• posted a message on Undead Horses

    Undead Horses 5.0 throws a bunch of errors in the log with Spigot 1.9.

    Any plans on an update or should I put in a request on the forums for someone else to do an update?

    EDIT: DoH, just read your post below about losing the source code. Dang.

    Thanks, LHammonds

    [20:47:25] [Server thread/WARN]: [UndeadHorses] Task #15 for UndeadHorses v5.0 generated an exception
    java.lang.NoSuchFieldError: FIRE
    	at me.extremespancake.undeadhorses.UndeadHorsesEvent.run(UndeadHorsesEvent.java:31) ~[?:?]
    	at org.bukkit.craftbukkit.v1_9_R1.scheduler.CraftTask.run(CraftTask.java:71) ~[server.jar:git-Spigot-b39373b-73eff0d]
    	at org.bukkit.craftbukkit.v1_9_R1.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:350) [server.jar:git-Spigot-b39373b-73eff0d]
    	at net.minecraft.server.v1_9_R1.MinecraftServer.D(MinecraftServer.java:729) [server.jar:git-Spigot-b39373b-73eff0d]
    	at net.minecraft.server.v1_9_R1.DedicatedServer.D(DedicatedServer.java:400) [server.jar:git-Spigot-b39373b-73eff0d]
    	at net.minecraft.server.v1_9_R1.MinecraftServer.C(MinecraftServer.java:660) [server.jar:git-Spigot-b39373b-73eff0d]
    	at net.minecraft.server.v1_9_R1.MinecraftServer.run(MinecraftServer.java:559) [server.jar:git-Spigot-b39373b-73eff0d]
    	at java.lang.Thread.run(Unknown Source) [?:1.7.0_65]
    
    Posted in: Undead Horses
  • posted a message on Undead Horses

    Undead Horses 5.0 works on Spigot 1.8.8. Loads without errors, auto-creates default configuration files, permissions work as expected and can switch horses from regular, to zombie to skeleton skins.

    Sorry to hear about the source code. You put a lot of nice work into it.

    LHammonds

    Posted in: Undead Horses
  • posted a message on AdventurePlugin

    Thanks for creating and sharing this plugin. There are not many functional options for server operators that want to host various adventure maps. I have tried quite a few and "almost" get a working solution but there is always something that does not work quite right and causes me to continue looking elsewhere for a solution. (Multiverse Adventure, AdventCore, WorldEdit snapshots)

    For adventure maps that can port directly over to a server, this seems to be a good solution. But it will not work for me because I tailor the adventure maps to replace the singleplayer for a multiplayer aspect as well as try to build the authors rules as part of the map gameplay rather than just "hoping" people will follow the rules.

    As I evaluated this plugin for my own use, I took some notes and thought I would share.

    I think what is tripping people up when they first try to configure the plugin is that the end result is a zip file that contains zip files as well as the "config" file ends in .yml but the adventure files end in .yaml

    The file structure looks like this:

    <server folder>\plugins\AdventurePlugin-2.1.1.jar
    <server folder>\plugins\AdventurePlugin\config.yml
    <server folder>\plugins\AdventurePlugin\adventures\adventure1.zip
    <server folder>\plugins\AdventurePlugin\adventures\adventure2.zip
    <server folder>\plugins\AdventurePlugin\adventures\adventure3.zip
    

    Lets say "adventure1.zip" contains a single world. This is the contents of that archive if you open it up:

    maps\world.zip
    adventure.yaml
    

    If you open up the "world.zip" file inside the "adventure1.zip" file, this is what the contents would look like:

    data\Mineshaft.dat
    data\villages.dat
    data\Village.dat
    region\r.-1.0.mca
    region\r.0.0.mca
    level.dat
    

    Let's say "adventure2.zip" contains multiple worlds. This is the contents of that archive if you open it up:

    maps\world.zip
    maps\world_nether.zip
    adventure.yaml
    

    If you open up the "world.zip" file inside the "adventure2.zip" file, this is what the contents would look like:

    data\Mineshaft.dat
    data\villages.dat
    data\Village.dat
    region\r.-1.0.mca
    region\r.0.0.mca
    level.dat
    

    If you open up the "world_nether.zip" file inside the "adventure2.zip" file, this is what the contents would look like:

    DIM-1\region\r.-1.0.mca
    DIM-1\region\r.0.0.mca
    level.dat
    

    Issues I found:

    • Not compatible with Multiverse. It breaks world linkage such as overworld to the nether.
    • World does not get deleted or even flagged for deletion if players disconnect from the game rather than "/adventure stop" (such as quitting MC, moderator kick or Internet disruption)
    • If player types "/adventure stop" the world folders are not deleted immediately. Only when the server is restarted.
    • Cannot utilize with other plugins for maps that require specific game rules because the world name(s) will not match. Just a few examples:

    - NOTE: For this to work, it obviously means only 1 team could play 1 specific adventure map at a time which is NOT the design of this plugin.

    - Use of WorldGuard to prevent TNT explosion damage

    - Use of WorldGuard to prevent placing of blocks

    - Use of ServerSigns to allow right-clicking of signs to give each player items (but only 1 time)...to make it multi-player friendly whereas singleplayer just made use of chests.

    - Use of ServerSigns to allow right-clicking of signs to display URLs (such a links to videos)

    - Use of WGCustomFlags and WGBlockRestricter to allow placement of torches and redstone torches

    • If you are the only one in the game and you die before setting a bed, you are kicked to the lobby and are not able to get back to the adventure.
    • When a player disconnects from the server, an NPE is generated on the console. This happens with Craftbukkit 1.6.4 and 1.7.9
    [01:04:29] [Server thread/ERROR]: Could not pass event PlayerQuitEvent to AdventurePlugin v2.1.1
    org.bukkit.event.EventException
    	at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:294) ~[server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) ~[server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:501) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:486) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at net.minecraft.server.v1_7_R3.PlayerList.disconnect(PlayerList.java:307) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at net.minecraft.server.v1_7_R3.PlayerConnection.a(PlayerConnection.java:705) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at net.minecraft.server.v1_7_R3.ServerConnection.c(SourceFile:130) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at net.minecraft.server.v1_7_R3.MinecraftServer.v(MinecraftServer.java:667) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at net.minecraft.server.v1_7_R3.DedicatedServer.v(DedicatedServer.java:260) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at net.minecraft.server.v1_7_R3.MinecraftServer.u(MinecraftServer.java:558) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at net.minecraft.server.v1_7_R3.MinecraftServer.run(MinecraftServer.java:469) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	at net.minecraft.server.v1_7_R3.ThreadServerApplication.run(SourceFile:628) [server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    Caused by: java.lang.NullPointerException
    	at me.smith_61.adventure.common.AdventureTeam.removePlayer(AdventureTeam.java:134) ~[?:?]
    	at me.smith_61.adventure.common.AdventurePlayer.joinTeam(AdventurePlayer.java:30) ~[?:?]
    	at me.smith_61.adventure.common.AdventurePlayer.leaveTeam(AdventurePlayer.java:54) ~[?:?]
    	at me.smith_61.adventure.common.AdventureTeam.dissolveTeam(AdventureTeam.java:97) ~[?:?]
    	at me.smith_61.adventure.common.AdventureTeam.removePlayer(AdventureTeam.java:120) ~[?:?]
    	at me.smith_61.adventure.common.AdventurePlayer.joinTeam(AdventurePlayer.java:30) ~[?:?]
    	at me.smith_61.adventure.common.AdventureManager.removeAdventurePlayer(AdventureManager.java:96) ~[?:?]
    	at me.smith_61.adventure.bukkit.Listener.onPlayerQuit(Listener.java:27) ~[?:?]
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.7.0_65]
    	at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_65]
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) ~[?:1.7.0_65]
    	at java.lang.reflect.Method.invoke(Unknown Source) ~[?:1.7.0_65]
    	at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:292) ~[server.jar:git-Bukkit-1.7.9-R0.1-10-g8688bd4-b3092jnks]
    	... 11 more
    [01:04:29] [Server thread/INFO]: HammondsLegacy left the game.
    

    Thanks,

    LHammonds

    Posted in: AdventurePlugin
  • posted a message on Login-System

    Thanks for creating and sharing this plugin. I just tried it on Craftbukkit 1.7.9-R0.2 and everything works as described (I used permissions)

    Question #1: How can this be setup where it is available for any of my players to use "if" they want an extra login security but are not forced to use it unless they set a password? I'd still like to force my staff to use a password though.

    EDIT: Oh ya, the ability to change password would be nice. Also, admins being able to remove passwords would be helpful for those that forgot theirs.

    Thanks,

    LHammonds

    Posted in: Login-System
  • posted a message on UnbreakableGlass

    "I never understood why you can't get glass back when you break it"

    That's what silk touch enchant is for. :)

    I'm sure people will want this for their servers so it just works that way but thought I'd tell you about silk touch in case you didn't know.

    LHammonds

    Posted in: UnbreakableGlass
  • posted a message on Undead Horses

    Thanks. As for the leads, it is nothing you did. Leads do not normally work on hostile mobs and by default, they do not work on undead horses.

    With the added options to the config, you could have all of them setup by default to work exactly how it does now...so no change for those upgrading and don't know about the new options. I didn't mention it but you might have guessed, the fullmoon percentage would override any other percentage set or maybe add to the other if total is not over 100...your call. :)

    LHammonds

    Posted in: Undead Horses
  • posted a message on Undead Horses

    I have some ideas for you to consider:

    1. Add option in config to consume the item when used. Example: consumeitem: true

    2. Include a percentage setting for success rate. Examples:

    • make-skeleton-success-rate-day=0%
    • make-skeleton-success-rate-night=10%
    • make-undead-success-rate-day=0%
    • make-undead-success-rate-night=50%
    • cure-skeleton-success-rate=75%
    • cure-undead-success-rate=75%

    3. Can a full moon be detected? If so, an option for fullmoon-percent=100% would be excellent.

    4. If possible, allow use of leads on undead horses.

    Oh, I made a video showing version 5.0 of your plugin.

    http://youtu.be/vNhi6byLtb8

    Thanks,

    LHammonds

    Posted in: Undead Horses
  • posted a message on Bottles of Wisdom

    I'm getting this in my server log with most recent server update:

    [10:30:19] [Server thread/WARN]: Plugin `Bottles_of_Wisdom v1.1' uses the space-character (0x20) in its name `Bottles of Wisdom' - this is discouraged
    

    I was able to fix this on my end by editing plugin.yml inside the .jar file and modify the following:

    From:

    name: Bottles of Wisdom
    

    To:

    name: Bottles_of_Wisdom
    

    Environment

    • Server: Ubuntu Server 12.04.4 LTS, 64-bit
    • Java: Oracle JRE 1.7.0_51, 64-bit)
    • Minecraft: Spigot 1.7.5-R0.1 Build 1385
    • Plugins: Bottles of Wisdom 1.1

    Thanks,

    LHammonds

    Posted in: Bottles of Wisdom
  • posted a message on Undead Horses

    @NuclearNarwhal

    If you use ServerSigns, you could make a sign where the player has 30 seconds to convert a horse to an undead version...the sign could be set to have an extreme cooldown so they can only do it once in a great while. You could also set it up to require a certain amount of cash to use.

    LHammonds

    Posted in: Undead Horses
  • posted a message on Animal Plague

    Your server seems to be offline. Has development on this plugin stopped? I'm interested in using this plugin.

    Thanks,

    LHammonds

    Posted in: Animal Plague
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