[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

    0_O haha. Probably..... Well, then we're going backwards I guess...
     
  3. Offline

    semibreve42

    :confused: My bad. That fixed it alright. 0.9alpha working great now, thanks.
     
  4. Offline

    Creator4

    Very awesome Plugin =)
    But what is Recursion? I know it means like infinitely looping but in computer terms?
    I saw this on worldedit too so I want to know.
     
  5. Offline

    Zarius

    I'm guessing recursion would be where you drop from the bottom of the world into the top of the world - which could end up in an infinite loop if there's no land for you to fall onto (as could happen often in skylands).
     
  6. Offline

    Lihad

    @Creator4 : A good way to think about recursion in coding, is a method that makes a call to itself. Thus creating that loop. A good example of this in coding is something like a counter, that runs itself until reaching a certain number, than breaks out. An application level example of recursion is what Zarius has pointed out.

    What recursive formula I was referring to above would be something that goes like this (and really those with high-levels and good use with Inception will understand where I'm about to go with this):

    Here is a standard config.yml setup (in the 0.9alpha version)
    Code:
    inception:
      link0:
          upperWorld: BeyondSky
          loverWorld: BeyondHorizon
          overlap: true
      link1:
          upperWorld: BeyondSky
          loverWorld: BeyondHorizon_nether
          overlap: true
      link2:
          upperWorld: BeyondSky
          loverWorld: BeyondLimits
          overlap: true
    Now imagine, with overlap turned to true on all of these statements, exactly how this would work... With the current 0.9a version, when in an overlap zone in BeyondSky, it will look for the first valid link and overlap into there, so an overlap would happen onto BeyondHorizon, but not to _nether or BeyondLimits. However, if there were a player in BeyondHorizon, _nether, or Limits, all of their changes in an overlap zone would be reflected onto BeyondSky. This would cause some interesting messes to occur as these changes from one lower world onto BeyondSky would not be reflected to any of the other lower worlds.

    This is where recursion comes into play in such a useful manner. With a recursive method, one could place a block in the BeyondHorizon overlap zone into BeyondSky, then have the block follow into both _nether and Limits. And any other links that _nether of Limits is the lowerWorld for also get the same overlap reflection. It becomes a massive chain! Which is great! until...

    ... You understand the possibilities for an infinite loop in this situation. Whichunder no circumstances is a good thing. The tricky part is designing a catch within the recursive method that is effective and follows all possible possiblities of world and link combinations so that not only does an infinite loop not occur, but the method is never run more times than what would be necessary to accomplish the task.
     
  7. Offline

    Creator4

    Ohh, ok. Thanks for clearing that up for me.:)
     
  8. Offline

    Lihad

    np!

    ----------------------------------------------------
    And by the general lack of reports coming in after the release of 0.9alpha, im thinking it must be pretty bug-lessm(at least compared to 0.9). Hooray! Expect the official 1.0 version to be launch soon!
     
  9. Offline

    sfxworks

    Im trying to incude this with an underground cave generator. Tell me. Is there any way to make it so when a person teleports from world1 (sky and ground) to world 2(ground) it doesn't teleport them on TOP of the world? Rather, inside?
     
  10. Offline

    Lihad

    If a world is completely ground, like hell, it should implant you inside, not on top.
     
  11. Offline

    TheKingdomsMC

    Hey there, I'm having some troubles with this plugin. I can fall into the nether quite fine, but when I try to fall from the nether into another world, I get an error.

    Config (open)
    Code:
    inception:
        link0:
            worldUpper: world
            worldLower: world_nether
            overlap: false
        link1:
            worldUpper: world_nether
            worldLower: world_shadow
            overlap: false
    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: 0
    autoInception: false
    fallDamage: false
    rowOverlap: 5
    glassStep: false


    Error (open)
    Code:
    22:33:58 [SEVERE] Could not pass event PLAYER_MOVE to Inception
    java.lang.NullPointerException
            at lihad.Inception.ShiftInception.worldConnectDown(ShiftInception.java:59)
            at lihad.Inception.ShiftInception.shift(ShiftInception.java:46)
            at lihad.Inception.ShiftInception.shiftWorldsDown(ShiftInception.java:25)
            at lihad.Inception.TDRPlayerListener.onPlayerMove(TDRPlayerListener.java:33)
            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)


    I am running 860.
     
  12. Offline

    Shigan

    Ahh, disregard that last post please. I fixed the problem.

    You may want to make a note that you cannot have more than two worlds linked without MultiVerse or something similar. I could not fall into my 'shadow' world until I enabled MultiVerse and added the world.
     
  13. Offline

    sintri

    Is quite overly tempting, as who wouldn't want higher heights to build to. Though course biggest concern's having to re-edit each layer should notch ever gets around to increasing the map heights. Course there is the issue of continuity visually, you'd need a large overlap through multiple layers to make it seem like you're traveling upwards as opposed to teleporting to another plane.
     
  14. Offline

    azreth

    im haveing a problem when tranfering from Sykland to my normal world -falling- it kicks everyone with the error that thier hacking i dont have anykind of movement restrictions flying is enabled of server any ideas?


    georzzzs] logged in with entity id 2909 at (-368.9153678555821, 104.18864540236494, 395.34605844882276)
    2011-06-17 07:31:05 [INFO] §9[PLAYER_COMMAND] georzzzs: /warp skyland
    2011-06-17 07:31:18 [WARNING] georzzzs moved too quickly! Elapsed ticks: 32, Distance change: 17826.55810554467
    2011-06-17 07:31:36 [INFO] georzzzs logged in with entity id 2930 at (-146.09375, 126.0, 170.4375)



    heres the config
    inception:
    link0:
    worldUpper: world_skylands
    worldLower: world
    overlap: true
    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: -5
    autoInception: false
    fallDamage: false
    rowOverlap: 5
    glassStep: true
     
  15. Offline

    Spl1tz

    I'm being kicked off the server when i'm falling from an Upper world. Tho i have Disabled Flight in the properties, anyway to bypass it without turning it off?
     
  16. Offline

    sfxworks

    Now with this...all i need....is a map generator that would support 3 levels.

    Sky
    Land
    Ground

    ....Hmm....
     
  17. Offline

    Spl1tz

    Don't forget space ;)
     
  18. Offline

    Lihad





    I'll look into this. I've seen this happen before back in the 0.1 release for me, but I did fix it then... Wondering what could be causing it to happen to you two and not the rest of us.... mh

    EDIT: What build of bukkit are you using? I've heard of this happening in pre-820


    This will happen if one of the worlds listed is noted as an invalid world. Try using multiverse. Should fix the issue.

    ooooh! I just found a bug with setting your lowerY to less than 0. Good bug find! I'll fix asap. Until then, I suggest turning that up to 0.

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

    Spl1tz

    Thx for the reply.
    I'm using the latest recommended 860.
     
  20. Offline

    Lihad

    What is your 'lowerY' set to in the config? There is a bug with setting this value to less than 0....
     
  21. Offline

    phondeux

    My worlds don't match-up, x,z-wise. That is, my sky world starts at 2000,2000 and my land starts at 0,0. Is it possible to map them?
     
  22. Offline

    Spl1tz

    I didn't get that part of the instructions :p
    So all i did was copy paste the lines... and edit the worlds ofc.

    Code:
    inception:
        link0:
            worldUpper: Zespace
            worldLower: world_skylands
            overlap: false
        link1:
            worldUpper: world_skylands
            worldLower: Zeworld2
            overlap: false
        link2:
            worldUpper: Zeworld2
            worldLower: Zeworld2_nether
            overlap: false
    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: 0
    autoInception: false
    fallDamage: false
    rowOverlap: 5
    glassStep: false
    
     
  23. Offline

    Lihad


    I know of an issue where not having something for your player to stand on when he gets into an Upper world from a Lower world causing a kick for moving to fast possibly.... Turning 'glassStep' to true might help you out there.... but if you're just straight getting kicked for falling into another world, then idk..., I'll continue to do some testing and see if I can replicate the issue in more ways. Out of curiosity, are you using MultiVerse?


    Like so when falling from 2000,2000 in the skyworld, you wind up at 0,0 in your normal world? And the falling is relative to your specified offset from there? Interesting.... And I like it! I'll add it to my list of things to add!

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

    Spl1tz

    I have seen the "glass step" work before, dno if it was another plugin or from vanilla but the function of it isn't really what i want... I really like people to just fall from a world to get to the lower worlds :)
    I hope you realize that i said on my first post that Ive got "Enable flight" off in my server properties...
    However, its probably a normal behavior, tho i thought this plugin would bypass it, shouldn't it?
    And yes i'm running MultiVerse.

    EDIT: I don't mind the glass step for going up a world, but the glass would also save the players from valling through the void, which is not i want. I'm going to have to find a way to make players be able to teleport to Skylands and space somehow...
     
  25. Offline

    Lihad

    Oh, shoot, I misread that. I suppose that is where the issue lies then. And yes, I am looking into making a work around for this tho there is none yet. Flight would need to be enabled atm. Sorry about that. Hopefully soon :)
     
  26. Offline

    Spl1tz

    OK! Thx for the replies and help ^^
    I guess players will have to wait... although i wasn't planning to tell them we got these plugins :D
    I love surprises ^^
     
  27. Offline

    ultimak

    Would it be possible to make it so you can set the y values for teleporting on a per link basis?
     
  28. Offline

    Lihad

    Haha, most def! And please let me know if you have any suggestions or find any other bugs for Inception! I'm always willing to listen and help!

    Yes... And I toyed with the idea of making this possible as it wouldnt be that hard at all for me to do... I just didnt want to make it to terribly complicated at the user-level right off the bat by adding tons of customization options per-link. But def expect such things to start popping up in future updates!
     
  29. Offline

    phondeux

    Exactly that! I used the BiomeTerrain Mod to create a couple of my worlds and it put the spawns at weird X,Z positions.
     
  30. Offline

    Lihad

    haha, oh I know the feeling! Spawns can be at such strange coords! I love the idea you presented tho! I'll work something out :D
     
  31. Offline

    ultimak

    Cool. The reason I want it is that I want people to be able to drop down and get up out of the nether, but only be able to drop down out of skylands.
     

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