[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

    WFXD

    new problem. I stopped my server and added a link to my other three and my server gives me the error:


    20:00:12 [SEVERE] Could not load 'plugins\Inception.jar' in folder 'plugins':
    mapping values are not allowed here
    in "<reader>", line 2, column 50:
    ... : world_skyland worldLower: world overlap: false
    ^

    at org.yaml.snakeyaml.scanner.ScannerImpl.fetchValue(ScannerImpl.java:74
    5)
    at org.yaml.snakeyaml.scanner.ScannerImpl.fetchMoreTokens(ScannerImpl.ja
    va:307)
    at org.yaml.snakeyaml.scanner.ScannerImpl.checkToken(ScannerImpl.java:18
    3)
    at org.yaml.snakeyaml.parser.ParserImpl$ParseBlockMappingKey.produce(Par
    serImpl.java:564)
    at org.yaml.snakeyaml.parser.ParserImpl.peekEvent(ParserImpl.java:163)
    at org.yaml.snakeyaml.parser.ParserImpl.checkEvent(ParserImpl.java:148)
    at org.yaml.snakeyaml.composer.Composer.composeMappingNode(Composer.java
    :228)
    at org.yaml.snakeyaml.composer.Composer.composeNode(Composer.java:160)
    at org.yaml.snakeyaml.composer.Composer.composeMappingNode(Composer.java
    :230)
    at org.yaml.snakeyaml.composer.Composer.composeNode(Composer.java:160)
    at org.yaml.snakeyaml.composer.Composer.composeDocument(Composer.java:12
    2)
    at org.yaml.snakeyaml.composer.Composer.getSingleNode(Composer.java:105)

    at org.yaml.snakeyaml.constructor.BaseConstructor.getSingleData(BaseCons
    tructor.java:124)
    at org.yaml.snakeyaml.Yaml.load(Yaml.java:264)
    at org.bukkit.util.config.Configuration.load(Configuration.java:82)
    at org.bukkit.plugin.java.JavaPlugin.initialize(JavaPlugin.java:156)
    at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.j
    ava:174)
    at org.bukkit.plugin.SimplePluginManager.loadPlugin(SimplePluginManager.
    java:194)
    at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager
    .java:117)
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:109)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:232)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:219)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:146)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:283)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)


    Doesn't make a lick of sense to me.
     
  3. Offline

    Lihad

    Problem is in your config.yml . post it here and I'll tell you why
     
  4. Offline

    WFXD

    My shit is probably all retarded

    link0:
    worldUpper: world_skyland worldLower: world overlap: false
    link1:
    worldUpper: world worldLower: world_nether overlap: false


    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: 0
    autoInception: false
    fallDamage: false
    rowOverlap: 5
    glassStep: true
     
  5. Offline

    Fire-Hazard

    I have the same problem as ScottSpittle
     
  6. Offline

    Leiff Lewis

    please help i run a bukkit server and i promised all inception would work but... it seems as though i have made a few world BUT i am able to connect my normal world to space but am not able to connect my desert world BELOW my normal world, ive done everything ive set worldUpper: world worldLower: desert but it wont work, i do this ALL by commands so it says invalid world/s when i type in /inception create world desert
     
  7. Offline

    Lihad


    super messed up!
    should be

    link0:
    worldUpper: world_skyland​
    worldLower: world​
    overlap: false​
    link1:
    worldUpper: world​
    worldLower: world_nether​
    overlap: false​

    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: 0
    autoInception: false
    fallDamage: false
    rowOverlap: 5
    glassStep: true

    What bukkit Version are you using?

    I've heard of issues similar to this. Are you using Multiverse?

    Just released....
    Version 0.9charlie

    This version seperates the dynamicOverlap node into two different options: 'dynamicOverlapUpperToLower' and 'dynamicOverlapLowerToUpper'. This is to better control the features that dynamicOverlapping provides by limiting it to a sort of 1-way street feel. Or they can both be set to truth if you like it both ways.

    Also, expect 1.0 to be released soon with a full tutorial, better organization, and more features!

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

    Leiff Lewis

    No and i have the latest version of both bukkit and inception BUT i DO have styx space
     
  9. Offline

    sintri

    Had [SEVERE] Could not pass event PLAYER_MOVE to Inception java.lang.NullPointerException with McEdit worlds and copied worlds with bravo, tried multiverse but then that required permissions which would then require a complete setup of like 20 other plugins so thought it bit silly to have to do all that for one plugin.
     
  10. Offline

    croxis

    Feature(s) Request :D ! I'm interested in dynamic overlap, however I see a problem with the bedrock blocks ;). Do you mind adding to the dynamicoverlap to not copy bedrock tiles? Also perhaps changing the dynamicOverlaps to a per link setting?

    Awesome plugin by the way. Looks like I might fork Towny to have town claims work in a stack-like fashion over multiple worlds.
     
  11. Offline

    diegokilla

    Getting booted when falling from one world to another, or climbing :(

    2011-06-22 00:44:03 [WARNING] diegokilla moved too quickly! Elapsed ticks: 1, Distance change: 15939.618848268774
    2011-06-22 00:44:11 [INFO] diegokilla [/127.0.0.1:56977] logged in with entity id 56725 at (11.5, 1.0, -21.5)

    heres config:
    inception:
    link0:
    worldUpper: Arcanum
    worldLower: world
    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: 0
    autoInception: false
    fallDamage: true
    rowOverlap: 5
    glassStep: true
    dynamicOverlapUpperToLower: false
    dynamicOverlapLowerToUpper: false

    i do not have any "nocheat" type plugins, and i have allowflight=true in server.properties

    Disregard last post, if u get kicked for moving too fast:
    a: allowflight is set to false (mine was set to true as it should be... i guess)
    or
    b: you are retarded and didnt realize that when u rebuilt ur server using old files, u forgot to update to CB 860...

    god im so mad at myself right now -.-

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

    CyrussM

    "You moved too quickly :( (Hacking?)"-kick.

    Every time i get a kick. User Bukkit 907, (with 863 the same) and 0.9charlie.
    I have fly set to true. Client Fly mod (not from a bukkit plugin)
    No anti cheat plugin.

    I cant fall or fly from one world to another, everytime "You moved too quickly :( (Hacking?)"-kick.
     
  13. Offline

    Lihad


    I have heard reports of foreign world types not being recognized by Inception without the use of MultiVerse... I'll have to look into it.

    I've only tested this plugin with the latest Recommended build: 860.... I can't speculate what would happen with later builds. Sounds like this is coming up a lot though with non-860 builds.

    I am really trying to keep this plugin as simple as possible,... but the more I dig into its depth, the more I figure I'm going to lose that. Haha. Because lets face it, more customization is a good thing! And I agree, having options for the dynamicoverlap per-link is something I want to implement as well as a few other fun things! Dang, I really do need to make a wiki! Config is going to end up being 500 lines long with all these great ideas you all are giving me!

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

    CyrussM

    Ok downgrade, with 863 the error happens, but rare.
     
  15. Offline

    Lihad

    Any sort of similarities behind the times you get kicked?
     
  16. Offline

    CyrussM

    Cant see anything, with Bukkit 907 with every fall from top to the down world i get a kick (or form the down to the top). With 863 the error only happens one time per day. See no similarities .
     
  17. Offline

    GECLAN Erik

    Can you add pictures or upload a preview to youtube so we can see this plugin in action?
     
  18. Offline

    CyrussM



    I set the up World to 250 blocks. Because I want a very high sky xD
     
  19. Offline

    croxis

    Oh another question. Is this a closed or open source plugin?
     
  20. Offline

    WFXD

    Question, When I save and then run my server, my config file gets all bunched up. All formatting in it goes away. Is there a reason for this?

    Is there some nicer way for me to post these? I copied and pasted your config exactly, and I get this error now...

    11:58:16 [SEVERE] Could not pass event BLOCK_BREAK to Inception
    java.lang.NullPointerException
    at lihad.Inception.ConfigInception.readUpper(ConfigInception.java:15)
    at lihad.Inception.TDRBlockListener.isWorldUpperLegit(TDRBlockListener.j
    ava:65)
    at lihad.Inception.TDRBlockListener.onBlockBreak(TDRBlockListener.java:4
    3)
    at org.bukkit.plugin.java.JavaPluginLoader$35.execute(JavaPluginLoader.j
    ava:482)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:310)
    at net.minecraft.server.ItemInWorldManager.c(ItemInWorldManager.java:159
    )
    at net.minecraft.server.ItemInWorldManager.a(ItemInWorldManager.java:121
    )
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:456)
    at net.minecraft.server.Packet14BlockDig.a(SourceFile:42)
    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)
    11:58:30 [SEVERE] Could not pass event BLOCK_PLACE to Inception
    java.lang.NullPointerException
    at lihad.Inception.ConfigInception.readUpper(ConfigInception.java:15)
    at lihad.Inception.TDRBlockListener.isWorldUpperLegit(TDRBlockListener.j
    ava:65)
    at lihad.Inception.TDRBlockListener.onBlockPlace(TDRBlockListener.java:2
    0)
    at org.bukkit.plugin.java.JavaPluginLoader$27.execute(JavaPluginLoader.j
    ava:426)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:310)
    at org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPlaceEvent(Cr
    aftEventFactory.java:88)
    at org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPlaceEvent(Cr
    aftEventFactory.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.j
    ava: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)


    Also, my entire config file bunched up again.and looks like this
    link0:worldUpper: worldworldLower: world_netheroverlap: falselink1:enableFall: trueenableClimb: trueupperY: 127lowerY: 0autoInception: falsefallDamage: falserowOverlap: 5glassStep: truedynamicOverlapUpperToLower: falsedynamicOverlapLowerToUpper: false

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

    Lihad

    @CyrussM : I'll continue to look into the issue. Maybe the next RB will have a better way of handling teleports against notch's speed hack detection.

    @croxis : Closed source atm. I would like to make it open source, but I got a lot of code to wash up first.

    @WFXD : That is.... very strange... Start over with the fresh config file that come with the 0.9charlie .zip
     
  22. Offline

    Xaymar

  23. Offline

    Lihad


    I wonder if your kick has something to do with how high you have your sky is set to... mmh...

    Interesting... I wonder if that rework will only fix for 888 or later then... I'll run some tests.

    Version 0.9delta - Only for CB #888 and later, I tested on #917

    - Should Fix teleportation speed hack kicks.

    @Rigby : Thanks!

    @Xaymar : Thanks!

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

    croxis

    Awww shucks, I look forward to being able to fork it and add my mischievous features :D
     
  25. Offline

    Lihad

    Just fixed the upper URL link for Version 0.9delta linking to 0.9charlie

    Mischievous features?! But Inception was such a nice lil' plugin. lol. I'll hopefully have some version of the source for you all up soon.
     
  26. Offline

    diegokilla

    bugreport:
    riding a cart from world A (TOP) to
    world B (middle)
    removes the cart, and then magically telports me to world C (bottom/nether)
    after im ported to the nether i can't use jumpto's (worldedit) or /tp (commandbook) {TP'ing ports me out of world C to world A/B and then right back to world C

    EDIT: btw, after i got inception working properly,minus the cart deal, and jumped from my sky world down to my normal world, i almost cried at how awesome it was:p
     
  27. Offline

    Lihad


    Minecarts... I haven't even thought of how that is going to work yet! haha. Best get started.... inception rails!
     
  28. Offline

    sintri

    Inception stops working without multiverse installed. Installed inception, multiverse, and permissions, create the two worlds with links, ported up, worked. Took out permissions and multiverse, that null pointer error appeared, restored multiverse, working again. Would be nice for a version that doesn't require multiverse, I've already got enough things messing with my world configs already.

    I'm assuming chests aren't synched with overlapping? Also any chance to add teleporting while riding an entity such as boats, minecarts, others?
     
  29. Offline

    Lihad

    Addressing this issue right now...
     
  30. Offline

    diegokilla

    great to hear that this is going to happen :D

    also, think it would be feasible/worth your time to add an optional feature that:
    -denies players (without OP and/or permission node) building/destroying/etc. in the overlap regions?

    Edit: Don't forget bout boats as well!

    Edit again :p Also when using magiccarpet to get from one world to another, the glass blocks under your feet end up remaining there, think you could squeez in a fix for this? ...
    or recomend a better flight plugin :p
     
  31. Offline

    Elfsovereign

    Ok so I have a bit of an odd question. My world's layers are as such in theory, but the last one doesn't connect:
    At the bottom is the netherworld, like usual.
    Above that is the "real" world, which is the world spawned by the first turning on of the server.
    Above that is the "skylands" plugin's world.
    Above that is the "space" plugin.
    And here's where the problem is: above that is a planetoids map generated by the planetoids map generator. I think it's a conflict in world format, namely the planetoids map generator only makes single player worlds, but in the past I've never had problems using them on my server (i.e. maps like the Redmurk Mystery, etc; though that was admittedly never with Inception). Does this plugin not accept single player maps as viable options to fly up into?

    If it should somehow be a problem in my coding here is the config file:
    Code:
    inception:
        link0:
            worldUpper: world_planetoid
            worldLower: space
            overlap: false
        link1:
            worldUpper: space
            worldLower: world_skylands
            overlap: false
        link2:
            worldUpper: world_skylands
            worldLower: world
            overlap: false
        link3:
            worldUpper: world
            worldLower: world_nether
            overlap: false
    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: 0
    autoInception: false
    fallDamage: false
    rowOverlap: 5
    glassStep: false
    dynamicOverlapUpperToLower: false
    dynamicOverlapLowerToUpper: false
    To clarify, yes the map is named "world_planetoid", I copy pasted the name just to be extra certain.

    Thanks for any answer.

    Why don't you just use Zombe's mod pack's fly mode? It works beautifully.

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

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