[INACTIVE][FUN] HigherExplosives v2.0 - Configurable multiworld explosion control [860]

Discussion in 'Inactive/Unsupported Plugins' started by toadmess, Feb 26, 2011.

  1. Offline

    toadmess

    HigherExplosives - multi world control of explosions (size, player/creature/terrain/item damage, % items dropped, and TNT fuse duration and permissions support):

    Version: v2.0

    With some simple tweaking to the automatically created config.yml file, you can individually change the TNT, creeper, or fireball explosions for all worlds, or tailor specific worlds.
    The configuration is fairly flexible, so with some more determined configuration there are a myriad different worlds with exotic explosion qualities that can be crafted. :)

    It was compiled and tested against CraftBukkit version 860 (recommended build).

    Features:
    • Control the size of explosions for TNT, creepers and ghast fireballs.
    • Control the percentage of dropped items (called yield) from the destroyed blocks, from no items dropped through to one item dropped per destroyed block.
    • The yield of every different block type can be individually configured if so desired.
    • Optional prevention of terrain damage
    • Multiple world configurations
    • Allows configuration of different blast radii, with different probabilities for each being chosen
    • Allows configuration of different player damage (optionally with different probabilities for each being chosen)
    • Allows configuration of different creature damage (optionally with different probabilities for each being chosen)
    • Item damage can be configured (optionally with different probabilities for each being chosen)
    • Fuse length of TNT can be tweaked.
    • Some simple control over which areas the modified explosions will happen in
    • TNT triggered by redstone, fire, explosion, or by a player's hand can be configured separately
    • The triggering of TNT can be prevented (either generally, or specifically for fire, explosion, hand, or redstone)
    • Permissions support for TNT triggered by hand. Any number of different configurations for players with certain permissions and/or groups can be applied.
    • Charged creeper's explosions can be configured
    Downloads:


    The v2.0 HigherExplosives.jar is at https://github.com/downloads/toadmess/HigherExplosives/HigherExplosives.jar

    In case there are problems with v2.0, the older v1.7 HigherExplosives.jar is still available from https://github.com/downloads/toadmess/HigherExplosives/HigherExplosives1.7.jar

    The source code (changes are most welcome) is at https://github.com/toadmess/HigherExplosives/

    Install:

    Straight out the box this will double the size of TNT explosions. No configuration required, just drop the HigherExplosives.jar in the plugins directory.

    Known issues:
    Show Spoiler

    • If you set the yield too high, the server will lag a lot whilst trying to rotate all of the items left in the crater.
    • If the radiusMultiplier is much less than 1, I think the client is rendering the explosions as normal, but then corrects itself a moment afterwards when it hears about what really happened from the server. This has a kind of double-take effect.
    • If the radiusMultiplier is set too high, the shape of the terrain damage takes on a kind of streaking or criss-crossing effect. I think this is to do with the way minecraft creates the explosions (http://www.minecraftwiki.net/wiki/Explosion).


    Example Configuration:

    For full configuration details check out the README file at https://github.com/toadmess/HigherExplosives/tree/v2.0

    Meanwhile, here's a contrived example configuration that covers most of the simpler features, together with an explanation below it:
    Show Spoiler

    Code:
    entities:
        TNTPrimed:
            yield: 0.15
            radiusMultiplier: 2.0
        Creeper:
            preventTerrainDamage: true
            activeBounds:
                max:
                    x: 500
                    z: 500
                min:
                    x: -500
                    z: -500
    worlds:
        world_nether:
            entities:
                TNTPrimed:
                    playerDamageMultiplier: 2.0
                    itemDamageMultiplier: 0.0
                Fireball:
                    fire: false
                    creatureDamageMultiplier: 2.0
        wildwest:
            entities:
                TNTPrimed:
                    radiusMultiplier:
                        - {chance: 0.25, value: 0.3}
                        - {chance: 0.25, value: 1.5}
                        - {chance: 0.5, value: 1.0}
                    trialTNTFuseMultiplier:
                        - {chance: 0.5, value: 0.0}
                        - {chance: 0.5, value: 1.0}
                Creeper:
                    yield: 0.0
                    yieldSpecific:
                        2: 0.8  # Grass
                        3: 0.8  # Dirt
                        12: 0.8 # Sand
    version: '2.0'
    debugConfig: true
    
    In this example config, the size of TNT explosions are doubled and the number of items they drop is set at 15%. This would by applied by default in all worlds except the world named "world_nether" and the world named "wildwest".

    In the world named "world_nether", TNT explosions will have a normal blast radius and yield, but nearby items will be impervious to them. Whilst they don't damage items, TNT explosions in the nether will be twice as damaging to players when exploding, but creatures will take damage as normal.

    By default, creepers will not damage terrain in a 1000x1000 square area around 0,0. They will however still damage creatures and players as normal. Outside of the safety area, the terrain will be damaged as normal by Creepers. This applies to all worlds with this example configuration because no other world has a specific configuration for the Creeper entity.

    Ghast fireballs in the "world_nether" world will not cause fire but will be twice as damaging to other creatures. They'll damage players as normal fireballs do. Fireball explosions in any other world will be left unmodified.

    In the wildwest world, TNT is flakey and unreliable. 50% of the time TNT will explode immediately without any fuse. The sizes of the TNT explosions will also vary, with half of them being normal, a quarter being very small, and a quarter being fairly large.

    Creeper explosions in the wildwest will cause destroyed grass, dirt and sand blocks to drop items 80% of the time. All other destroyed blocks will drop nothing.

    To check if the plugin is reading the configuration correctly, you can add a "debugConfig: true" property. It defaults to false if it's not in the config file.


    Changelog:
    Show Spoiler

    Version 2.0
    • Nested configurations allow completely different behaviour for TNT depending on whether it was activated by fire, player, redstone, or some other explosion.
    • Permissions plugin support. Allows any number of configurations to be applied when a player's hand triggers a TNT block, so long as the player has the necessary permission and/or belongs to the necessary group.
    • Charged creepers can now be specifically configured with the "creeperCharged" nested configuration.
    Version 1.7
    • The yield of specific block types can now be individually configured via the "yieldSpecific" property.
    • Renamed the "trialTNTFuseMultiplier" config property to "tntFuseMultiplier"
    • Massive internal restructuring of the code. Should be more lean and mean.
    Version 1.6

    • (Experimental) TNT fuse durations can be configured via the "trialTNTFuseMultipler" property.
    • Item damage can be configured via the "itemDamageMultiplier" property
    Version 1.5.1

    • Now detects the MiningTNT plugin and works with it (specifically the yield values)
    • Checks for cancelled events, so it plays a little nicer with other plugins that cancel an event.


    Any dontations are not necessary, but are certainly appreciated! All the money goes to charity (currently going to Doctors Without Borders) except for the very occasional beer which will go to me :)
     
  2. Offline

    Alesana

    Yes, this is what I was talking about. Thanks.

    Any way to make it like this? I would like to see the explosions (destroyed block;client side) before to be restored. I have few TNT traps into my dungeon and it's suck if I can only hear the explosions sound without seeing the TNT explosions.

    Thanks!
     
  3. Offline

    toadmess

    I'm afraid it does stop TNT blocks from being damaged and primed by the explosion. It's not great that the "preventTerrainDamage" property takes such a strict interpretation of terrain damage.

    It's already close to the top of the TODO list to get more support for allowing/disallowing destruction of blocks in blasts. Hopefully version 2.1, or if it turns out to be tricky then more like 2.2.

    I'll be sure to make it so your server's scenario is also covered - i.e. it's possible to disallow all blocks' destruction except for TNT blocks, so they can be chained without terrain damage.
     
  4. Offline

    Sparky20

    Yay, an update to an awesome plugin!
     
  5. Offline

    toadmess

    So it's like a regeneration of the damaged terrain in the blast area, after some delay?

    It's on the TODO list, but it frightens me a little bit because there could be situations where blocks, water, players etc could find themselves in the crater that's to be regenerated. I can certainly get something in the plugin, but it'll be experimental for a while.

    Perhaps regeneration could work by:
    - Just replacing air, water, or lava with the original block before the blast
    - Either replacing new blocks with the original block before the blast, or leaving it untouched. To be configurable.
    - While a player is in the way of regeneration, hold off regenerating until they have left.
    - While a mob is in the way of regeneration, kill it.
    - If an item is in the way, either destroy it or move it to some nearby space.

    What do you think?

    Thanks Sparky :)

    It's finally in there in version 2.0 now, but I haven't actually seen a charged creeper to test it on though. Let me know if it doesn't work and I'll fix it. An example config that increases charged creepers blast radius by 50% is:

    Code:
    entities:
        Creeper:
            creeperCharged:
                radiusMultiplier: 1.5
    version: '2.0'
    
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 10, 2016
  6. Offline

    OrtwinS

    @toadmess
    Wow, been away a few days, and my request is granted :D.




    Hmmm, wait... so much intendents... where and how do I put the 'disableTerrainDamage: false' for users with a permission...?

    I know if I mess up with to much/little spaces or dashes the entire thing wont work...

    nvm, I got it to work. I'll be using more of the newer functions as well... though the way the config file looks is slightly... messy.
    Might be a good idea to update the documentation (from 1.6..?).
     
  7. Offline

    ACStache

    so from what I can tell, we create the permissions as whatever we want. the one thing I don't get is the "withGroup:" bit. Does that mean if a group has permission node 'bomb.disposal' that's how TNT will work for them? if so, does the User have to have the 'miner.ore' as opposed to having that node in a group and allowing the group mining capabilities?
     
  8. Offline

    Alesana

    Yes!

    I don't know how was working essentials, maybe it was like you said ...

    ... but it doesn't work anymore. Players could not go into the holes caused by the explosions (like "big holes" bug). Maybe this can help.

    Yes, this would be awesome. Like this, we could see the explosion damage before everything get restored. This would be awesome if you could do this for creepers explosions.

    Thanks! =)

    EDIT: I found a plugin that do what I am looking for ... maybe it can help you if you want to add this feature. =­­> http://forums.bukkit.org/threads/22476
     
  9. Offline

    ACStache

    would it be possible for a "bomb disposal" squad that has some entry that completely renders TNT useless? as in destroys the block without an explosion? or would we have to just set everything to 0.0 for the multipliers? or just have it return the TNT block to the player to be reused elsewhere? maybe even incorporate that into the 'chance' for the fuse length stuff, 80% chance to disarm/collect, 15% chance to have a longer fuse length for running away, and 5% BOOM goes the TNT in their face lol (obviously customizable, but that'd be cool :) ).

    end ramble... I need sleep, if you need clarification of what I'm asking I'll fix it tomorrow :D


    looking back at this, it's just a mess. This is what I meant:

    I was wondering if there was a way to implement a config setting that did:
    returnTNTOnPrime: true/false #instead of blowing up in your face
    or something along those lines.

    the second bit was to be able to add that into the chance for the fuse, so:
    chance: 0.8, value: returnTNTOnPrime: true
    chance: 0.15, value: tntFuseMultiplier: 4.0
    chance: 0.05, value: tntFuseMultiplier: 0.0

    obviously that's the wrong syntax but it gets (hopefully) my point across lol.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 10, 2016
  10. Offline

    toadmess

    Yeah, the YML is like that. If you want to be careful, you can add the "debugConfig: true" property in your config.yml file, which will cause the plugin to output the config that it has actually read in.

    Yes, the configuration is now quite complicated and can quickly get unwieldy if you want to do a lot. Let me know if you know a way of simplifying it.

    Argh, yes you're right, the link to the docs is wrong! It should be https://github.com/toadmess/HigherExplosives/tree/v2.0 ! I'll update that now, thanks!

    Sorry for the confusion, I stupidly put the wrong link to the documentation in the opening message of the thread. If you have a look to the README file at https://github.com/toadmess/HigherExplosives/tree/v2.0 then there is some explanation that might help under the sections "Nested Configurations" and "Permissions Based Configurations".

    My example was fairly contrived and I tried to include all the new features in as little space as possible. Hopefully the documentation can help - if there's anything unclear in the README, please let me know where and I'll update it.

    That's right, that config will apply to any player triggering TNT who belongs to the "bomb.disposal" Permissions group.

    No, if the player belongs to the "bomb.disposal" group but doesn't have "miner.ore" permission, then they will just have the bomb.disposal config apply when they trigger TNT.

    Vice versa, if a player has the "miner.ore" permission but doesn't belong to the "bomb.disposal" group, then they just have the mining configuration apply to them when triggering TNT by hand.

    If, for some reason, the player has both the permission and belongs to the group, then both configurations will apply at the same time when they trigger the TNT.

    Great, thanks for the link. :) I'll have a look to it when getting round to writing it.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 10, 2016
  11. Offline

    Specops343

    @toadmess Hey toad, i'm trying to stop ghast fireball block damage in my plugin, simplewand. I took a look at your code, but am still a bit confused. Any ideas where i should start?
     
  12. Offline

    toadmess

    Hi ACStache,

    The returning of TNT has been asked for a couple of times now. I'll get this in version 2.1, probably by just causing the triggered TNT block to drop a single TNT on the ground, rather than returning the TNT to the player.

    Heheh, that would be a really nice configuration! :)

    Yes, I've been thinking about a fairly general way to approach random configurations, pretty much just how you mention. Do you reckon the following config style would be ok?

    Show Spoiler

    Code:
    entities:
        TNTPrimed:
            tntPrimeByHand:
                random:
                - chance: 0.8
                  useConfig:
                      returnTNTOnPrime: true
                - chance: 0.15
                  useConfig:
                      tntFuseMultiplier: 4.0
                - chance: 0.05
                  useConfig:
                      tntFuseMultiplier: 0.0
    

    ..where you can put any number of properties in the nested configurations under the "withConfig" level.

    Hi Specops

    I'm currently preventing the block damage by simply calling the setCancelled(true) on the EntityExplodeEvent bukkit event [1].

    You'll need to register you interest in receiving the events by creating your own EntityListener [2] which overrides the onEntityExplodes() method. Then registering that EntityListener with your PluginManager
    for events of type Event.Type.ENTITY_EXPLODE [3]

    Oh yeah, be sure to check the the entity exploding is an instance of Fireball.

    [1] http://jd.bukkit.org/apidocs/org/bukkit/event/entity/EntityExplodeEvent.html
    [2] http://jd.bukkit.org/apidocs/org/bukkit/event/entity/EntityListener.html
    [3] http://jd.bukkit.org/apidocs/org/bukkit/event/Event.Type.html

    Hope that gets you going, good luck!

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 10, 2016
  13. Offline

    ACStache

    that definitely looks like it would work, and make sense at the same time. I downloaded the readme too just to double check I get what you said in the other posts about permissions, thanks! looking forward to updates :)

    @toadmess I'm not sure how many random: nodes it'll take, but you should make it take as many as possible, that way we can make truly volatile TNT explosion combinations lol. one random would be fuse length, another would be radius, and a third could be whether it damages players, monsters, or terrain haha. That would be really cool if it won't already inherently do so.

    the best part is I haven't told anyone on my server I'm running this plugin, so I may make creepers be extra tricky hehe. I'm a cruel server admin :)

    edit: Now that I actually think about it and look at the config, I don't need to do that, each multiplier can be randomized already, so scratch this new one, but I definitely like the chance to use a separate config like you exampled

    I guess my only question is this now:
    if I make a "- withPermission: 'miner.ore' ", and I put it in the Regulars group (one right above default for me), would that work? or would it need to be a "- withGroup: ... " entry? or does it not matter ultimately?

    @toadmess I'm not sure how many random: nodes it'll take, but you should make it take as many as possible, that way we can make truly volatile TNT explosion combinations lol. one random would be fuse length, another would be radius, and a third could be whether it damages players, monsters, or terrain haha. That would be really cool if it won't already inherently do so.

    the best part is I haven't told anyone on my server I'm running this plugin, so I may make creepers be extra tricky hehe. I'm a cruel server admin :)

    edit: Now that I actually think about it and look at the config, I don't need to do that, each multiplier can be randomized already, so scratch this new one, but I definitely like the chance to use a separate config like you exampled

    I guess my only question is this now:
    if I make a "- withPermission: 'miner.ore' ", and I put it in the Regulars group (one right above default for me), would that work? or would it need to be a "- withGroup: ... " entry? or does it not matter ultimately?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 10, 2016
  14. Offline

    ACStache

    oh no! tnt gets return from punching in 1.7! no more PrimeByHand :(
    you should make it so that we can override it and throw people for a loop :D
     
  15. Offline

    toadmess

    Yeah, I had that sinking feeling when I saw it in the minecraft changelog! :-/ I'll definitely add the option to use the old style priming by hand. Then at least we can still use the permissions based stuff.

    I'm away from home so haven't tried playing with priming TNT by fire yet. I'm hoping it's the case that TNT gets primed immediately when wielding flint & steel. If so, we can trace the priming directly back to the player and can happily apply permissions based configs. Otherwise, I might investigate tracing redstone primed TNT back to the player for very simple circuits.
     
  16. Offline

    RobotGymnast

    It seems based on your original post that we can't configure the explosion resistance of individual blocks. Is this something you'd consider adding?
     
  17. Offline

    toadmess

    Unfortunately in order to add that, the whole standard minecraft mechanism of explosions and their blast shapes would need to be replaced with custom mechanics.

    That would open up a few features like individual block resistance, different blast shapes, and enourmous explosions, but it would also start diverging from the standard minecraft and bukkit way of doing things. Such a divergence might then cause some strange incompatibilities with other plugins that deal with explosions, such as protection plugins.

    I have been keeping an eye out for an easy way to add this, but it looks unlikely to appear within the next couple of versions.
     
  18. @toadmess
    Known issues:
    If you set the yield too high, the server will lag a lot whilst trying to rotate all of the items left in the crater.

    This is definently a problem on my server even though its run on a powerful multicore machine. So I thought id suggest a solution. Since HE already tamper with with drops, how about it does it along theese lines:

    Upon explotion, make sure MC itself doesnt drop anything. Then make a list of all drops that was created in the explotion, ie 128 dirt, 43 cobble, 4 iron ore. Then makes stacks (up to max stack size of that type) and just scatter theese stacks in all directions of the explotion. Instead of having 128 dirt stacks all containing 1 dirt in each you would simply have 2 stacks each containing 64 dirt. The cobble and iron would end up in a stack of their own since they would be smaller then the max size. The total explotion would only drop 4 objects. This way you would have much, much less debris lying around, rotating and using up valuable resources.
     
  19. Offline

    ACStache

    miss this plugin :(
    can't wait for 1.7 support though :D
     
  20. can you help me?
    i need this plugin to change Ghast explosions not to destroy certain blocks
    such as : Cobblestone,stone,brick,log
     
  21. nobody? anybody? wtf.. dead topic?
     
  22. Offline

    ACStache

    the only thing it can really do is preventTerrainDamage: true/false
    as of right now I don't think you can pick and choose what does and does not get damaged
     
  23. so i just type there somewhere preventTerrainDamage: true :D ?

    EDIT:
    i got now

    Code:
    entities:
        TNTPrimed:
            yield: 100.0
            radiusMultiplier: 2.0
    
    version: '2.0'
    debugConfig: true
    
    
    i just add under the radiuysmultiplier

    Ghast:
    preventTerrainDamage: true
    ?
    so it would be like

    Code:
    entities:
        TNTPrimed:
            yield: 100.0
            radiusMultiplier: 2.0
        Ghast:
            preventTerrainDamage: true
    
    version: '2.0'
    debugConfig: true
    
    
    
     
  24. Offline

    ACStache

    close, it'd be:
    Code:
                Fireball:
                    fire: false
                    preventTerrainDamage: true
    
    you can also prevent fire from the ghast fireballs (like shown in my example) if you want. default is true if you don't put that option :)

    edit: just make sure to change my spacing to suit your file
     
  25. yay thank you! my long waiting has been rewarded! +1 for ye
     
  26. I lub this plugin.
     
  27. Offline

    ACStache

    @toadmess where'd you go? are you alright? hope all is well and you come back soon :) this plugin is awesome!
     
  28. How do I edit this plugin. I'm new to editing these kind of files. What do?
     
  29. Offline

    Pantheis

    Got the following error when a player had defeated a boss in the MobArena addon. That addon causes the Boss to do an explosion effect when it dies and it looks like HigherExplosives is trying to handle it and failing. Not sure if this is something you'll be able to fix or not.

    Thanks! :)

    Code:
    2011-08-16 19:05:17 [SEVERE] HEEvent.getApplicableConfig(): not sure how to get the config for entity CraftSpi
    der
    2011-08-16 19:05:17 [SEVERE] Could not pass event ENTITY_EXPLODE to HigherExplosives
    java.lang.NullPointerException
            at toadmess.explosives.config.MultiWorldConfStore.getActiveConf(MultiWorldConfStore.java:113)
            at toadmess.explosives.events.HEEvent.getApplicableConfig(HEEvent.java:55)
            at toadmess.explosives.events.HEEvent.hasApplicableConfig(HEEvent.java:44)
            at toadmess.explosives.events.handlers.EventRouter.handle(EventRouter.java:74)
            at toadmess.explosives.BukkitListeners$EntityListenerImpl.onEntityExplode(BukkitListeners.java:104)
            at org.bukkit.plugin.java.JavaPluginLoader$62.execute(JavaPluginLoader.java:677)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:338)
            at net.minecraft.server.Explosion.a(Explosion.java:195)
            at net.minecraft.server.World.createExplosion(World.java:1481)
            at net.minecraft.server.WorldServer.createExplosion(WorldServer.java:145)
            at com.garbagemule.MobArena.waves.BossWave.clear(BossWave.java:131)
            at com.garbagemule.MobArena.MAListener.onEntityDamage(MAListener.java:319)
            at com.garbagemule.MobArena.MAEntityListener.onEntityDamage(MAEntityListener.java:39)
            at org.bukkit.plugin.java.JavaPluginLoader$59.execute(JavaPluginLoader.java:656)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:338)
            at net.minecraft.server.EntityArrow.m_(EntityArrow.java:183)
            at net.minecraft.server.World.entityJoinedWorld(World.java:1212)
            at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
            at net.minecraft.server.World.playerJoinedWorld(World.java:1194)
            at net.minecraft.server.World.cleanUp(World.java:1110)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:450)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:363)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
     
  30. This error popped as soon as I enabled Mob Arena, haven't had this plugin installed before today.

    Code:
    21:37:46 [SEVERE] HEEvent.getApplicableConfig(): not sure how to get the config for entity CraftSheep
    
    21:27:02 [SEVERE] Could not pass event ENTITY_EXPLODE to HigherExplosives
    java.lang.NullPointerException
            at toadmess.explosives.config.MultiWorldConfStore.getActiveConf(MultiWorldConfStore.java:113)
            at toadmess.explosives.events.HEEvent.getApplicableConfig(HEEvent.java:55)
            at toadmess.explosives.events.HEEvent.hasApplicableConfig(HEEvent.java:44)
            at toadmess.explosives.events.handlers.EventRouter.handle(EventRouter.java:74)
            at toadmess.explosives.BukkitListeners$EntityListenerImpl.onEntityExplode(BukkitListeners.java:104)
            at org.bukkit.plugin.java.JavaPluginLoader$62.execute(JavaPluginLoader.java:677)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:338)
            at net.minecraft.server.Explosion.a(Explosion.java:195)
            at net.minecraft.server.World.createExplosion(World.java:1484)
            at net.minecraft.server.WorldServer.createExplosion(WorldServer.java:145)
            at com.garbagemule.MobArena.Arena$2.run(Arena.java:443)
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:428)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:363)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
    And other types like:

    21:56:08 [SEVERE] HEEvent.getApplicableConfig(): not sure how to get the config for entity CraftSpider
    21:56:08 [SEVERE] Could not pass event ENTITY_EXPLODE to HigherExplosives
    java.lang.NullPointerException

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 10, 2016
  31. Offline

    ACStache

    @Pantheis @Joy
    Unfortunately @toadmess hasn't been seen since July 5th on the forums (don't know about elsewhere). This plugin never got updated for 1.7, let alone new MobArena features :-/
    Unless someone continues the work where it left off (or if toadmess comes back), this plugin has run it's course by the looks of things.
     

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