Will be looking to roll that out soon, again some smart people are looking into mitigations and what can be done to detect and remove the malware. The situation is still very much ongoing, and we'll be looking to place mitigations in place within the launcher to check for the presence of these infected mods as well as at the system level if you're infected. You can check if you're infected by using the detector tools released by CurseForge here. Due to the fact that it can replicate itself into mods, it's highly likely that anyone who has been infected with the malware now has it injected into the mods on their system. It self replicates itself, injecting a payload into any Minecraft mods in your system so that it can spread, and that's believed to be how it got onto CurseForge, unknowingly uploaded after the devs machines were infected. There are some smart people going through and finding out what the malware does, but at a high level it looks like it steals authentication credentials for Minecraft/Microsoft accounts that are logged into various launchers (not including ATLauncher), as well as stealing browser cookies and discord tokens as well as other things. This included being included in some modpacks. There is currently an ongoing incident within the Minecraft modding community where malware has been found to be included in some Minecraft mods (and bukkit plugins) on CurseForge. As always, if you have any concerns or questions, please reach out in #malware-incident channel in our Discord. Keep an eye out for more updates on that in the coming week or two. ATLauncher will be investigating how we can detect for and warn against this type of attack going forward, including checking not only for this specific type of malware, but also checking for changes to your mods since downloading. Make sure that you have scanned your system using the tools mentioned above before installing or playing Minecraft. Non official modpacks were not verified as they use external download sources, so if you plan on installing a third party pack from Technic, you should be cautious and scan after downloading. Several platforms have come out and confirmed that they've scanned and removed all traces (if there were any) of the malware from their sites: - ATLauncher: All clear to install and use ATLauncher modpacks - CurseForge: All clear to install and use CurseForge modpacks and install and use CurseForge mods - Modrinth: All clear to install and use Modrinth modpacks and install and use Modrinth mods - Technic: All clear to install and use Technic official modpacks. The situation seems to have relaxed a bit, the details on the malware and what it does is known (again if you're interested take a look at this GitHub repo) and we have tools available to detect if you're infected: - CurseForge Infected mods detection tool - NekoDetector Both these tools will detect for any traces of the malware on your PC or within your modded Minecraft installations (be sure to scan your entire drives, or at least your user folder and any folders where you run Minecraft from). NOTE: We posted this on our Discord when it happened, but forgot to post to our News feed, so if you already got the ping from our Discord about this issue, this is the same issue, not a new one. There is a thread in our Discord if you have any questions. More information about the exploit and affected mods and solutions can be found at. The best course of action currently if you play older modpacks on 1.7/1.12 is to simply not join any public servers unprotected and to add this mod to your instances to protect yourself from the exploit. Due to the nature of this being a remote code execution exploit, any attacker on the same server as you could've run any code on your computer, so as such there's no way to tell if you've been affected or what code was run. If you play singleplayer only you don't have anything to worry about, only if you play online on public servers. The scope at the moment seems to mostly affect mods on 1.7 and 1.12 but may also occur on other Minecraft versions, there is still work going on to find a full list of mods and affected versions. This is an RCE which allows bad actors to run code remotely on your computer when connected on the same server as them. Unfortunately there is another exploit going around the modded Minecraft community at the moment.
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That last one is especially noteworthy for Sony - it's a timed exclusive to PSVR and one of the first AAA games to be fully playable in this new medium. This includes titles like Rez, Farpoint and Resident Evil 7: Biohazard. Still, Sony's software sales figures are impressive: As of September, the company has sold 9.97 million PSVR games. PSVR can't compare with the libraries for the Rift or Vive, however: On Steam, there are 2,133 titles that support Vive, Rift or both. Sony has a sizable lineup of games, with more than 100 VR experiences available and 60 more expected by early 2018. That's not a bad market to bet on, considering there are more than 60 million PS4s in living rooms across the globe. The sales discrepancy could come down to accessibility: Vive and Rift are PC headsets, each requiring a fairly hefty rig to run smoothly while PSVR is a plug-and-play device for anyone with a PlayStation 4. Today, the Vive is $600, the Rift is $400 and PSVR is still $400 - but, now, that includes the $50 PlayStation Camera. Note that, at launch, the Vive cost $800, the Rift was $600 and PSVR came in at $400. Meanwhile, it says Sony sold 745,000 PSVR units with just three months on store shelves. Superdata Research estimates HTC sold 420,000 Vives and Oculus sold 243,000 Rift headsets in 2016. Sony is assuredly ahead of this pack when it comes to hardware sales, even though PSVR came out roughly six months after the Rift and Vive. The VR market is chugging away, with three standalone headsets - PSVR, HTC Vive and Oculus Rift - dominating the conversation. One year after the debut of the PSVR, Sony hasn't publicly updated that sales figure. It wasn't until June that Sony announced it had sold more than 1 million PSVR headsets - missing its internal estimate by about two months, in the opposite direction than House had initially touted. "The company will almost certainly surpass that forecast," The New York Times wrote.Īpril came and went. Sony Interactive Entertainment head Andrew House went on a press tour to brag about the numbers, telling The New York Times PSVR sales were on track to outpace the company's internal goal of 1 million in the first six months. By February, Sony had sold 915,000 headsets - far surpassing the combined number of HTC Vive and Oculus Rift units estimated to be out in the wild. It debuted at $400, without the PlayStation Camera or motion controllers. PlayStation VR hit the market with a bang in October 2016. The Software and any copies that the Licensee is authorized by the Licensor to make are the intellectual property of and are owned by the Licensor.ģ.2 The Software is protected by copyright, including without limitation by Copyright Law and international treaty provisions.ģ.3 Any copies that the Licensee is permitted to make pursuant to this Agreement must contain the same copyright and other proprietary notices that appear on or in the Software.ģ.4 The structure, organization and code of the Software are the valuable trade secrets and confidential information of the Licensor. Each individual must purchase a separate license for the Software to use it.ģ.1 This License does not transmit any intellectual rights on the Software. This License cannot be shared or used concurrently by different individuals. This License restricts the use of the Software to the person the Software is registered to.The Licensee may install and use the Software only for personal, non-commercial, and non-profit needs.With this License, the Licensee can activate SyncMate on up to two Macs and use them for synchronization with any number of connected Macs and other supported devices."System" means Windows OS, GNU/Linux or Mac OS X, or any virtual machine.Īs long as the Licensee complies with the terms of this End User License Agreement (the "Agreement"), the Licensor grants the Licensee a non-exclusive and non-transferable license to install and use the Software on two Macs maximum under the following conditions: "Use" or "Using" means to access, install, download, copy, or otherwise benefit from using the functionality of the Software in accordance with the Documentation. "Software" means (a) all of the contents of the files, disk(s), CD-ROM(s), or other media with which this Agreement is provided, including but not limited to ((i) digital images, stock photographs, clip art, sounds or other artistic works ("Stock Files") (ii) related explanatory written materials or files ("Documentation") and (iii) fonts and (b) upgrades, modified versions, updates, additions, and copies of the Software, if any, licensed to you by Electronic Team (collectively, "Updates"). When used in this Agreement, the following terms shall have the respective meanings indicated, such meanings to be applicable to both the singular and plural forms of the terms defined: If you do not agree, do not use this software. By using all or any portion of the software you accept all the terms and conditions of this Agreement. The BeCM Sync-Mate solves an increasingly common problem of P38 Range Rovers being left stranded because the BeCM, in effect, forgets the immobiliser code it needs send to the EMS (engine management system) for it to start the engine.Modified on: Tue, 10 Aug, 2021 at 10:33 AM I have a server with Windows Server 2008 R2 and a service process (our custom service) running on it under SYSTEM account. Now within minutes your BeCM will be automatically resynchronised with the engine management system and if this is the problem causing your Range Rover not to start then you will be on your way with this neat little gadget. A service has presumably hanged and I wanted to stop it. I tried stopping via Management Console 'Services' snap-in, but it didnt help, service process still running, despite in the Management Console it is already marked as not running. To re-synchronise your BeCM, you simply plug the BeCM Sync-Mate in and it resets the BeCM for you. No fuss, no palaver and more importantly, no costly call out fee just for two minutes work. When it has finished working, it lets you know what it has done. The best alternative is KDE Connect, which is both free and Open Source. With intelligent use of a high intensity flashing LED, the BeCM Sync-Mate will inform the user that the BeCM: Is already synchronised, or it is has been re-synchronised. Other great apps like HiSuite are AirDroid, MyPhoneExplorer, GSConnect and Wondershare MobileGo. HiSuite alternatives are mainly Mobile Remote Control Tools but may also be Phone Managers or Screen Mirroring Apps. Filter by these if you want a narrower list of alternatives. **Picture for illustration only, actual colour of label is blue** * Please Note: there are three versions of the BeCM Sync-Mate available, please make sure you order the correct version as they are not interchangeable *įinally it could also inform you that there has been a communication error - in which case it will then also tell you the cause of that error. This unit is specifically designed to ensure the vehicle immobiliser codes are in sync with the main vehicle computer, it is NOT designed to fix any other problems with your engine immobiliser or your vehicle alarm and security systems. This Unit is totally Self-Contained - No Computer, Cables or Software Needed. |
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