[INACTIVE][FUN/MECH] TreeperBirth v? (CreeperNerf... sort of)

Discussion in 'Inactive/Unsupported Plugins' started by Cecer, Jan 18, 2011.

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    So the idea of CreeperNerf isn't really that interesting, I know.
    I got bored, saw the Bukkit CreeperNerf and decided to create my own mutant version!

    So you want to save your buildings?
    You need CreeperNerf TreeperBirth!

    What does it to different from CreeperNerf?
    Less unneeded code, doesn't use Monitor and most importantly, TREES!

    Basically, here is the basic difference in functionality:
    1. A creeper sees a player.
    2. The creeper chases the player.
    3. The creeper goes SssssssssssssSSSSSSSSSSsSsssssssssss.
    4. The creeper goes boom.
    In CreeperNerf you are left with nothing to remember the poor creeper who gave his life to make this game fun :'(.

    In TreeperBirth, the moment the creeper explodes a tree is "born" and you are left with a nice tree to remember him by :)!

    This is just a random thing I made when I was bored, I highly doubt I'll ever update it.

    I have zipped the .jar file and attached it.
    Source is included in the .jar.

    Attached Files:

    Noppoly likes this.
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    Is this some type of anti-creeper-griefer tree-growing plugin?

    1st Post!
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    Haha, that's quite a neat idea!
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    LMAO! I support this whole-heartedly!!!!
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    Heheh Im gonna install this to see *in the background* a creeper exploding into a tree then more trees :p
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    I <3 this idea. You are a god among men, Cecer!
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    Can it be set so creepers still explode belowground?
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    The plugin system is getting out of hands guys :D
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    This is awesome... maybe options for any item id or something like that? Thanks for being creative. We need more fun-like plugins of this genre.
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    this is a really nice idea! thank you!
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    tell me it does birch tree's and you have yourself a deal!
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    what build is this supposed to be used with? for me on build 8X it doesnt work right, the creeper explodes and a few SECONDS later all the blocks he destroyed respawn,but no tree! :S

    edit: after updating to the latest build(86) it works =)
    but theres still the issue with the creeper first destroying everything and then like 2 seconds until it respawns. if he would stop doing dmg to blocks - that would be really nice instead! like BOOM and theres just a tree =)
    nice creepers .... what a world :D
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    What happens if a creeper goes boom in a tunnel?
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    *All hail Cecer*
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    This is sort of like my old plugin I never finished where Creepers would blow up and spawn a horde of spiders.

    Maybe I should recreate that?
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    Please keep this one up to date, sounds great :D
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    Josh Sagnella

    This is too awesome not to keep updated. haha!
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    Personally, I want the damage to remain. This plugin makes me think of Speaker of the Dead. Except instead of dead piggies-->tree it's booming creepers
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    That's called latency between you and the server, and cannot be fixed. This is the case with any non-client-mod that does not directly prevent the creeper from exploding in the first place.
    The blocks are untouched on the server, but the client prediction code breaks them because of the explosion, then everything is restored when you next receive a heartbeat from the server.
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    I love this! At first it wasn't working for me, but after turning off creeper protection in WorldGuard it allowed this mod to kick in.

    I really hope you reconsider and update this! My server's story is that creepers are children of ents that haven't yet become trees... and now they can! >.>
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    Wow I am going to install this plugin just so I can use spawnmob to spawn 100 of them and watch a forrest appear ;)
    Starrk likes this.
  22. Good plugin.
    It is more fun with this then just make the creepers passive. [​IMG]
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    thx for this useful piece of info ;)
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    Really needs a update to fix a bug that spamms the console with random and to make it work again.
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    can someone fix this please? #439

    2011-02-25 01:27:42 [SEVERE] Could not pass event ENTITY_EXPLODE to TreeperBirth
    java.lang.NoSuchMethodError: org.bukkit.Server.getWorlds()[Lorg/bukkit/World;
        at com.cecer1.bukkit.treeperbirth.TreeperBirthEntityListener.onEntityExplode(TreeperBirthEntityListener.java:22)
        at org.bukkit.plugin.java.JavaPluginLoader$42.execute(JavaPluginLoader.java:344)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:225)
        at net.minecraft.server.Explosion.b(Explosion.java:206)
        at net.minecraft.server.World.a(World.java:1245)
        at net.minecraft.server.WorldServer.a(WorldServer.java:115)
        at net.minecraft.server.EntityCreeper.a(EntityCreeper.java:94)
        at net.minecraft.server.EntityCreature.c_(EntityCreature.java:63)
        at net.minecraft.server.EntityLiving.q(EntityLiving.java:648)
        at net.minecraft.server.EntityMonster.q(EntityMonster.java:30)
        at net.minecraft.server.EntityLiving.f_(EntityLiving.java:230)
        at net.minecraft.server.EntityMonster.f_(EntityMonster.java:34)
        at net.minecraft.server.EntityCreeper.f_(EntityCreeper.java:51)
        at net.minecraft.server.World.a(World.java:1011)
        at net.minecraft.server.WorldServer.a(WorldServer.java:53)
        at net.minecraft.server.World.f(World.java:993)
        at net.minecraft.server.World.d(World.java:970)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:335)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:253)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
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    yeah im getting same thing plz update
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    update plox :(
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    It can in fact be fixed. A discussion to this effect has popped up in a couple places. The mod that changes the creeper's explosion is the mod that can change the creeper's explode radius to 0. The explode radius is passed to the client. So even though the block damage is cancelled from the server, you can still have everything else about the creeper's explosion by setting the radius to 0. This will stop the client prediction code from causing issues.

    EDIT: I'm not sure that works quite the way I thought it worked. Forget I said anything.
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    Has this been updated to 1.3? this sounds fun, also does it conflict with worldguard?

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