Flynt

Flynt is a collection of information displays that output to a map the player is carrying. Information displays are tied to a specific map, display in item frames, and can be viewed by multiple players. (Just like regular maps.)

The following map utilities are currently supported:

  • Slime Chunk Finder - displays slime spawning chunks near the player
  • Ore Finder - shows ores and cave systems on the map
  • Height Map - an elevation map optimized for normally generated maps. (Should work on anything though.)
  • Biomes - Shows the regions occupied by each type of biome
  • Mob Radar - shows mobs nearby the player
  • Hostiles - finds blocks that mobs can spawn on. (Respects time of day; check it out at night. ;D)
  • Tracks - shows minecart tracks as black lines with a white outline. Can be overlaid on vanilla maps. Useful for stations.

Any map can have utilities added to it. Some utilities support overlay mode, so the original minecraft map shows underneath. Utilities can be stacked; you can view slime chunks and nearby mobs simultaneously if it strikes your fancy. (remember to overlay stacked maps.)

Usage:

Quote:

/map slimes [overlay]
/map mobs [overlay]
/map ores <list of ores to show> - valid ores are "gold", "redstone", "diamond", "lapis", "iron", "emerald", and "coal". Defaults to "all". If you pass in "none", it will only render caves.
/map height
/map biomes
/map hostiles
/map tracks [overlay]
/map reset - removes all utilities on the map
/map setscale <scale> - sets the scale value for this map. Valid scales are 0-4, with 0 being the most "zoomed in"
/map setcenter - centers the map at your current coordinates. Resets the world ID if the map was created in a different world.

Note that maps which read the game world implement the same rate limiting (radius around the player) as vanilla maps. This is by design; it prevents the server from generating a large number of chunks while the map is updating.

In Turbo mode, the entire map is sent to connected players every second. This allows the map to be more readable when the player is moving around quickly, but also chews up quite a bit more bandwidth. This can be controlled with the utilimapper.turbo permission as needed.

Quote:

/turbomaps <0|1> - 1 to enable, 0 to disable. Only affects the player that runs the command.

Permissions
Flynt uses standard Bukkit permissions and should not require SuperPerms. If no permissions management plugin is installed, only ops can use commands, including all utilities. See here for a full list of permission nodes.

Known Bugs:

  • Performance: Maps can be overlaid multiple times. Doing so does not remove previous identical maps, so the same map is (invisibly) drawn twice
  • Performance: Scale 0 maps use somewhat more processing overhead on certain map types, due to more pixels being updated around the player.
  • Radar type maps do not behave correctly when held by two players. (Display rapidly switches between them, bandwidth gets involved, the result is a jumbled mess.)
  • When not in overlay mode on radar utilities, the vanilla map cursor is still displayed.
  • The slime chunk finder incorrectly reports slime spawning in mushroom biomes. Only Mooshrooms will ever spawn in a mushroom biome, so this is misleading.
  • Performance: When one map is modified, all maps are saved. This may cause minor lag spikes if a very large number of modified maps exist.
  • Unless modified, maps are only saved to disk during the onDisable event, meaning they may not save their data if the server crashes. (They would revert to the last successful save in this case.)

Planned Features / Changes

  • Additional map types
  • Simple API for third-party utilities to hook into the commands system (Started! Possibly functional! Not tested yet.)
  • Configuration to control map throttling / limit layers on a single map, to prevent CPU strain on busy servers
  • Option for /map setcenter command to use the same chunk alignment that vanilla maps now use (since 1.3)
  • Ability to remove vanilla map cursors entirely, if desired. (Useful for more utilitarian map types like the mob radar.)

Notes:
The mob radar is drawn at the player's center, and ignores the location that the map was created at. This is by design, as mobs tend to become non-interesting and/or disappear when the player moves away.


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