EpicGlass
Version 1.23
This project has moved over to SpigotMC!
The new project is now awaiting approval on SpigotMC for only $4.99! I can't link directly to it, but will put up a link to my profile over there and you should be able to find it once it's up. The first build available is for 1.8.0 and I'll upload a 1.8.3 build as soon as it lets me.
Thank you guys for being so patient and for supporting this plugin during it's life here on BukkitDev. Nearly 70,000 downloads and counting!
I know it sucks to have to pay to use something you used to have, but I simply couldn't continue pouring the time into this project to keep it updated without getting a little something back. The demand is there, so I'm doing what I can to make sure you guys can continue to enjoy my work. Thanks to SpigotMC and your small, one time payment, this unique plugin gets to live on!
When you purchase the plugin on Spigot, all future updates are also yours as they are released for no additional charge. Thanks in advance! You guys rock!
This page will no longer be updated.
EpicGlass adds a new function to both glass blocks (or any other block type in the config!); the ability to be broken! With EpicGlass, you can charge up your bow and send an arrow smashing through windows or take someone by surprise by crashing through their skylight. But don't worry, all that broken glass will slowly regenerate, so you can shatter it over and over again.
This plugin collects basic usage information for mcstats.org. You may opt out in the generated pluginMetrics config file.
Features
- Players and Mobs can fall through glass
- Players can sprint and jump through glass
- Arrows can be shot through glass
- All glass blocks that were touching will be broken
- Glass broken by EpicGlass regenerates over time
- Config for disabling any unwanted features and adding a block cap to the number that can be broken at once
- All of these things for any other block type
Videos
A more cinematic video
Usage
In order to use EpicGlass, simply sprint and jump, fall onto, or shoot an arrow at a glass block.
Commands
commands: egreload: description: reloads the EpicGlass config file usage: /egreload egregen: description: forces all pending regenerations usage: /egregen egsetflag: description: sets flags, through Shield usage: /egsetflag <region name> <true, false, or reset> [players...]
Config File Help
Permission Nodes
Bukkit Forums
Todo
- Explosions?
Please post suggestions on the Tickets page
Known Bugs
- There are sometimes graphical bugs with the arrows angle when shooting through glass
Changelog
Version 1.23
- Updated for 1.7.10-R0.1
For any older changelog, please see the Files Page
!!!CAUTION!!!
Before you post a long unorganized comment with a bunch of individual suggestions, take some time to look at the tickets page. Enhancements posted on the comments page will NOT be considered. Do yourself a favor and POST TICKETS. This will help me track and organize each idea and make sure it gets it proper attention. Please post a SEPARATE ticket for each idea you have and check first to see if someone else has posted a similar ticket. Voting up another user's ticket you are in favor of will help that enhancement get added FASTER.
With that said, if you have any normal comments or questions, feel free to post them below :)
I added Glowstone to the config and would like to add redstone lamds and glass panes any way i can do this?
When i add them they do not work. I have tried redstone lamp and redstonelamp the samme with the glass pane
@GeneralShep
I've already fixed this for the next version, which will be out tomorrow. Other than the console spam, that error shouldn't be causing any issues.
Getting epic spam
org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:303) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:459) at net.minecraft.server.World.k(World.java:513) at net.minecraft.server.World.applyPhysics(World.java:501) at net.minecraft.server.World.update(World.java:462) at net.minecraft.server.World.setTypeIdAndData(World.java:446) at net.minecraft.server.BlockVine.a(SourceFile:278) at org.getspout.spout.block.mcblock.CustomBlock.a(CustomBlock.java:198) at net.minecraft.server.World.l(World.java:2043) at net.minecraft.server.World.doTick(World.java:1760) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:538) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:449) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492) Caused by: java.lang.NullPointerException at me.jordan.epicGlass.EGListener.onBlockPhysicsEvent(EGListener.java:169) at sun.reflect.GeneratedMethodAccessor28.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:301) ... 13 more
25MB Log isn't good =/
@XeonG8
Fixed for the next release, thanks. That shouldn't effect anything tho, besides the console spam
@NikoKun
That's basically already in the config. It doesn't work off of a radius, it works off of the total number of blocks broken. You can limit it to whatever amount, setting it to 0 means no limit
Sounds like an epic enhancement plugin! Can't wait to try this.
I do wonder tho.. and maybe this is something that could be added later to the config files if not.. But is there a way to limit how many blocks break near/around the initial break spot?
Like, instead of always breaking down the entire connected glass entity, what if we could configure it to maybe a radius of 4 around the break spot?
This might help with lag, or if someone decides to try and break down someone's glass dome. That way it doesn't break hundreds of blocks all at once.
@Seanjawnsauce
crops as a block type?
Atm, it only works with blocks that the arrow will actually stick into. I'm hoping to eventually add a way for it to check blocks that it will pass through, such as crops, flowers, tall grasses, etc. but for the moment, that won't work, no
Very nice. This is gonna be awesome for some arrow games, and parkour.. and noob attacks.
A question, Is crops currently not working? I've tried for a couple mins now and can not get it to work. But awesome plugin.
I put it as a ticket but Imma also post here.
Bug found!
Say you have glass and glowstone next to each other and they are both set to break if adjacent to one another.
If i broke the glass (which in turn also breaks the glowstone) when it regenerates it all regenerates as glass. Vice versa as well. If i broke the glowstone side first, it would turn the glass blocks into glowstone as well.
Why isnt Regios a plugin you would support for this?
I say regios and world guard are the 2 top region plugins.
@DanJLloyd
Sorry, I suppose I should have put that under known bugs. I renamed some of the permission nodes to work better as parent/child. It's already fixed for the next version, which should be out later tonight
I have given a particular group in groupmanager the following: epicglass.break.*
However, while in that group I cannot break glass from falling or from shooting glass with an arrow. Can you please help? Thanks! :)
For anyone interested,
I'm currently working on a way to specify data values for blocks in the config, so, rather than just being able to say SMOOTH_BRICK, you could specify which type with its data value; normal smooth brick is 0, mossy is 1, cracked is 2, circle is 3. This would also allow you to specify wool colors, the new wood variations, and some other things. Its ended up being a bit more work that I thought because I now have more data to save and handle along the length of the entire plugin, but its coming along nicely.
Just a sneak peek at the new config.
So, what this would do;
The GLASS section would behave like it previously would have (Glass doesn't have data variants anyways). The SMOOTH_BRICK section, however, would only allow smooth bricks with the data value of 2 (cracked) to be broken. The AssociatedBlocks field would then allow the break to spread onto any type of of smooth brick.
This essentially allows for every type of smooth brick to be broken, as long as the break is initiated at a cracked brick block. Cool, eh? :)
And don't worry, I know the more stuff I add, the harder this will be to configure, so I'm planning on posting a couple different recommended config setups once I get a more final config plan released.
This new addition will significantly expand the capabilities of this plugin. Any comments/feedback on the idea are, as always, welcome :)
@deleted_8526569
Thanks for the support :)
Awesome plugin! I love it!
@IdealIdeas
Yeah, Thats another feature I intend to add. The way its setup now, once you trigger the first block to break, it only looks for blocks of the same type. I'm planning on adding a config field so that you can specify other block types that it will look for when its figuring out what blocks to break, not just other breakables. That way, say, if you set (There's no way to distinguish smooth stone brick and cracked stone brick, which is coming, but imagine for a second, lol) like, cracked brick to be breakable, but have it also break normal stone brick, you could have stone brick be breakable if its near cracked brick, but not normally.
For water and lava, i dont think it will work. This plugin listens to EntityDamage for fall damage and ProjectileHit for arrows, which won't trigger for liquids. Sprinting through it might actually work, now that im thinking about it, but it would have to be a vertical, falling stream, because it checks the 2 blocks in front of you, at your head AND feet.
If you intend to try it, it should be WATER or STATIONARY_WATER, basically stationary is only for source blocks, it separates them, which is kinda dumb, but sometimes useful.
Obviously I havent tried it yet but can we make Lava and Water breakable?
That would be a sight to behold.
Also I noticed that even though I have glowstone, glass panes,and glass set to breakable, but they if either of the 3 are touching one another and I break 1 the other doesnt break as well. If your not understanding what im saying here is an example: say I have a box of glass touching a box of glowstone, then I shoot an arrow at the box of glass, the glass box will break but not the glowstone.
Is there anyway to make it so adjacent breakables break as well?
@IdealIdeas
for glass panes its THIN_GLASS.
Don't ask why, I didn't make the rules, lol.
I tried to add
GLASS_PANE and it didnt work.
whats the real name I should put in? Could I just use ID numbers?