It is pretty simple. In this example, the HashSet is of Strings.HashMap<String, HashSet<String>> map = new HashMap<String, HashSet<String>>(); ......
http://forums.bukkit.org/threads/the-always-up-to-date-definitive-guide-to-terrain-generation-part-one-prerequisites-and-setup.93982/
Yeah. If you want to have a certain speed, do what andf54 said.
You should just teleport the entity, but if you really want to know how to set their velocity:void moveNextTick(Entity ent, Location loc) {...
3 seconds would not be very intensive, but a better approach is to check them every time one changes, then you get instant results, and it doesn't...
You could have a method such as this:private static String nullCheck(String original) { return original == null ? "" : original; }Then you...
The direction the player is facing is irrelevant. You need to determine the direction of the wall it hits. It might have even bounced off an...
You need to invert only the component that is perpendicular to the wall it is bouncing off. For example, if it is bouncing off a floor or a...
That doesn't make any sense. They don't have an IP address if they aren't connected. Do you mean the last IP address they used to connect to your...
ChunkSnapshots are for creating thread-safe read-only copies of a chunk. It creates a copy of the entire chunk, so it is not particularly fast....
There is not an easy way. I believe you would need to start another process before the server shuts down, and that process needs to pause until...
Those maps are actually of the biome type, not height. I generated them with a plugin I wrote called Cartographer. It can also generate hightmaps...
This. That's what the offline-mode flag is for.
Use the PlayerRespawnEvent.setRespawnLocation() method. Teleporting could be problematic otherwise.
It returns the temperature of the biome the block is in.
That is because you are dividing two integers, then casting the result to a double. If k is 23, and d is 10, as integers, k / d = 2. You need to...
You can't do that nicely either. The client will think the player is falling, so it will not let them move forward very fast, and the player will...
You can't (nicely) make the player move through a solid block. Movement is first calculated client side, and the client won't try to move through...
You don't need to do Math.sqrt() because it is proportional; if B > A, Math.sqrt(B) > Math.sqrt(A). In this case, you don't even need to use...
BlockPistonExtendEvent
Separate names with a comma.