Inactive [MECH/DEV] ItemCraft 1.6.6 - Support for client mods in Bukkit [1060/1000]

Discussion in 'Inactive/Unsupported Plugins' started by asdaarg, 3, 2011.

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    ItemCraft is a Bukkit mod that allows adding new item and block types, crafting and furnace recipes, and custom tree generators and more. Using a Modloader and SettingsGUI interface it allows subplugins known as ICPlugins to be loaded to support client mods. ICPlugins can be created by translating a client mod using the ICTranslator ICplugin. Using a ModloaderMP interface (ported by krnlyng/liar) it allows porting multiplayer mods to bukkit.

    • Add more Block types
    • Add more Item types
    • Add more Entity types
    • Add more TileEntity types
    • Add more Crafting recipes
    • Add more Smelting recipes
    • Add more Tree generators
    • Ported ModLoader interface
    • Ported ModLoaderMP interface
    • Fake GUIAPI Settings interface
    • Startup file for configuring plugins and making simple blocks and items

    Installation & Usage:
    • Back up your world(s). Just in case.
    • ItemCraft.jar goes in same folder as craftbukkit
    • IC plugins go into ItemCraft/ICPlugins folder under craftbukkit. (folder is autocreated the first time)
    • uncomment (remove #) in front of all plugins you want to use in plugins.ics (autocreated in ItemCraft/ICScript)
    • Make sure you have the recommended version of craftbukkit in the title - since this is a mod of that version in particular.
    • Delete/rename the META-INF folder inside craftbukkit-0.0.1-SNAPSHOT.jar (Use some decent zip program (e.g. 7zip) that can do it.)
    • All players on the server needs to have the client mods installed
    • If you use the 16 bit entity id packet mod (in case you use new entites (only ICMCreatures need it)), All players need (flan's unofficial) ModLoaderMP client mod
    • All players also need the 16 bit entity id packet mod (overwrites a ModLoaderMP's class so make sure ModLoaderMP is installed first) in case you use new entites (only ICMCreatures need it) If decide not to use the packet mod, you can turn it off putting this in your startup file: false setEntityIDPacketMod
    • Sometimes you get block/item ID conflicts, between plugins. You then need to set the conflicting ids in the startup script using setID command: example. They have to be set before the plugin that uses them is loaded. Note also that there is typically a props file on the clientside you have to edit the ids on to be the same as well.
    • To start:
      • Windows:
        java -Xmx1024M -Xms1024M -cp ItemCraft.jar;craftbukkit-0.0.1-SNAPSHOT.jar org.bukkit.craftbukkit.Main
      • Others:
        java -Xmx1024M -Xms1024M -cp ItemCraft.jar:craftbukkit-0.0.1-SNAPSHOT.jar org.bukkit.craftbukkit.Main
      IF You do not understand how to install this follow THIS link! Also Try:

      ItemCraft Forum
      ItemCraft Wiki


      Installation instructions changed since 1.5

      For Minecraft 1.7.3

      Inofficial ItemCraft update by Syrome1.6.6 (#1060)
      ItemCraft 1.6.5 (#1000)
      QwertyPower files (ICSGlass, ICFancyPack addons and more...)
      o4kapuk 16 bit packet mod Does not work without (flan's unofficial) ModLoaderMP client mod.
      ICKSlopes - support for Kaevator SuperSlopes
      ICNTrees - support for Nandonalt's Trees mod. Details regarding use Ignore ScotTools or you will have problems breaking various blocks
      ICFancyPack - support for ChocolateySyrup's FancyPack unofficial update for 1.7.3 mod Details regarding use of potted plants IDs and settings
      User ported mods list maintained by icephantom

      For Minecraft 1.6.6

      ItemCraft 1.4.5
      ItemCraft 1.5.1 (for use with planes)

      ItemCraft 1.3.5 (for CB #818)
      ICSGlass - support for ChocolateySyrup's Stained Glass unofficial update for 1.6.6 mod
      ICFancyPack - support for ChocolateySyrup's FancyPack unofficial update for 1.6.6 mod Details regarding use of potted plants Also be sure to read: Release notes Does not work well and not at all with the newest FancyPack update(v6) Wait until client is stable.
      ICKSlopes - support for Kaevator SuperSlopes
      Usage notes
      ICNTrees - support for Nandonalt's Trees mod. Details regarding use
      ICMCreatures - Support for DrZhark's Mo's Creatures
      16 bit entity id packet mod
      User ported mods list maintained by Asymetrikon

      Dev tools:
      ICTranslator - How to use

      Source and old versions

      ICScript documentation

      Frequently Asked Questions

      Tutorial on how to make your own blocks also list of block and item IDs in most popular mods.

      Suggestions of mods to port
      Vote here not in this thread anymore (it gets lost in all the other stuff)

      Reporting errors:
      • Read known issues - don't report those.
      • State the version of CB, ItemCraft and ICPlugin(s) you have problems with
      • If your client crashes, start the client from command line so that you get the error report.
      • Make sure the mod(s) works in SSP First before you report any errors here.
      • You are more likely to get a response if you describe the problem in more detail and do some testing yourself first of under what circumstances it occurs
      • Do not ask for uploads of minecraft.jar.
      • Do not pm me.
      • If you have problems installing, you are likely doing something wrong. Make sure you've followed the instructions exactly, read the FAQ and Wiki. If that doesn't work you can always ask in the thread, while I will likely not reply, there are others who can help you with your problem. But at least try to get it working yourself first.

      That said, I want to thank all who have helped users with their problems. In particular special thanks to icephantom and Asymetrikon for their big efforts in this. Also a special thanks to xeronut for being generally helpful.

      Changelog: (open)

      • Inofficial update by Syrome to support CB #1060 and ModloaderMp v1.7.3v4.
      • Added changes by krnlyng/liar to support buildcraft
      • Inofficial updated by Qwertypower to support CB #1000
      • Fixed Generators not working since ModLoaderMP merged.
      • Added option to turn off packet230 being sent to clients: false setPacket230OnLogin
      • @QwertyPower's unofficial update to 1.7.2 and 1.7.3.
      • Fixed issues with ICPlugins not being able to use ModLoader methods obtained through relection.
      • Merge with @krnlyng/liar's translated vesion of SDK's ModLoaderMP
      • Added dummy method RegisterTileEntity to fake modloader.
      • Added dummy methods AddArmor and getUniqueSpriteIndex to fake modloader.
      • ItemCraft commands are now loaded automatically and can be used in init.ic
      • Fixed nonesense message when parsing a string and EOF is found after escape character.
      • Platform independent line breaks of autocreated files
      • added some stuff in the autocreated file
      • Fixed unupdated mod causing problems for other plugins accessing the enum's constants for new block ids 1.6.
      • Removed spam on use command
      • Fixed java method invocation
      • Added javamethod invocation of declared methods
      • Fixed pop removing 2 elements off stack
      • putsetting command, allowing editing settings using new script
      • putvar and getvar commands allowing use of variables in scripts
      • added if command, conditional execution of closures
      • ishidden, isCustomType and getCustomType commands
      • exec command, allowing execution of closures. Acts as function calls.
      • while command, for while-loops, execution of closures.
      • Annotation of non-standard methods allowing correction of semantics during parsing with methods that manually alter type info. (needed for for loops, and various stack commands (such as popall, push, pull,dup, casting, getvar, all that do not have a static type signature) to have any usefulness beyond execution using GUI.
      • added casts
      • Fixed setEntityIDPacketMod demanding a this pointer.
      • Fixed boolean constants missing.
      • Updated to CB #860
      • GUI is now off by default
      • Fixed illegal access of Item constructor and other methods
      • 16 bit Entity Id Packet mod can now be turned off
      • Added file loading functions that use filename rather than file class for Fileman, for use with Janino
      • Fixed intellisense being screwy, showing previous context
      • Fixed castability test of primitive types to primitive types being screwy
      • Fixed selected method in context view not being visible (scrolled down/up to).
      • Fixed array bounds error
      • added intellisense (context box showing sorted list of all applicable methods in context at cursor position, as well as selecting the one closest matching)
      • added tooltips showing documentation both in command box and in the context (list) box
      • added getmaterial method to get Minecraft's materials
      • added documentation to most methods.
      • removed some obsolete methods
      • renamed some methods
      • remove NAME: spam on classloaderlclass, 1,2,3 4.. spam and vs: spam
      • fixed classloaderlclass leaving junk on stack
      • fixed getconstructor (?)
      • fixed right square bracket without left square bracket not resulting in parse error
      • fixed parse to fail due to right bracket not yielding an array type
      • removed autocreate double spam
      • ics extension changed to ic (conflicting with korganizer and iCalendar)
      • moved plugins into plugins.ic (since it now doesn't execute "use" until it parsed the whole file, it doesn't
      • recognize ItemCraft functions in init.ic)
      • added setID
      • added back support for old file format using includeold
      • fixed execution of abstract script calling providing arguments in wrong order
      • ICScript is now completely converted into postfix
      • Completely rewritten script parsing and execution code
      • Math functions should work now
      • Scripts Are not executed until fully parsed
      • ICS now support direct invokation of java functions when no ICS function matches a call
      • ICS now support arrays
      • ICS now support closures (for later support for menus, functions, loops, conditionals)
      • Parser produces Abstract code that runs much faster, than when having to parse each time to execute code.
      • Pre 1.0-style startupfile scripts are no longer supported (for now)
      • Warning of Block loss with prompt to quit CB on any error during parsing
      • Warning of Block loss with prompt to quit CB if startup script file was not found and was autocreated. This way you can have it autocreate it safely without having to worry about loss of blocks during upgrade.
      • Detailed error reports during both parsing with line number and column and during execution.
      • added simple math functions
      • added basic string and character functions
      • fixed methods popping more than one element
      • fixed dup not duplicating
      • added primitive classes
      • added parsing of primitives as primary commands
      • added parsing of strings as primary commands
      • fixed identifier after a string being misparsed
      • fixed popup menus not working in windows
      • added methods to get icplugins and their classloaders
      • added methods to get constructors and invoke them
      • Implemented new functional script language ICScript
      • Implemented GUI
      • inclusion of files (so you can split up startupfile in smaller files)
      • loading plugins on the fly
      • executing any script commands on the fly using GUI
      • exploring variables and functions of objects in GUI
      • invoke any functions, private or public, on any class loaded in IC/ICPlugins/minecraft/CB/any bukkit plugins
      • Built in text editor (was going to be for editing java code)
      • Removal of blocks, entities and items, even on the fly
      • Adding new blocks, entities and items on the fly
      • Specify what entities spawn in what biomes and how frequently.
      • Customizable programmable menus per node type in GUI
      • IC now retrieves version number both for plugins and itself automatically and reports it when plugins are loaded
      • fixed mimic having target object mimic itself.
      • fixed invokation on wrong object when interacting with mimiced block
      • fixed setint setting a string and not an int
      • fixed case sensitivity of block parameters
      • fixed some other bugs related to block parameters
      • no more commas assigning multiple values in block parameters (because I'm lazy)
      • Mobs that are unspawnable don't crash the server anymore
      • Added new startupfile commands: blocks and entites
      • Added new startupfile commands: setbool, setint, setfloat, setdouble, that allows changing the settings of mods that use GUIAPI (nandonalt trees and mo's creatures)
      • fixed various bugs with craft command in startup script
      • removed debug spam on id command
      • fixed comments causing "unknown commands" in startup file
      • cleaned up unnecessary stuff from error report
      • fixed skip skipping over the next line too
      • Implemented modloader removespawn (could that have anything to do with the watermob problem?)
      • fixed unknown command spam on empty lines
      • fixed some bugs with craft command in startup file manager.
      • Fixed kicked when horse throws you off because of accessing protected field
      • Fixed problems adding recipes, tile entites, entites using API.
      • added items command for debug purposes
      • added a copy of spawncreatures to the mod, no idea if that will solve the issue with sharks crashing server.
      • Mimic feature of block allows block to mimic other blocks, fully or in some respect (useful to customize blocks beyond the fixed values from startup file)
      • back to start from craftbukkit folder; its no longer a plugin
      • IC plugins go into ICPlugin folder now in craftbukkit folder. These are to avoid problems caused by plugins being reloaded by CB
      • usedefaults on by default
      • fix item 0 is not valid item spam
      • implemented Modloader getUniqueEntityId,RegisterEntityID,setPrivateValue
      • implemented various SettingsGUI widgets facades, and SettingFloat, SettingsMulti
      • script pauses when error occurs to avoid startup with wrong settings
      • Items are also registered as dummy, to avoid error spam by other plugins
      • Modloader world generator interface for normal type worlds implemented
      • Barebones fake GUIAPI interface that loads default settings (might add ability to modify options through startup later)
      • Added fix for blocks not having dummy material in ICFancyPack that inherit the Block class directly
      • Dummy id changed to 255
      • Added support for Entities in API
      • Added support for adding mobs to biome spawnlist in API
      • Added support for adding tilentities in API
      • Added fake modloader for to interface with translated mod plugins
      • Added more detailed output when plugin loading fails.
      • Backward incompatible update to 766
      • Added ability to set data on input items in crafting recipe
      • Added ability to comment in startup file with #
      • Added more error handling.
      • Fixed unable to craft out of nonblocks
      • Added more error handling
      • Partial support for GUIs
      • Mod for custom tree generation
      • Custom Tree generation API
      • Custom Tree generation startup file instructions:tree,treebiome and biometreedensity
      • Added mod of org.bukkit.Material to accomodate new block types, should reduce at least some errors other plugins have.
      • Fixed Item id being offset by 256
      • Fixed startup script created Blocks not being added to item list
      • Added more error handling
      • Fixed ItemCraft not starting because of spaces in the path on windows machines
      • Fixed regexp error on windows when starting as plugin
      • More error handling added
      • Fixed freeze when adding new block properties using startup script
      • Now doubles as plugin, so you can start it as a plugin rather than a mod
      • Startup file autocreation
      • loud startup file instruction- prints out more info at startup
      • a whole lot more error handling
      • fixed bug not being able to load any other plugin that KSlopes.jar (what am I thinking)
      • Most if not all simple constant Block properties now definable from the startup file.
      • Better error handling
      • More complete Block API
      • Syntax correction
      • Initial Release
      • Made compatible with IC 1.0
      • Syntax correction
      • More information on startup
      • Fixed slopes and corners dropped having wrong data.
      • Initial Release
      • Introduced options to change settings and IDs
      • Disabled new bookshelves
      • Updated for 1.7.3
      • Fixed another NPE on startup
      • Fixed NPE on startup
      • Updated to unofficial version of 1.6.6
      • changed class path for flower, cactus and reed
      • Fixed not able to place in potted plants
      • Fixed blockcycler interaction
      • Added potted plants
      • Initial Release
      • Updated to 1.7.3
      • Fixed static construction of objects problem
      • Fixed no tree generation
      • updated to 1.6.6
      • fixed clicking on bananacake blocks, fruit leaves
      • fixed using fertilizing
      • fixed activating banana cake
      • Initial Release
      • Updated to 1.6.6
      • Made everything public and even added a public ()V constructor in water mob class (no idea if that will solve it though)
      • Says its loaded on startup when its loaded
      • Initial Release
      16 Bit Entity ID Packet Mod
      • Supports both 16 bit and 8 bit servers
      • Initial Release
      • Fixed conflict with glass bug
      • Initial Release
      • Fixed no output on windows machines.
      • More informative about files to translate not being found.
      • Made it tolerate there being no file separator at the end of retroSource.
      • Removed some spam.
      • Added checks that make sure you have all the necessary maps specified, when you translate.
      • Initial Release
      • Update to 1.7.3
      • Initial Release

      Donate (Not necessary but appreciated)
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    I don't understant where to put
    1. Now you need to inform ICTranslator where you put the maps and the retrosource. You do this by specifying these settings in the script before ICTranslator is started:
      • mcpmet - for methods.csv
      • mcpfie - for fields.csv
      • classmap - for classmap.csv
      • kedamet - for kedamet.csv
      • kedafie - for kedafie.csv
      • retroSource - for the java folder in your retro folder
      You can do it using the script like this:

      "mcpmet" "C:\\blah\\methods.csv" putSetting
    1. Now you can translate as follows (either using GUI or putting this after the plugin has been loaded in the script. In the latter case you need to do it in a separate include, since the commands cannot be used until the file has been parsed and executed):

      "C:\\blah\\mod\\" file "C:\\blah\\translatedmod\\" file translate1
      where the former is the folder you extracted it to. The latter is where you want to have the translated mod.
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    i am trying to port an mod i did all what need to do to the run when i run the translateMCP(ye i am using windows)
    i got only the minecraft_rg in the bin folder but the java folder is empty did i do something wrong ???
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    I already installed ICKSlopes :/
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    hello guy's got every thing to work .. but one lil problem i have i dont know how to set up an id or change cause every time i join my server work good plugins works fin and some of the bukkit1000 plugin dont work but that's ok. so i need help with changing id yes like i said while in the server i click on a item and said couldnt be found or thier's no id with 220,221,222,223,and 224 for The Allocator if any one can help i'm open for team-view and skpye if you can help and ill help you guys out when need...
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    I've fixed it =)
    Please download v0.3: here (same link as v0.2)

    It seems Bukkit don't like:
    entity.f/*addVelocity*/(0.0D, 1.0D, 0.0D);

    The Items looks like they were jumping, but they're still on the JumpPad (You can see this when you disconnect and reconnect)

    I've changed it to entity.motY/*motionY*/ = 1.0D; and it works ;)
    asdaarg likes this.
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    So for balkon mods and beer mods ?
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    Where is ICSGlass for 1.7.3? It doesn't seem to be in QwertyPower's post.
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    I should have replied earlier, I know how to change the values around, but I didn't feel confident about it. I managed to change them all to working ID's, if anyone with these mods needs a good set of ID numbers just let me know.

    BTW, thanks to everyone helping out on this thread, I know IcePhantom has been a huge help to me personally, and this is a great mod. It is great that it also has great support within the community.
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    I have little problem :s
    When I want give an item of my mod, I'm disconnecting to my server.
    Example : I type /item 202
    Crash :'(

    Please help me.
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    I have little problem :s
    When I want give an item of my mod, I'm disconnecting to my server.
    Example : I type /item 202
    Crash :'(

    Please help me.
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    U can't give new item
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    Are you sure ? Because, for instance, I would like use my items with lockcraft or craftgroup, and when I enter the ids items, all items names ITEM_ITEMCRAFT with all id :s

    id : 204 : ITEM_ITEMCRAFT
    id : 205 : ITEM_ITEMCRAFT
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    How have you solved your error with bukkit?
    I'm interested because I've the same problem.

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    A few days ago, I did attempt to translate the mod, but it was only partially working at the time. Its on my list of mods to finish up, but I'm currently trying to finish up Kaevator's Wallpaper and TimberFraming mods.
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    i have made some new blocks up and all i need to know is where do i put them
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    need help if any one has Skype add lilmikkey69 server is fine need help with setting id and items # and if any one needs me help add me thankz
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    when i am starting the server with the ICTranslator i got this error what to do???
    D:\Mine\ModBuild\java\ not found.
    2011-07-26 02:18:59 [INFO] D:\Mine\ModBuild\java\ not found.
    2011-07-26 02:18:59 [INFO] D:\Mine\ModBuild\java\ not found.
    2011-07-26 02:18:59 [INFO] D:\Mine\ModBuild\java\ not found.
    2011-07-26 02:18:59 [INFO] D:\Mine\ModBuild\java\ not found.
    2011-07-26 02:18:59 [INFO] D:\Mine\ModBuild\java\ not found.
    2011-07-26 02:18:59 [INFO] D:\Mine\ModBuild\java\ not found.
    2011-07-26 02:18:59 [INFO] D:\Mine\ModBuild\java\ not found.
    (D:/Mine/ModBuild is my retro folder and yes i did run the translate.bat)
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    i really need help why cant i use all the slopes ??? and still have this problem ooo yes like i said while in the server i click on a item and said couldnt be found or thier's no id with 220,221,222,223,and 224 for The Allocator if any one can help i'm open for team-view and skpye if you can help and ill help you guys out when need...
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    i have all the class files set up and i just need to know where to put them so they will work
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    i have all the class files set up and i just need to know where to put them so they will work
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    @OP: Since krnlyng can't currently work on ModloaderMP for bukkit would it be possible for you to make it compatible with BukkitContrib? Another plugin I have requires it and automatically downloaded it which makes me unable to use the Planes mod, but the server log doesn't say which plugin downloaded it...
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    Just need help I made some block class file like u wood do for single player but I can not get them to work with the Itemcraft am I doing some thing wrong
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    Sweet! you totally read my mind. I second this... if Itemcraft and bukkitcontrib could work together it would be awesome!
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    This is a quote from BukkitContrib's plugin page:
    Show Spoiler

    On Client mods & Modloader/ModloaderMP:

    Modloader, as a tool, is meant to reduce/eliminate incompatibilities between minecraft mods for the client and server. By this respect, it is a complete failure. Client mods are often incompatible, and frequently modify dozens of internal minecraft files to achieve their desired effect in game. Further, modloader mods must be rewritten to work with MP, and are often incompatible with other MP mods and are incompatible with popular server wrappers, like Bukkit. Special efforts by individuals of dubious credibility have to be made to get any semblance of compatibility. Every up and coming mod that uses modloader feels inclined to rewrite the wheel and break compatibility with other established mods. Worse, for every custom mod you add to your server, your players must each manually download them and install them themselves, a daunting task for many players, or server admins are forced to distribute copies of pre-made minecraft jar's, illegally.​

    With this in mind, I call the modloader project a complete failure. While initially helpful in managing simpler mods that just add new blocks or items, it's long outlived it's usefulness and now serves to hinder more than it helps.​

    A much broader, seamless solution for managing client modifications must be sought. Such a solution should be as easy for users to use as possible, compatible with multiplayer servers, and easy for developers to utilize and expand on, while being more secure than blindly trusting unknown developer. This is where BukkitContrib comes in. It will eventually bridge the ever-widening gap between servers and clients, and allow safe, non-invasive, client modifications with minimal user interaction.​

    Eventually, BukkitContrib will allow server plugins to add custom blocks/items/entities/vehicles to the game, without users having to manipulate or corrupt core game files. After users have installed the initial BukkitContrib modification, no future changes will be needed, since everything will be done, per-server. Players will be able to jump from a highly modded server with hundreds of new blocks and a custom texture pack to a vanilla server without exiting the client, or changing the way they already use the game. Server admins will be able to add plugins that have diverse and much more advanced capabilities - including, but not limited to custom items, custom textures, custom blocks, custom entities/vehicles, etc.​

    In the meantime, BukkitContrib will continue to break compatibility with existing client mods. This will mean that all client mods will eventually be incompatible with BukkitContrib.

    IMO, it does not appear to be a very client-friendly mod framework to cooperate on.
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    How have you solved your error with bukkit?​
    I'm interested because I've the same problem.​

    Yeah it would help me also if you tell how you solved this.

    Btw i failed to quote xD


    I've an error when I start bukkit...​

    19:41:43 [INFO] Done (0,209s)! For help, type "help" or "?" 19:41:43 [GRAVE] java.lang.NoSuchMethodError: net.minecraft.server.Entity.d(DDD D 19:41:43 [GRAVE] at net.minecraft.server.EntityTrackerEntry.track(Entity 19:41:43 [GRAVE] at net.minecraft.server.EntityTracker.updatePlayers(Ent 19:41:43 [GRAVE] at net.minecraft.server.MinecraftServer.h(MinecraftServ 19:41:43 [GRAVE] at 19:41:43 [GRAVE] at ceFile:422) 19:41:43 [GRAVE] Unexpected exception java.lang.NoSuchMethodError: net.minecraft.server.Entity.d(DDD)D at net.minecraft.server.EntityTrackerEntry.track(EntityTrackerEntry.jav :54) at net.minecraft.server.EntityTracker.updatePlayers( 17) at net.minecraft.server.MinecraftServer.h( at at[COL[/COLOR]
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    Need some help translating a Mod for Itemcraft.
    I successfully translated a Mod ( i hope so )! I have 5 translated .java files in my translatedmod folder.
    Next step is porting using Netbeans/Ecipse IDE but when i create a new project and add all java files i get tons ~100 errors. I added the libraries ( bukkit / itemcraft ) and imported "import com.asdaarg.bukkit.itemcraft.ItemCraft;" to the mod_ file. most of them are "cannot be resolved" errors...
    Is it normal to have this much errors i am missing something? or is the translation fucked up?
    AEWE30408 likes this.
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    Yes, it doesn't work whit bukkit 1000 :)
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    But they do want to achieve server modding, even though it's not their highest priority. And it's in a better way as well.

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