For anyone who might find this in the future, a solution was found in this thread on the SpigotMC forums.
If I understand you correctly, you want to listen for the AsyncPlayerChatEvent. You can get the player and check if it is a streamer. If you're...
@saladhat Use a BukkitRunnable. You can schedule it to run once every tick.
@bennie3211 I assume you would have to bypass it using reflection to access some CraftBukkit or NMS classes. You could try taking a look at the...
@era3037 According to this post, the Block class in NMS should have a protected field called strength.
@Achezito You should listen to the PlayerJoinEvent instead of the AsyncPlayerPreLoginEvent. The PlayerJoinEvent happens in a later phase of the...
@Ding1934 You should use the SignChangeEvent instead of the BlockPlaceEvent.
I could be wrong, but I believe PersistentDataContainer to be an alternative to NBT, which would mean that it doesn't help in this case.
Yes, exactly. That works too, but I would assume the code inside the static initializer block could be moved to a constructor, which would be a...
That's a class declaration, not a variable. Declare and initialize a local variable with the datatype being your Listener & CommandExecutor class.
@Zombie__Hunter You can try using reflection to initialize it before you add the populator to your world. Apart from that, I would try building a...
@Zombie__Hunter I don't know much about world generation, but the exception message states that "this.random" is null, so I would try initializing...
@KoT_B_MaMe Your class needs to implement the Listener interface. You also need to register the listener in the onEnable.
You can use the ProjectileHitEvent for that.
I already answered that:
@Yarcha I believe the ProjectileHitEvent is called when an arrow hits a block. However, the #getHitBlock() method was added in version 1.11, and...
For future reference, you can use this: Code here
@xxxPyrocelotxxx More weight usually means that it is picked more often.
@SecretUser001 I believe WorldCreator#createWorld() runs on the main thread, so couldn't you just teleport the players immediately after the call...
@Demyxa You could try debugging. Print all the keys in each section starting from the root section.
Separate names with a comma.