[MECH] CustomDifficulty v4.5.0 - Monsters too strong or too weak for you? Change it! [1240]

Discussion in 'Inactive/Unsupported Plugins' started by Pasukaru, Jun 6, 2011.

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    The Plugin to adjust the difficulty in SMP
    Latest version: 4.5.0
    blank line
    BLANK LINE : D : D
    CustomDifficulty provides a lot of features to change the all around difficulty in Minecraft.
    You can change the monster's HP, damage, aggressiveness and more! You are also able to modify the player's damage.
    Each difficulty is stored in its own file - which enables you to create as many difficulties as you like! It's possible to set a difficulty for a certain region only (Use the built-in regions, or WorldGuard regions). This enables you - for example - to create hard dungeons with ease.
    For more information, take a look at the 'Features' section below.

    Please report any bugs you may encounter!

    If you are a developer and take a look at the source, please let me know if you have some improvements! I'm still new to this (Java/programming in general) and want to get better. :)

    • Change monster's hp (200 HP is max - but that should be enough, a player has 20)
    • Change monster's damage - Let them beat you up - or not even scratch you :>
    • Change aggressiveness of monsters and animals. (Aggressive, Passive, Friendly)
    • Change if monsters burn in sunlight.
    • Spawn any mob, anywhere - naturally! Giant, 'monster' and sheep in any color included!
    • Define spawn chance.
    • Define min/max height for mobs to spawn.
    • Define min/max light level for mobs to spawn.
    • Define block types mobs will only/will never spawn on.
    • Define custom drops for each mob in each difficulty.
    • Define a loot-multiplier to let monsters drop more items!
    • Limit mobs per server/world/chunk
    • iConomy support! (For monster-killing rewards)
    • Change player's damage.
    • Multi-world support!
    • Permissions support!
    • WorldGuard support!
    • Create regions, each with a custom difficulty!
    • No need to restart/reload the server to apply changes, simply use the /difficulty reload command!
    • All (reasonable) commands can be used from the console!
    If you download, please also click the 'like' button at the lower right corner of this post - Thanks!

    If you need a more detailed explanation, feel free to drop me a message and I'll try to help as much as I can. :)
    This text is only used to have an empty line! :>
    How to use:
    Click me :)

    • Copy CustomDifficulty.jar into the /root/plugins folder.
    • Download WorldEdit (If you want to use regions) and place it into the /root/plugins folder as well.
    • Difficulties are located in the /root/plugins/CustomDifficulty/difficulties folder. Each difficulty is in its own [difficulty].yml file.
    • Simply change the values of the default configs and/or create new config files. The plugin will load all *.yml files inside the difficulties folder automatically on reload.
    • If you remove a configuration node, this plugin won't change anything of the corresponding event, thus preventing conflicts with other plugins.
    • You can create regions with the /difficulty region [regionCommand] commands and set difficulties for each of them independently! (See 'Commands and Permissions' below)
    Note that you must notuse tabs in *.yml (YAML) files. If you do, it will mess up the format and Bukkit will throw you a million errors (something like *snakeyaml* ) :>
    Important notes:
    Click me :)

    • All configuration nodes are case sensitive and your world's names shouldn't contain special character, as it might mess up the configuration nodes!
      If a configuration node does not exist, Bukkits default will be used - or nothing happens at all.
      The plugin will check if the monster/player is in a region first (if enabled - see below)
      If the monster/player is in no region, the world's difficulty settings will be used.
    • Slimes are handled according to their size.
    • Wolves are handled according to their tamed/untamed status.
    • Creepers are handled according to their powered/unpowered. status.
    • The last three points exclude the following nodes:
      spawnChance, spawnOnlyOn, spawnNotOn, lightLevelMin, lightLevelMax
    • Creepers have a floating point (e.g. 1.65) damage value and it's used as multiplier, not as fixed damage. This value applies to the damage only, not the explosion range/radius.
    • Wild wolves can be aggressive. They will attack a player on sight, but it is still possible to tame them - unless the player fights back.
    • Tamed wolves HP will always be read from the worlds difficulty! (To avoid exploits like healing it in a region where it as a maximum of 100 hp and then move to a region with a maximum of 50 hp)
    • Player's damage will be calculated like this:
      Round( (usualDamage * damageMultiply) + damageAdd )
      damageAdd is an integer.
      damageMultiply is a floating point value.
      usualDamage is the players default damage (e.g. 2 with fists, 5 with diamond pickaxe) - might be different if another plugin modified the event damage before CustomDifficulty did!
      You can use different values for Player vs Player and Player vs Monster. You can also set negative values - but a negative multiplier is not recommended.
    • Regions are disabled by default! If you want to use them, go to your config.yml(not difficulty.yml!) and set useRegions for the specified actions to 'true' (without quotes!)
      I disabled them by default do increase performance (a tiny, tiny bit :p, unless you have 1 million regions in one world) and I guess not everyone will use them.
    • Change difficulty of (regions or worlds) by using the corresponding command where difficulty = one of your /difficulties/[difficulty].yml without the ".yml" extension!
    Commands and Permissions:
    Click me :)
    Permission node to receive rewards: 'CustomDifficulty.reward'
    Ops can use all commands and permission nodes are case sensitive!
    bold = mandatory
    underlined = optional
    " | " = "or"

    Difficulty-related commands:
    • /difficulty help - Displays the help / lists commands and descriptions.
      Permission node: 'CustomDifficulty.help'
    • /difficulty - Displays difficulty of the world the player is currently in - or of all worlds if the command user is no player (e.g. console)
      Permission node: 'CustomDifficulty.check'
    • /difficulty check <World | all> - Displays the difficulty of <World>, <all> worlds or the world the player is currently in if <World> is not specified. If the command user is no player, it will list all worlds.
      Permission node: 'CustomDifficulty.check'
    • /difficulty <change | set><World> <Difficulty> - Change difficulty of <World>, or the world you are currently in if none specified.
      Permission node: 'CustomDifficulty.change'
    • /difficulty reload - Reloads the config files. Use this after changing/adding difficulties or other configurations!
      Permission node: 'CustomDifficulty.reload'
    • /difficulty performance - Counts the used time for each feature for the next 10 seconds. Use this if you think the plugin causes lag, and to find out which part of it.
    Region-related commands (These require WorldEdit and WorldGuard):
    All commands start with /difficulty region *** - Replace "***" with one of the below:
    • help - Displays help about region commands.
      Permission node: 'CustomDifficulty.region.help'
    • <set | change> <World> <Difficulty> - Change difficulty of world <World>, or the world you are currently in, if <World> is not specified, to <Difficulty>
      Permission node: 'CustomDifficulty.region.set'
    • info <World> <RegionName> - Displays some information about region <RegionName> on world <World> or the world you are currently in.
      Permission node: 'CustomDifficulty.region.list'
    If you are using WorldGuard regions, only the region commands 'info' and 'set | change' are available. To define new regions, you WorldGuard's '/region define' command.
    Version 4.5.0 | 10/6/2011
    • Fixed: Squid spawn - for real this time
    • Fixed: min/max spawn distance works now.
    • Fixed: Ghats can now be friendly. (passive too, but they will behave as friendly. :/) Friendly ghasts hardly move though.
    • Added: OPs will receive a message on login, if a new of CD is available. Can be turned off, config.yml -> global.checkForUpdates
    • Added: Some code to make squids follow their targets. They don't do that naturally like other mobs. -.-
    • Ghasts and PigZombies take damage over time to simulate burning in sunlight. (If enabled)
    Old versions (open)
    Version 4.4.0 | 9/28/2011
    • Changed: Mob limit configuration; Nodes you have to use now:
        mobLimit: 500 #= server Limit
            mobAggressiveLimit: 75
            mobPassiveLimit: 75
            mobFriendlyLimit: 75
            mobChunkLimit: 1
    You can remove all other limit nodes, they aren't used anymore.
    • Added: A new config node inside the difficulty files:
        dropOnlyWhenKilledByPlayer: false
    Should be self-explanatory, but you have to add it manually if you want to enable it.
    • Fixed: Squid spawning. Was checking for lava instead of water..
    • Fixed: A NPE inside the spawn algorithm.
    • Fixed: Another NPE inside spawn algorithm (dev build only)
    • Added: Multiverse-Core will now load before CD does.
    • Added: Register support. All major economy plugins should work with CD now.
    • Removed: iConomy5 support. If you use iConomy5, you also have to download and use Register.
    Version 4.3.0 | 9/24/2011
    • Fixed: Feeding wolf in 1.8; Item amount decreases and Raw Flesh added as food.
    • Fixed: Getting rewards with projectiles (arrows) works now.
    • Fixed: Giants spawning in walls and small caves. - Some still spawn in walls or weird locations and suffocate, but they will be removed immediately.
    • Added: Configuration nodes for the new mobs Enderman, CaveSpider and Silverfish.
    • Added: Now spawn-able: Electrified Creeper, Spider-Jockeys, coloured sheep.
    • Changed: Mobs will now spawn in at least 2 block high rooms instead 1 block only. (To prevent Zombies and other tall mobs to suffocate.)
    Version 4.2.3 | 7/28/2011
    • Changed: Giants attack players up to 3 blocks below them instead of 1.
    • Changed: config.yml nodes: spawnInterval, aggressivenessInterval and burnsInSunlightInterval are now in the worlds.worldname section. You can remove the global ones.
    • Probably fixed: ClassCastException in aggressiveness task. (?)
    • Changed: performance command.
    • Fixed: Another bug, I just don't remember which one... I should start writing it down immediately :eek:
    Version 4.2.2 | 7/27/2011
    • Fixed: BurnsInSunlight now reads the interval correctly from the config. (=Slight performance increase if you don't use an interval of 1. Default is 20.)
    • Fixed: Mobs can now spawn in snowy areas.
    • Added: Giants should attack players now, they don't do it naturally... (Please test this :))
    • Changed: Aggressiveness check is now performed every X ticks for every player, instead of every X move-events for the corresponding player only.
    Version 4.2.1 | 7/26/2011
    • Fixed: NPE in mobCleanup
    • Removed: Creation of unused node 'ignoreInvalidWorldDifficulty' in config.yml
    Version 4.2.0 | 7/25/2011
    • Added: command '/difficulty performance'
    • Added: another way of reading the difficulty of a mob (for testing purposes). change useOldGetDifficulty in your config.yml if you want.
    Version 4.1.0 | 7/15/2011
    • Removed built-in regions. (Use WorldGuard, it provides more features for regions)
    • Added customizable drops.
    • Added: Players will receive rewards if their wolf kills a mob
    • Changed spawn-algorithm, it will use the chunks around a random player per run, instead of chunks around all players.
    • Changed check for old iConomy versions.
    Version 4.0.6 | 7/13/2011
    • Fixed an 'out of bounds exception' in the reward calculations.
    • Mobs shouldn't suffocate anymore if they spawn next to a wall.
    Version 4.0.5 | 7/12/2011
    • fixed automatically created node burnInSunlight to burnsInSunlight in the config.yml
    • probable fix for a concurrent modification exception.
    Version 4.0.4 | 7/11/2011
    • Added fix for incompatible iConomy versions.
    Version 4.0.3 | 7/10/2011
    • Major bug fixed within the spawn-algorithm. To be specific: instead of reading the maximum light level for a mob to spawn, it was reading the minimum height - this, of course, messed everything up.
    Version 4.0.2 | 7/10/2011
    • NPE fix regarding the loot multiplier. - A weird one :confused:
    Version 4.0.1 7/9/2011
    • Mobs shouldn't spawn in water anymore if spawnNotOn WATER and/or STATIONARY_WATER is used.
    Version 4.0.0 | 7/9/2011
    • Aggressiveness is now split into aggressivenessDay and aggressivenessNight.
    • Added option on which blocks mobs will only spawn, or will never spawn on.
    • Reward now requires permission 'CustomDifficulty.reward' to receive it.
    • Added option for min/max light level for mobs to spawn.
    • Added option for min/max height for mobs to spawn.
    • large rewrite of the plugin.
    Version 3.6.0 | 7/7/2011
    • Depreciation of rewards if you kill the same mob type repeatedly.
    • Bugfix of the isDay() function which resulted in wrong calculations for the BurnInSunlight feature. (It was checking for night instead of day - fail)
    • SpawnChance will only affect naturally spawned mobs. (I was too stupid to find it previously - lol). Also, It will never affect the spawn behaviour of 'monster' and giant in any way, even if a plugin spawns them as 'naturally'. If you use another plugin to make them spawn, it should be possible to change the spawn amount there.
    • isAggressive and burnsInSunlight features are now available for animals as well.
    Version 3.5.1 | 5/7/2011
    • Added check for a nearby mob spawner for reward and lootMultiplier.
    • Added success-rate of a mob spawning.
    Version 3.5.0 | 7/5/2011
    • NPE fix within the reward system.
    • Added WorldGuard-Regions support.
    • Added option to disable startup messages.
    • Region Commands now have their own classes.
    • Difficulties with uppercase letters work properly.
    Version 3.4.2 | 7/3/2011
    • Fixed another bug regarding region-persistence. :eek:
    Version 3.4.1 | 7/3/2011
    • Fixed monsters (except skeletons & zombies) starting to burn during night if burnsInSunlight was set to true.
    Version 3.4.0 | 7/2/2011
    • Fixed regions not saving into database due to a wrong function call.
      Thanks to @Kytsune for spotting this bug!
    • Added iConomy support for mob-killing rewards.
    • Added lootMultiplier feature
    Version 3.3.1 | 7/1/2011
    • NPE fix
    Version 3.3.0 | 7/1/2011
    • Added some (possible) bugfixes
    • Added possibility to change if (hostile) monsters burn in sunlight.
    Version 3.2.0 | 6/24/2011
    • Added changeable aggressiveness.
    • Changed the way I hooked into WorldEdit / Permissions.
    • Different settings for wild wolves and tamed wolves.
    • Tested against RB 928.
    Version 3.1.0 | 06/16/2011
    • Added configuration nodes for "monster" (the 'human' mob)
    Version 3.0.0 | 06/16/2011
    • Added regions. (Requires WorldEdit and HSQLDB)
    • Added possibility to create as many difficulties as you want
    • Changed commands a bit to clean up source code - it was a mess!
    • Some minor bug fixes.
    • Something else I don't remember right now. :eek:
    Version 2.2.2 | 06/14/2011
    • Removed "Error in [world].yml - Check HP settings for [monster]" debug message.
    Version 2.2.1 | 06/07/2011
    • Added option to change Player's damage for each difficulty (multiply and [add or subtract damage] or both)
    • Added checks if config nodes are set. (If not - Plugin won't touch the corresponding event)
    • Changed "/difficulty" command - displays now the current world - or all worlds if the command user is no player (e.g. console)
    • Added "/difficulty all" - will display the difficulty on all worlds.
    • Priorities of 'CREATURE_SPAWN' and 'ENTITY_DAMAGE' events have been set to 'Lowest'.
    • Bug-fix - Fixed error with slimes - it was looking for node "slime[size]..." instead of "slime.[size]..."
    • Some minor changes in the source code (e.g. refactoring)
    Version 2.1.1 | 06/06/2011
    • Added Multi-World support.
    • Added Permissions support.
    • Bug-fix - Slimes are now handled according to their size.
    Version 1.0.0 | 06/05/2011
    • Initial release.

    • Limit mob spawning to biomes.
    • Suggestions!
    • Change Player's HP | Out of the scope of this plugin as it requires a custom health system. I might add later though... who knows.
    If you like this plugin and want to help me a lil bit - please [​IMG]. Thanks!

    ~Pardon my imperfect English. :>
    Snatch, bluehasia, Smokie23 and 27 others like this.
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    ich hab beides probiert und im spiel zeigt es mir ja an in welcher schwierigkeit ich sein soll und im log kommt auch kein error mehr, nur das halt keine mobs mehr spawnen und ich verwende nun schon die gleiche config wie die vom lokalserver und dort geht grad echt der punk ab was monster angeht...


    weist du was komisch ist, natürliche monster spawnen schienbar mit den eigenschaften aus deinem plugin aber mit essentials oder falsebook gespawnte wollen eifnach nicht klappen und lokal geht dies aber...

    und warum eigentlich in der config.yml

                burnInSunlight: false
                burnsInSunlight: false
    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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    Dear Pasukaru I Have Your Difficulty Plugin And Iconomy Installed. I Set Up The Reward Thing For When You Kill Monsters But It Only Gives Money To People Who Are OP. I Do Not Have Permission And I Really Cannot Figure It Out. I Would Like To Make It So Everybody Gets Money For Killing Monsters. What Can I Do?
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    Hört sich alles ganz komisch an, wenns auf dem einen läuft und auf dem andren nich. :eek:

    das mit dem burnsInSunlight:
    Irgendwo wird noch nach der falschen node gesucht, wird gefixt :p
    Without permissions, you can't give other players the permission to receive rewards (unless you make them OP).
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    Oh... Thanks Anyway..
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    so thanks alot pasu, all problems with not spawning monsters has to do with mobspawnlimits. on a server with more than 20+ players the server filled up very fast with 500 monsters
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    Installed this today... Tried making ghasts and giants burn in sunlight, and though they do seem to catch fire, they do not seem to take damage.
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    finally i have what i wanted and its a huge plugin with many features (und einigen holpersteinen) now my maya dungeon is ready like a instance in world of warcraft :) (lots of falsebook + customdifficulty)
  9. Can you add some default options (or maybe a whole other plugin?) which lets you chose from the minecraft difficulties.

  10. I love this plugin, but it doesn't work well with leveling plugins or Demigods (by marinating).

    Marinating told me he thinks it might be because both of your plugins are listening on high (whatever that means).
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    We believe this plugin when set to zombies not burning in daylight causes massive RAM problems.

    Is this possible?
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    I guess ghats(and pigzombies) can't burn. Bukkit always sets their fire ticks to 0.

    I'm glad it works now :)
    I'm not sure what demigods does, but I'll see what I can do.

    Changing if mobs burn in sunlight will 100% not cause ram issues. :p
    Actually, nothing of the plugin requires a noticeably large amount of ram.
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    I must have run into the notorious memory leak then. I disabled your plugin and it ran with 50mb RAM increase over two minutes, whereas your plugin running caused 200mb increase over 2 minutes.

    We REALLY want to use this program, but our server can NOT handle it.
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    then change the config for spawning, maybe to much mobs on the server, my server automatically stopped because of that plugin.

    here my global setting

    savePlayerKills: 3
    initMessages: true
    burnsInSunlightInterval: 20
    spawnInterval: 1000
    aggressivenessInterval: 1
    useWorldGuardRegions: true
    minSpawnDistance: 24.0
    maxSpawnDistance: 222.0
    mobSpawnerRadius: 5.0
    naturalMobLimit: 200
    mobLimit: 600
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    Hey Pasukaru - great mod!

    Any chance you'll add in support for ItemCraft/Mo'Creatures? We have that running on a test server now, and I would love to be able to user your configs to control spawns and drops from that plug-in.
  16. So, if difficulty: none

    Then these:

    mobLimit: 250
    naturalMobLimit: 225
    mobChunkLimit: 1

    Are also ignored? As that surely is not intuitive from how the config is set up...
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    difficult:none has to be changed other then it is disabled for this world.
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  19. Sure it wasn't 4.1.0?

    Even so, 7zip always works...

    Ok I just tested this myself, indeed seems to be the case.

    Now my only remaining worry is general performance in worlds where this is enabled. It seems to hook into many things.

    Mostly due to my experience in the past with plugins that limit mob spawning. In the end, limiting mob spawns made for worse performance than just letting MC determine the spawns by itself. I hope Bukkit/MC have improved on this, we'll see :)

    Otherwise, this is really an epic plugin, don't get me wrong :)

    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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    omg awesome!!! Thanks sooooo much! in my server even chickens became capable of killing noobs :D zombies are way too strong and everyone tries to stockpile the spiders :D thank you sooooo much :p
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    Make sure your plugin is uptodate. Mine didn't work either I had 4.0.6 installed :p


    1: Do you think it would be possible to prevent mobs from droping loot when they die from burning in daylight. I added drops like iron, gold and diamond and when the day come there's loot all over the place :(

    2: My players sent you 10$ (via paypal) to offer you a beer. Thanks for the plugin!

    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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    I Was Wonding How Do You Set Up Custom Drops For Monsters Do You Use Item IDs Or The Item Name.
    I Did It Like This And It Didnt Work:

    drops: 264,276,277,278,279,293,310,311,312,313
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    I've tried the latest version of this mod and I'm having some heartache with it. I'm currently using 3.5.0 and LOVE it. I wish I could make the updated version work like 3.5.0. The spawning in light settings, the max mobs per world, mobs per chunk are goofing the way I need things on my server. I *DO* like the addition of blocking things from spawning or giving a % ofwhen they can spawn.

    Is there any way I can accomplish this or am I out of luck? Thanks for all the work you do on this, it is appreciated :)

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    @The4Noobz : Take a look at default.yml in the difficulties but here are the instructions

    How to use drops?
    add this line to any monster (you have to use sub-types e.g: creeper.powered: right, creeper: wrong)

    monster: subtype: drops: - FEATHER:0:1:3:50 - 35:4:1:1:100
    And here's the explanation how it works:
    Syntax is like this:

    • a = Material name, or ID (e.g. DIAMOND or 264)
    • b = Meta information, for wool color, dye color, stuff like this
    • c = minimum amount
    • d = maximum amount
    • e = chance to drop in per cent
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    is there any chance to get this features only in regions? i have to enable it completely in my world but it lets my server be laggy
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    I'm not sure how a memory leak could happen, the only thing that requires a little ram is loading the difficulties and the last player kills for reward depreciation, but I'll try to spot something. :eek:

    Thanks for the feedback, I'm glad you like it ;)

    1: Yea, thats possible. I'll add something for this purpose.
    2: Thanks for the donation, much appreciated! :)

    I can add something like ignoreInvalidWorldDifficulty to make possible to work in regions only. But I'll need some time for this to make sure everything works properly then.
    pnede3 likes this.
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    Could be it messing with another plugin and conflicting.

    All I know is it did generate memory leaks for some reason.
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    Still having worldguard issues. Runing WG 5.2.2 now. 1000, java 1.6 debian
    23:45:37 [SEVERE] Could not pass event WORLD_LOAD to CustomDifficulty
            at Pasukaru.CustomDifficulty.hooks.WorldGuard.initializeFlags(WorldGuard.java:64)
            at Pasukaru.CustomDifficulty.hooks.WorldGuard.initialize(WorldGuard.java:48)
            at Pasukaru.CustomDifficulty.util.Manager.useWorldGuardRegions(Manager.java:282)
            at Pasukaru.CustomDifficulty.util.Manager.reload(Manager.java:116)
            at Pasukaru.CustomDifficulty.CustomDifficultyWorldListener.onWorldLoad(CustomDifficultyWorldListener.java:30)
            at org.bukkit.plugin.java.JavaPluginLoader$53.execute(JavaPluginLoader.java:612)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:332)
            at org.bukkit.craftbukkit.CraftServer.createWorld(CraftServer.java:512)
            at org.bukkit.craftbukkit.CraftServer.createWorld(CraftServer.java:435)
            at org.bukkit.craftbukkit.CraftServer.createWorld(CraftServer.java:431)
            at de.luricos.bukkit.WormholeXTreme.Wormhole.model.StargateDBManager.loadStargates(StargateDBManager.java:201)
            at de.luricos.bukkit.WormholeXTreme.Wormhole.WormholeXTreme.onEnable(WormholeXTreme.java:192)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:126)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:878)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:272)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:162)
            at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:146)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:284)
            at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:271)
            at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:148)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:335)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
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    yeah its to heavy with more than 20+ people and many plugins. at this moment i wrote none to all difficults to disable it. no cant keep up messages or laags.

    with only one world in default and some regions it begins to laaging after time and over time i got many cant keep up messages
  30. Every startup I see this: http://pastie.org/2247041

    Could perhaps be improved, the constant on/off at loadup could maybe cause odd issues, or memory leaking, perhaps it's totally harmless ;)

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