → Towny
  3. I want a private island and steady progress → Skyblock
  4. I am on Bedrock and want cross-platform play → confirm mode support first, then choose based on the three questions above.

Pick the mode that matches your tolerance for risk and your appetite for cooperation. You can always switch later, but starting in the right mode saves you from losing your first base to a mechanic you did not expect.

What Is a Modification in Minecraft TAS and How Is It Used?

In Minecraft TAS, a modification is any change to the game that enables or supports tool-assisted speedrunning — from automation and input scripting to direct game-state manipulation. Modifications are distinct from playback and non-playback tools: playback tools replay recorded inputs, non-playback tools help you create and analyse those inputs, and modifications change what the game itself does. How a modification affects run legitimacy depends on the category rules; for example, the site's showcase lists an Any% Glitched run of about 20 seconds where "everything is allowed," including a set seed, item duplication, and a dragon skip.

Modifications vs. Playback and Non-Playback Tools

The Minecraft TAS site separates its resources into Playback and Non-Playback areas alongside Modification. The distinction matters when you plan a run:

Type What it does Role in a TAS
Modification Changes game behaviour or adds functionality Enables automation, scripting, or state changes the vanilla game doesn't provide
Playback tool Replays a recorded sequence of inputs in the game Executes the finished TAS deterministically
Non-playback tool Assists authoring and analysis without replaying inputs Helps you build, inspect, and verify the input sequence

A modification is not itself a replay mechanism. It alters the environment in which inputs are produced or played back, which is why category rules — not the tool type alone — decide whether a run is legitimate.

Common Categories of TAS Modifications

  • Automation: routines that perform repetitive actions without manual input, such as farming or movement loops.
  • Input scripting: generating or sequencing inputs programmatically rather than by hand.
  • Game-state manipulation: changing world state directly — the showcase's item duplication and dragon skip are examples of what glitched categories can permit.

How Modifications Affect Legitimacy and Category Rules

Legitimacy is category-dependent. The site's showcase illustrates the range: Any% Glitched (~20 seconds) explicitly allows everything, while All Advancements (1.12.2) Glitched runs in 00:12:25.0 on version 1.12.2 — chosen because it was the first version with advancements (called "Achievements" in 1.11) and because 1.13 added phantoms. Before adding a modification, check the rules of the specific category you intend to run; a mod acceptable in a glitched category may disqualify a run elsewhere.

Getting Started

The site points newcomers to its Tutorials section for tools and setup. A practical path: read the tutorial for your chosen tool type, pick a category and its rule set, then confirm which modifications that category permits before authoring inputs. The Showcase runs are useful reference points for what finished, category-legal TASes look like. Note that the site is unofficial and not affiliated with Mojang.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks.

Domain and Registration

Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The domain has about 5 years of registration history; its current configuration provides more context than age alone. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by ui-dns.com, indicating managed DNS hosting. MX records point to the forwardemail.net email service. DNSSEC is enabled, allowing validating resolvers to authenticate signed DNS data. No CNAME was found; the observed records resolve directly to addresses. SPF and DMARC are configured. DKIM status is unknown.

TLS and Certificates

The certificate uses an RSA 4096-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The Server header exposes the software version: Apache/2.4.67 (Unix). This makes version-targeted checks easier, but is not proof of an exploitable vulnerability. The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies Hugo 0.152.2, Apache 2.4.67, with exact versions exposed for 2 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

The Generator tag identifies Hugo 0.152.2, making the publishing system easier to fingerprint. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. The title has 13 characters, within a common display range. A meta description is present, with 56 characters. The observed directives allow indexing and link following.

Hosting and Email

DNSui-dns.com
HostingHost Europe GmbH
Emailforwardemail.net
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) France flagStrasbourg, Bas-Rhin, France Inferred 92.205.58.77

Registration details

RDAP / WHOIS

RegistrarIONOS SE
Registered2021-09-02
Expires2027-09-02
Domain statusclient transfer prohibited
Nameserversns1020.ui-dns.com、ns1024.ui-dns.org、ns1033.ui-dns.de、ns1051.ui-dns.biz
DNSSECsigned

DNS records

DNS

TypeNameValueTTLPriority
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TXTminecrafttas.comforward-email-site-verification=GbCaqNRbD63600—
TXTminecrafttas.comgoogle-site-verification=_OSP5iR6roOqcl4QGkwz8ij3FT2RUtNpn9B-ZTuCSmA3600—
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TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectminecrafttas.com
IssuerLet's Encrypt
Valid until2026-11-28T11:34 · Remaining when checked: 35 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html
serverApache/2.4.67 (Unix)

Identified technologies

Hugo 0.152.2Apache 2.4.67

Pages, Search and Sharing

Meta descriptionMinecraft Tool-Assisted Speedrunning resources and more!
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

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