[INACTIVE][TP/MECH] Inception v1.04dev0.5 - World Layering and Overlapping [1060]

Discussion in 'Inactive/Unsupported Plugins' started by Lihad, Jun 5, 2011.

  1. Offline

    Lihad

    Inception - From one world into another (into another, and another, and another)
    v1.04dev0.5




    ------------------------------------------------------------------------
    Just got back from honeymoon!!! woot!!!! I will be updating Inception for 1.8 as bukkit allows :) stay tuned!
    ------------------------------------------------------------------------

    Downloads:
    Most Recent Build

    [1060] - Version 1.04dev0.5 - Full
    [1060] - Version 1.04dev0.5 - jar only
    Past Builds
    [1060] - Version 1.04 - [->] 1.03, 1.02c, 1.02a, 1.01, 1.00

    ---------------------------------------------
    ---------------------------------------------
    Description:
    Allows you to fall (or climb) from one world into another world by catching players that enter a y-coordinate that isn't in the normal range of play (or otherwise defined). With the addition of skyland environments, this plugin can be used to stop players from falling indefinitely, and instead make them drop in another world at the same x and z coordinates.

    -----------------------------------------------------------------------------------------------
    Love Inception? Wanna help out a poor-ass college kid who is about to get married AND working his way through commercial flight school?! Donate!
    [​IMG]
    -----------------------------------------------------------------------------------------------
    ---------------------------------------------
    Other Plugins Worth Your Time!
    Inception works great with:

    StyxSpace

    ---------------------------------------------

    Recent Fixes!For Version 1.04 & dev0.5

    - dev0.4 includes fixes for Exceptions casuesd by minecarts and mobs through Inception
    - dev0.4 allows mobs to not die by passing through Inception
    - dev0.4 includes a MAJOR fix fir a bug that occurred in 1.04 that rewrote parts of the config.yml, assuming there was none there (when there may have been).
    - .jar by itself will auto-generate a config.yml if none are detected :) Hooray!
    - New Developer API shtuff. I'll make a tab regarding info on it later tonight.
    - Bug fixes
    - More bugs
    - Mobs can now technically pass through inception layers IF they fall into a void. Working on this to fix it so it synchronizes with the set limits
    - Minecarts should be able to Inception
    - Boats should be able to pass through Inception layers
    - Console will yell at you more when you mess up stuff in the Inception config.yml, so I won't have to.
    - New command ./inception edit
    - And more stuff!



    Old Fixes!For Version 1.02delta & 1.03

    - Added options for syncing time in all worlds (this only works if time movement is normally enabled in a world type, and for that world)
    - Inception returns more information to the console on start up
    - The ground work for different fall damage has been laid, not Implemented Yet!
    - The config file is more forgiving and lets you use lower case in the environment type ;)
    - Fixed player getting pushed through stairs on inception (or half-blocks)
    - Fixed player getting stuck in the ground (100% success rate in testing, let me know if results differ)

    - Fixed player positioning on Inception being off a couple blocks x,z
    - Config editing commands now reload Inception upon completion automagically (no feedback)
    - Foreign worlds as a 'lowerWorld' aren't stubborn assholes any longer.

    - Fixed teleport looping
    - Fixed chunks being deleted in dynamicOverlapping
    - Colored blocks now reflect properly through an overlap
    - Block facing through dynamicOverlapping is fixed
    - Block facing through standard overlapping is ish-fixed. but not really.
    - Syncing of linked worlds by their spawns is added as an option in the config.yml
    - The exclusion of certain block types the are mirrored in an overlap is added as an option in
    the config.yml​
    - Water and lava pouring through an inception layer behaves more correctly
    - Inception passes priority of world creation with 'environment: null'
    - And other fixes

    ---------------------------------------------

    Installation:
    Download the .zip and throw the contents into your plugins folder. Be sure to configure the config.yml file in the Inception folder or the plugin will fail! If updating from a previous version: Don't delete your old config.yml and expect a new one to generate! Use the new config.yml that is in the new version folder unless otherwise specified.

    Then, read the 'Setup' tab below for Detailed instrutions on the setup of Inception. For those new to the plugin, I don't suggest changing any values for anything outside of defining the worlds and environments for a single link. After you have the motion of Inception down, tweak the setting and add more links as you see fit.

    Setup (open)

    #Inception - Written By Lihad @ beyondminecraft.net

    ----- Using Inception
    Before using this plugin, be sure to backup your world files and etc. Inception has the potential to rewrite entire landscapes! Tread carefully.

    ----- The Initial Setup
    Download the latest .zip, or the one that suits your CB. And place the contents into your plugin folder.

    Be sure to modify the config.yml for Inception before the initial launch, it should look something like this to start:

    Code:
    inception:
        link0:
            worldUpper:
                worldName: renameme
                environment: RENAMEME
            worldLower:
                worldName: renameme
                environment: RENAMEME
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false[/INDENT]
    
    autoInception: false
    fallDamage: false
    glassStep: true
    dynamicOverlapUpperToLower: false
    dynamicOverlapLowerToUpper: false
    exemptBlockID: 7, 8, 9, 10, 11
    - Setting up your first link!
    Under link0, the options below exist:
    Code:
            worldUpper:
                worldName: renameme
                environment: RENAMEME
            worldLower:
                worldName: renameme
                environment: RENAMEME 
    Fill in the world you want to be top world in the worldName slot for the worldUpper key, as well as the environment type (most foreign world types created by other plugins are NORMAL in origin). The three main world types are NETHER, NORMAL, and SKYLANDS. Follow the same idea for the worldLower key, by adding in the world that you want to be 'below' your top. If your using another plugin to supply a foreign world type, use 'null' as the environment type and inception will pass priority to the corresponding plugin.

    Note: If you write the name of a world in either worldName slot that doesn't already exist, Inception will attempt to create it of the type Environment that you have specified.

    - Setting up your local link variables!
    Within link0, you will also see these options:
    Code:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false
    [/INDENT]

    Each does something different, set to maximize the performance you wish to get out of inception. 'enableFall' and 'enableClimb', if set to True, will allow your users to pass from the lower world to the upper world by climbing, as well as passing to the lower world from the upper world by falling. If you wish a player to only be able to fall from the upper world to the lower, but not climb back up, turn 'enableClimb' to false.

    To specify the 'y' coordinates that the inception between worlds takes place, define the values under upperLimit and lowerLimit. Once a player crosses this threshold, they will be beamed away to the other world.

    The 'overlap' is a tool used for those who wish to make their worlds seem to flow together. By turning 'overlap' to true, you are saying that the bottom and top of the worlds will share anything placed or destroyed by a user, within the distance specified by 'overlapDepth'. Thus, with an overlap depth of '5', y-coordinates 1,2,3,4 and 5 of the worldUpper will be shared with y-coordinates 123,124,125,126 and 127 of worldLower. Note: The transfer through normal overlapping will only work for blocks that are placed and destroy while the plugin is running.

    Also note that with overlapping, your lower and upper limits for said link must be equal in spacing. This is new to Version 1.o1.

    Lastly, turning 'sync' to true will line the linked worlds up by their spawns, instead of their x,z coordinates.

    - Creating More than One Link
    To create a second link, simply copy the entire link0:, and paste it under itself, renaming the new copy 'link1'. It would look something like this:
    Code:
        link0:
            worldUpper:
                worldName:
                environment:
            worldLower:
                worldName:
                environment:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false[/INDENT]
        link1:
            worldUpper:
                worldName:
                environment:
            worldLower:
                worldName:
                environment:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false
    [/INDENT]

    And of course, be sure to add the worlds you want to be involved in the new inception link, as well as changing/modifying any of your new local variables.

    - The Global Variables
    Code:
    autoInception: false
    fallDamage: false
    glassStep: true
    dynamicOverlapUpperToLower: false
    dynamicOverlapLowerToUpper: false
    exemptBlockID: 7, 8, 9, 10, 11
    These keys should only appear once in your config, and should be outside any keys. They are your global variables. 'fallDamage' is pretty obvious in wht it accomplishes.

    'autoInception', if turned to true, will have Inception automatically link all of your worlds for you in the standard manner (no overlap, limits at 0 and 128). This completely ignores any links you have specified. Very much the lazy-persons Inception tool.

    'glassStep' Is used for those who are travelling up to skylands and dont have a block to step on, or get caught in pesky inception loops. Turning this to true will give your user something to stand on when climbing up.

    'dynamicOverlap...' if turned on... be prepared for the shear power of inception to show itself. For every link that you have where 'overlap' is turned to 'true',. dynamic overlapping will take a snapshot (of height defined in 'overlapDepth') of a players current surroundings and places them in the world they are going to. Allows for EXTREMELY seamless transfer.... also has the potential to rewrite sections of worlds.

    'exemptBlockID' is any block id you wish to not be overlapped in an overlap layer.


    Commands (open)

    Only For Op

    Known Bugs (open)

    - Not Setting the config file correctly can cause weird things to happen
    - If a server's flymod catch is turned on, this can lead to players being kicked mid-transfer
    - Block facing is not always correct through overlapping
    - Signs don't overlap well
    - Chests don't overlap well
    - There may or may not be an issue with looping world Inceptions between two worlds that of Normal and Nether types. This has been known to cause issues with deleting chunks and etc. This issue is set for resolve in the next 1.02 release.
    will add more bugs to this section as they are noted and posted.

    Changelog (open)

    Version 1.04dev0.5[CB 1060]
    - Hotfix for dev0.4

    Version 1.04dev0.4[CB 1060]
    - dev0.4 includes fixes for Exceptions casuesd by minecarts and mobs through Inception
    - dev0.4 allows mobs to not die by passing through Inception
    - dev0.4 includes a MAJOR fix fir a bug that occurred in 1.04 that rewrote parts of the config.yml, assuming there was none there (when there may have been).

    Version 1.04[CB 1060]
    - .jar by itself will auto-generate a config.yml if none are detected :) Hooray!
    - New Developer API shtuff. I'll make a tab regarding info on it later tonight.
    - Bug fixes
    - More bugs
    - Mobs can now technically pass through inception layers IF they fall into a void. Working on this to fix it so it synchronizes with the set limits
    - Minecarts should be able to Inception (maybe...)
    - Boats should be able to pass through Inception layers (maybe...)
    - Console will yell at you more when you mess up stuff in the Inception config.yml, so I won't have to.
    - New command ./inception edit
    - And more stuff!


    Version 1.03[CB 1000]
    - Added options for syncing time in all worlds (this only works if time movement is normally enabled in a world type, and for that world)
    - Inception returns more information to the console on start up
    - The ground work for different fall damage has been laid, not Implemented Yet!
    - The config file is more forgiving and lets you use lower case in the environment type ;)


    Version 1.02delta[CB 977+/1.7.3]
    - Fixed player getting pushed through stairs on inception (or half-blocks)
    - Fixed player getting stuck in the ground
    - Fixed player positioning on Inception being off a couple blocks x,z
    - Config editing commands now reload Inception upon completion automagically (no feedback)

    Version 1.02charlie[CB 977]
    - Fixes Everything (almost)

    Version 1.02bravo[CB 977]
    - Technical Unreleased Officially

    Version 1.02alpha[CB 977]
    - Fixed player positioning on Inception
    - Fixed teleport looping
    - Fixed chunks being deleted in dynamicOverlapping

    Version 1.02[CB 953]
    - Overlapping works better and more correctly for block types
    - Added sync'ing
    - Added exclusions
    - Inception passes priority of world creation with 'environment: null'

    Version 1.01 [CB 953]
    - Upon Inception, player placement is now better suited to where they are coming from,

    especially with overlapping​
    - Defining a world in the Inception config.yml that doesn't exist will be automatically create

    by Inception​
    - Water and Lava within a overlap will no longer compound upon itself
    - Recursion was added (1.00), recursion was optimized (1.01)
    - Links now run by priority, and will not randomly place a player if multiple links share the

    same worldUpper or worldLower.​
    - Added more local variables per link.
    - Overlapping is better situated and follows the pattern suggest in 'overlapDepth' better.

    Version 1.00 [CB 953]
    - Rewrote the plugin for better optimization
    - Inception can now manage worlds without a crutch

    Version 0.9 delta [CB 917]
    - Fixed persistent Speed Hack kick

    Version 0.9 charlie
    - Split the dynamicOverlap node into two
    - Fixed an issue with overlapping

    Version 0.9 bravo
    - Added Dynamic Overlapping
    - Fix for 'lowerY' being less than '0'
    Version 0.9 alpha (does that even make sense?!)
    - Overlapping can now occur between links of your choice
    - Overlapping can occur between all Environment types
    - New command for specifying if a link should have overlapping or not
    - The ability to turn the glass block on and off!
    - SphereWorlds should finally be fixed (FINALLY!)
    - Overlapping works better

    Version 0.9
    - Added option for worldOverlay/rowOverlay
    - Fixed Inception identifying foreign world types
    - Fixed various other bugs

    Version 0.8
    - Added option for fallDamage (should already be in your config.yml) to either be on or off when fall damage occurs.

    Version 0.7
    - Added config options for setting the floor and ceiling of inception
    - Fixed '/inception list'
    - Added autoInception

    Version 0.6
    - Added a climbing inception (climbing to y=129 of a world allows a transfer)
    - Changed the config.yml
    - Changed the command '/inception modify'

    Version 0.5
    - Added in-game commands

    Version 0.4
    - If multiple links are created with the same 'worldUpper', it now randomly makes you fall to any of the 'worldLower' worlds under those links (instead of the first notable 'worldLower')

    Version 0.3
    - New config file!
    - The ability for multiple links to be made between worlds.
    - Cleaned some of the code up

    Version 0.2
    - Fixed falling into the nether
    - Fixed a few other minor bugs

    Version 0.1
    - Initial Build


    ---------------------------------------------
    Special Thanks to: JorenCombs, Pherce, Kside, Annilyna and all the members of Beyond Horizon. For giving me testing grounds for Inception-izing you all (like you actually had a choice).
    ---------------------------------------------
     
  2. Offline

    Lihad

    The config file looks correct, so I'm not sure why this exception is getting thrown... I'm going to see if I can reproduce this issue. Give me 10 minutes...

    @ratty : I got that exact same exception when I used the old 0.5 jar (with the new config file). Are you sure you are using the new 0.6 jar?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  3. Offline

    ratty

    Ok I don't know how I did that but that must have been it, I downloaded and installed the jar again and it works now!
     
  4. Offline

    Lihad

    @ratty : Awesome to hear you got it working! I will def make an option here soon for those who want to add some extra room in their ceilings.
     
  5. Offline

    ratty

    Oh and I'm getting random glass blocks being left around at the bottom layer of the skyland, is Inception doing that? It even overwrites other blocks.
     
  6. Offline

    Lihad

    That is inception doing that... it is automatically assuming there is nothing at that low a level when you enter a Skylands... I really want to change this but wanted to get something out for people to use. Expect it to be more... understanding, in the next update :)
     
  7. Offline

    Zarius

    Sounds great but I'll wait until the next update before revealing the climbing to my players. I'm planning on building a giant tower with the trigger on y=124 or so as players climb a staircase to another level - this would mean that I've got room to place a small fake wall so that it seems almost seamless.

    Something like this:
    Code:
    (X=cobble block, .=stair)
    128X
    127X   .            XXXXXXX
    126X         .
    125X               .
    124X                       .
    
     
  8. Offline

    devatrox

    This is very interesting!

    How is the nether drop location handled? Because the nether is smaller and the coordinates should be different then. In MyWarp for example, when you are in the nether and warp to a place in the overworld, you don't get to the expected location because it still uses the same coordinate scale as the nether.
     
  9. Offline

    Shigan

    Ooooh!

    I loved this plugin so much!... But sadly it does not seem to want to work nicely with Towny. I am getting 'Cannot send event Player.Move to Towny' errors when someone goes through to the Nether or climbs out of it. *frustrated*

    Also, what happens when a player falls through the map in a chunk error? I would assume that it wouldn't matter, as chunk errors are client sided, but I just wanted to make sure if there is ever a fix to this towny bug.
     
  10. Offline

    Lihad

    It is handled directly at the moment (no scaling when entering or leaving).

    I would like to see more of why it doesn't work with Towny... all of my tests throw no such issues. mmh.

    Also expect 0.7 to be out soon. Some fixes and more options!

    I have to jet off to work here, but I was able to get Version 0.7 done. Here it is:
    Version 0.7

    I'll change the main post tonight to reflect the changes. Figure I'd drop those who follow this thread some love :)

    For this update, either use the new config.yml, or load on the .jar and it will add the new options into the .yml itself (at least it should)

    New options include:
    - setting an upperY limit (instead of the default 129)
    - setting a lowerY (instead of 0)
    - and an autoInception option to automagically link worlds for you.
    - fixed '/inception list'

    After this Version, I need to do some MAJOR code cleanup... sigh.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  11. Offline

    Silarn

    Awesome work, so far. A block 'transfer' would really take the cake -- and I think it's fine to just ignore any native terrain and only deal with what the players actually put down. Without some kind of extra help, it's fairly hard to keep people from falling back down right now.
     
  12. Offline

    Lihad

    I expect to have the layering and block transfer up soon... :D

    Also, I did update the main post up-top to reflect our new 0.7 release! Woot!

    Inception works with RB#860!

    However falling to a world will now likely kill you. Expect 0.8 to address this soon .... :D

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  13. Offline

    Drageer

    Love the fast update timing! Anyway this plugin will be awesome for my server, since I am planning an upside-down world. Thanks so much!
     
  14. Offline

    Lihad

    Updates and updates! Here is 0.8!
    Version 0.8

    This is a fix for the fix that RB#860 put in place where fall damage now acts as it should after a multi-world transfer. Simply put, you now have control over if your player will take damage from falling after an Inception just by changing the option in the config file to 'true' or 'false'.

    I think having partial damage (as someone brought up before) is a great idea.... will look into a 50%-of-current-health damage option.
     
  15. Offline

    semibreve42

    So I set this up with a world I created using the SphereWorld plugin. Problem is whenever you jump on a highest block in my normal world, you load the SphereWorld then fall immediately back into the normal world. I saw that someone asked about having layering and block transfer - I'm not sure what this means but it would be really cool if the plugin could take the top two block layers in the bottom world and carry them into the top world - that or have an option so that the plugin checks to see if theres a legit place to spawn somewhere above, and if not then deposits them back into the lower world

    Otherwise this works great, thanks!
     
  16. Offline

    Zarius

    Working well so far for me in RB860 though did you previously have a glass block appear when climbing to another world? I know you're working on the larger "block transfer" feature however could we have the glass block as an option in the meantime (only if there's not already a block under the player's feet)?

    Any chance of posting the sourcecode (perhaps github)?

    With the partial damage bit I'd prefer to have it lose a set amount - say 8 or 9 hearts so that you need to have full health if you want to fall and survive.
     
  17. Offline

    Lihad

    Oh wow. I didnt realize the glass block was broken... Must of happened in the transition to 860. I'll be sure to fix that asap. And yes, i do plan on putting more options for fall damage. :D

    The plugin originally set a glass block under the player when he travelled up into a sky-based world (or any world without a floor)... Looks like this broke in the 860 fix. Ill address it asap

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  18. Offline

    Zarius

    Actually, the glass block is working for skylands, but didn't with my sphere world, will test again in a moment.
     
  19. Offline

    Lihad

    Interesting... Keep me posted. ill look into it when i get home from work
     
  20. Offline

    Lihad

    Alright... be careful with this one ya'll...
    Version 0.9


    Major addition with this version is 'worldOverlap'. THIS IS IN TESTING. If set to 'true', it will look for a link that you have created between a Normal and Skylands world. If detected, it will create an overlap of value 'rowOverlap' (specified in config.yml. This option will appear upon running 0.9 for the first time or using the new config.yml). This means that, if 'rowOverlap: 5', the top 5 rows in the Normal world and the bottom 5 rows of the Skylands world will be reflected upon each other (if a block is added/removed from one, it will reflect on the other respectively). Try it out, but be careful! The overlap will only occur for blocks that are placed/destroyed, not for ones that are already there.

    Known Bugs/Noteworthy-ness Things
    -Please backup your world files before turning 'worldOverlap' to 'true'!
    -Using a 'Super-Axe' to break a block in an overlap zone will not be reflected into the respective.​
    -Using 'World-Edit' in an overlap zone will not be reflected into the respective.​
    -User positioning upon an Inception through an overlap zone is a bit off and awkward, this will be fixed in the next update.​
    -Only the first link between an Normal/Skylands environment will have an Overlap, none others.​

    Again. This is a test for overlapping.... please give me your feedback!!!!

    -------------------------------------------------------------------------------------

    Also, fixed Inception identifying worlds like those made in 'SphereWorld' (hopefully!). Thanks semibreve42 and Zarius!

    And various other fixes! But no new options for percentage fall damage. Soon tho! Wanted to get overlapping for you all to try out!
     
  21. Offline

    Soruyao

    Here's a question, can I hook a world to itself? Could I have it so that if I fall off of my skylands map, I appear in the same skylands map and die of fall damage. (In other words, my inventory is preserved and I die by the spawn.)
     
  22. Offline

    semibreve42

    :-(

    I installed the new one, didnt seem any different. I deleted the config file I had, let it generate a new one. Tried adding my two worlds with the "inception create" command, get an error. Tried "inception list", get an error (below). With the worldoverlap set to true, theres no difference when I build then enter near the world borders, i still fall right back into my lower world, so no glass generation either. here's the console error I get on "inception list":

    Code:
    14:22:00 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'inception' in plugin Inception v0.9
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
            at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:128)
            at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:287)
            at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:712)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:678)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:671)
            at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:32)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:399)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    Caused by: java.lang.NullPointerException
            at lihad.Inception.ConfigInception.readKey(ConfigInception.java:36)
            at lihad.Inception.CommandInception.inceptionList(CommandInception.java:31)
            at lihad.Inception.CommandInception.onCommand(CommandInception.java:108)
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
            ... 12 more
    
    Also when I tried falling from my upper world to lower world I died rather then fall through:

    Code:
    14:43:57 [SEVERE] Could not pass event PLAYER_MOVE to Inception
    java.lang.NullPointerException
            at lihad.Inception.ConfigInception.readUpper(ConfigInception.java:18)
            at lihad.Inception.TDRPlayerListener.shiftWorldsDown(TDRPlayerListener.java:140)
            at lihad.Inception.TDRPlayerListener.onPlayerMove(TDRPlayerListener.java:28)
            at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:285)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:139)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:399)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
    Finally I'm getting these in my console:

    Code:
    14:45:54 [SEVERE] Could not pass event BLOCK_PLACE to Inception
    java.lang.NullPointerException
            at lihad.Inception.ConfigInception.readLower(ConfigInception.java:27)
            at lihad.Inception.TDRBlockListener.checkLegal(TDRBlockListener.java:69)
            at lihad.Inception.TDRBlockListener.onBlockPlace(TDRBlockListener.java:25)
            at org.bukkit.plugin.java.JavaPluginLoader$27.execute(JavaPluginLoader.java:426)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
            at org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPlaceEvent(CraftEventFactory.java:88)
            at org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPlaceEvent(CraftEventFactory.java:72)
            at net.minecraft.server.ItemBlock.a(ItemBlock.java:76)
            at net.minecraft.server.ItemStack.placeItem(ItemStack.java:56)
            at net.minecraft.server.ItemInWorldManager.interact(ItemInWorldManager.java:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:550)
            at net.minecraft.server.Packet15Place.a(SourceFile:57)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:399)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
     
  23. Offline

    Zarius

    Seems to be working ok for me from world to skylands (upperY=123 and no overlap), glass is forming ok.

    Can't climb to the next world (spheres) though, get this error:
    Code:
    01:34:12 [SEVERE] Could not pass event PLAYER_MOVE to Inception
    java.lang.NullPointerException
        at lihad.Inception.TDRPlayerListener.worldConnectUp(TDRPlayerListener.java:197)
        at lihad.Inception.TDRPlayerListener.shift(TDRPlayerListener.java:165)
        at lihad.Inception.TDRPlayerListener.shiftWorldsUp(TDRPlayerListener.java:156)
        at lihad.Inception.TDRPlayerListener.onPlayerMove(TDRPlayerListener.java:32)
        at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:285)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:139)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:399)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
    Note: I chose floors: false for spheres world.

    Oh, falling from world to nether is working ok.

    Haven't really tested the overlap yet.
     
  24. Offline

    GECLAN Erik

    can you add pics?
     
  25. Offline

    Lihad

    @semibreve42 : Don't let 0.9 generate its own config.yml! it's not set up to do that, only to modify an existing yml. Use the config that is in the .zip folder for 0.9 and you should be fine.

    @Zarius :

    Interesting that the Sphere Worlds isn't working for you... can I see your config.yml, I'll try to replicate. And def try out the overlay if you're feeling brave. I'd love the feedback!

    You can very much link a world to itself, and if fall damage is on... I suppose you could die of fall damage (if you hit something, of course). But in a skylands world... Your more than likely going to fall in a crazy loop.... could be fun!

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
  26. Offline

    cholo71796

    @Lihad

    What does the worldOverlap do? I see no mention of it- I've only heard of the rowOverlap. Stuff also says overlay and overlap in different places.
     
  27. Offline

    Lihad

    @cholo71796 - Look in the main post under 'Recent Fixes' or in the config.yml in the 0.9 .zip . Should explain pretty well.
     
  28. Offline

    cholo71796

    Oh, thanks, I always look in the changelog for changes.

    EDIT: @Lihad

    Still, I don't understand what the worldOverlap option does. Does it enable whether or not the overlapping is done? I would assume that setting rowOverlap to zero would do that.
     
  29. Offline

    Lihad

    You assume correctly. And yes, setting rows to 0 should accomplish the same thing as setting worldOverlap to false. However, this is the first version of world overlapping that ive done (0.9) and wanted to include an option that would complete ignore that section of code if necessary.
     
  30. Offline

    Silarn

    Running with the overlap on and nothing seems to be happening (skyworld and normal world). The glass doesn't form at my feet but nothing else has changed. There were blocks already in those locations before since I was using an old stairway. But I destroyed and rebuilt the blocks on one layer and assumed that would carry over. It didn't seem to. Nothing changed. I'm running with a height of 127 so that players can jump right into skylands.

    ---

    Scratch that I was NOT editing the first link.
     
  31. Offline

    cholo71796

    That makes sense. This is a very neat plugin.
     

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