MorePhysics

MorePhysics

MorePhysics does exactly what its name suggests: it adds more physics effects to the game. Do not expect to sprint jump everywhere in your diamond armor, get rid of the habit of stopping minecarts with your own body, and have fun with launchy pistons! All of this, and more, is packed inside this highly configurable plugin.

Features:

  • Armour now weighs you down!
    • Impedes movement and swimming.
    • If you're too heavy, you won't be able to swim back up!
    • Each piece of armor has its own weight.
  • Boats can now sink!
    • They slowly submerge after taking enough damage, and they will stay submerged until broken.
  • You can disable what you don't want!
    • Like the idea of armor making you heavy, but don't want your boats affected? Just disable it in MorePhysics properties
  • Armour weight can be adjusted as you see fit!
    • If you think I have misjudged the weights of some armor, you can adjust the weight of every piece.
  • Pistons can launch you, blocks, and other entities!
    • One of my personal favorite features of pistons is revived with this plugin.
    • Don't want it? No worries, it can be disabled just like everything else.
    • Pistons now launch ALL entities, this includes dropped items, arrows, boats, mobs, etc.
  • Certain blocks can make players bounce!
    • To disable this, simply empty the list of blocks in the config.
  • Arrows are more realistic
    • Arrows have different damage based on where they hit you! (Torso, head, legs, etc.)
    • To disable one, but not all of the damage multipliers, simply set it to 1.
  • Minecarts are dangerous!
    • Minecarts can now hit you and do some serious damage! Watch out!
    • Getting hit by a minecart may even send you flying backwards if it's going fast enough!

But I only want this for the piston stuff! Then perhaps you want this.

Demonstration Video:

Permissions:

The plugin does not really require many permissions. If you think that some of the features need specific nodes, feel free to make a request.

morephysics.exempt - Exempts a user from weighted armor

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  • Avatar of xJoshJx xJoshJx May 05, 2013 at 02:13 UTC - 0 likes

    I have the perfect addition/suggestion. Please read this carefully!

    A long time ago, I found this plugin, and loved the features the pistons had.. Although having one set power for EVERY piston... hmm, I didn't like that in particular. There was one thing I did at the time, which made the plugin 100x better. Every player on my server loved it and we all had a blast!

    What I had done, was in the PistonListener.java I added a few lines of code right before it calculated velocity added to the entity. I will give a simple, brief summarized explanation below.

    double signVelocity = 0;
    int signplacement = Settings.Pistons.SignPlacement.toInteger(); //<this would need the SignPlacement option added into the config under Piston category>
    if (sign exists (signplacement) blocks above the piston OR sign exists (signplacement) blocks below piston ) {  
        sign WoodSign //<here I defined the location of sign and declared the sign itself>
        string lineOne   =   read WoodSign line 1;
        if (lineOne = "[Piston]"){
            string lineTwo = get WoodSign line 2;
            signVelocity = StringtoDouble(lineTwo);
            set WoodSign line 4 = color.limegreen + "Activated"; 
        }
    }
    

    Then right before it set the entity velocity I added a line of code something like this

    	diff.multiply(Settings.Pistons.EntitiesLaunchPower.toDouble());
            v.add(diff);
            v.multiply(signVelocity); //<this is what I added>
            entity.setVelocity(v);
    

    (Obviously thee above is not my legitimate coding.)

    Then on my server, for complete individual piston control - in the config I set the piston power to 1. I also disabled the whole weight aspect within the config. I also set the signplacement for 3 blocks.. (above / below - Making it 3 allowed a decent amount of room for redstone wiring to the piston) By applying these options in the config this then caused pistons to act like normal when a sign didn't exist above or below it. However when a sign did exist it multiplied the final entity velocity 1x the number given on the sign.. So we could put numbers on the sign giving us 1 x the velocity number given, allowing specific velocity control for each piston. This was great as it allowed configuring each piston for different types of TNT launchers, item launchers, player launchers etc.

    Also when I modified the plugin it I did go as far as adding a listener for when a sign was placed and if the first line of the sign equaled [Piston] it would check if the player had the permission node, if not it would change the first line to blank. as well as, if they did have permission, check if the second line can be converted into the double, if it cannot change the first line to "[-Piston-]" and then the second line to color.red + "Invalid"

    I'm sure other small modifications could be made to this concept like, example to disable looking for signs at all within the config.

    Let me know if you will add this and when. I would like to use these features again and would be interested in you adding this feature to this for others to use. If so, and need assistance I can help with that too.

    If you do not plan on adding this anytime soon. I would be interested in be allowed to update my version and posting it as a different plugin for all to use.

    Thanks for the plugin! AND Thanks for reading this long message - Hope you take this into complete consideration!

  • Avatar of TheMisterB TheMisterB May 02, 2013 at 16:41 UTC - 1 like

    Amazing plugin, and it seems to be working on 1.5.1. Only issue currently is that it's spamming console terribly with "[MorePhysics] InventoryCloseEvent registered", any fix for this?

  • Avatar of HUNGRYHOBO200 HUNGRYHOBO200 Apr 23, 2013 at 02:53 UTC - 0 likes

    Suggestion: for more realistic arrow damage, things like arm=opponent does less melee damage, leg=opponent gets slowed?

  • Avatar of DivinityCraft DivinityCraft Apr 17, 2013 at 19:01 UTC - 0 likes

    Great plugin, especially the armor weight system. What if armor weight also affected the amount of bonus damage you get from arrows? Imagine if light armor let you get the full bonus arrow damage while heavy armor is closer to vanilla arrow damage. The potential of the weight system is simply huge.

  • Avatar of hgsaf5 hgsaf5 Apr 08, 2013 at 21:11 UTC - 0 likes

    Bug trying to push blocks sideways (not up) makes them go to the side and not launch.

  • Avatar of lostminecraft lostminecraft Mar 26, 2013 at 18:44 UTC - 0 likes

    This Plugin is amazing, Only one problem, Any armor weight I try to add up, none of them give slowness 1... It goes straight to slowness 2.. Is there anyway you can fix the weight?

  • Avatar of Ceriella Ceriella Mar 14, 2013 at 20:05 UTC - 0 likes

    @Taylorwood, did you try adding the perm node "morephysics.exempt:false" to your groups? I found that without using that, ops were never affected.

  • Avatar of Taylorwood Taylorwood Mar 07, 2013 at 12:56 UTC - 0 likes

    I'm not sure if this is just the plugin or an actual problem- but the slowing of players with armour is almost, well, unnoticeable. I can barely see any change in running speed. When I increase the weight, nothing happens. Any help/light to shed on the situation?

  • Avatar of Byamarro Byamarro Feb 20, 2013 at 14:22 UTC - 0 likes

    <<reply 1249826>>

    Hi. How's work?

  • Avatar of ajaxrayder ajaxrayder Feb 11, 2013 at 14:08 UTC - 1 like

    what is allowphysicsexemptions in config?

Facts

Date created
Nov 15, 2011
Categories
Last update
Jan 08, 2013
Development stage
Release
License
"Meh."
Curse link
MorePhysics
Downloads
18,015
Recent files
  • R: v.2.2.0 for CB 1.4.6-R0.3 Jan 08, 2013
  • R: v 2.1.1 for CB 1.2.5-R4.0 Jul 21, 2012
  • R: v 2.1.0 for CB 1.2.5-R4.0 Jul 21, 2012
  • R: v 2.0.1 for CB 1.2.5-R3.0 Jun 07, 2012
  • R: v 2.0.0 for CB 1.2.5-R3.0 Jun 04, 2012

Authors