Inactive [SEC] AntiXRay v0.6.10 - protecting ore from XRay mod and transparent texturepacks [1000]

Discussion in 'Inactive/Unsupported Plugins' started by asdaarg, Apr 11, 2011.

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    Reporting Errors the follow things have to be mentioned:
    • CB Version and AXR version
    • Whether you started the AXR version with a fresh ore file or not (doing /axr off before upgrade)
    • If not, since what version you've been using the same ore file.
    • If you get any errors in console, check the debug.log for "Error"s and "Warning"s. and post those.

    Upcoming features for 0.7:
    - AXR Chest chest hiding feature developed by MrSelfDestrukt
    - New advanced visibility test (almost done, only need to test it now and decide whether its going to replace or be an alternative to the original light based test) Details here and here


    AntiXRay hides ores from players by turning them into stone until they have been exposed, thus making it impossible for any client side hacks to detect them, as their location is not sent to the client.

    Backup your world(s) I cannot guarantee that ore doesn't disappear from them due to this plugin. Even if you did not backup, there is a foolproof solution here. If you decide to uninstall, type /axr off, and not delete the ore data file before your ore is restored unless your intention is to strip your worlds from ore.

    If you upgrade from 0.5.21 it is recommended that you do /axr off first flush out errors from the ore file. If you do not have enough RAM, you can do this in steps using 0.6.9 but you need to set lenient=true in the config file to allow the file to be loaded
    NSCommand <-- Required
    Source and old versions

    - Specify what ores to hide(works with non ore blocks too as long as they don't use data values or extra data such as chests and signs (use some chest locking plugin for keeping your chests from xrayers)
    - Multi world support
    - Permissions support
    - Stores ore data in binary files (one per world) and only keeps data about loaded chunks in physical memory. It is on average 400 bytes per chunk in and guesstimatedly around 450 in physical memory, so it is reasonably small, but some people might play on huge worlds and want to conserve memory.
    - Saves data about chunks immediately on any changes (they are assumed to be by far sufficciently rare that any performance is won by buffering is neglible. As such it also prevents potential ore duplication on server crashes)
    - chunk and world statistics
    - ingame map of loaded chunks
    - background processes that does not freeze the server
    - dump ore statistics into file and compare them to see the changes in ore content.
    - lots of configuration options

    Ores will become visible under any of these circumstances:
    - A surrounding block is lit by torch and player is within the chunk or adjacent chunk and within 16 blocks to player on Y axis.
    - A surrounding block is lit by a third block broken falling or removed by explosion and player is within the chunk or adjacent chunk and within 16 blocks to player on Y axis (occurs once every 2 seconds, but configurable).
    - A surrounding block is broken or falls or removed by explosion
    - A surrounding block is changed by another plugin (can be cpu intensive if you worldedit a big area for instance - might do a workaround for this)

    Current Limitations:
    - Ores at light level above pitch black on chunk generation will not be hidden e.g. near lava or surface cave entrances.
    - Ores will not be found exploring caves in pitch black (who does that anyway?) These two limitations was to allow a light based visibility test that relies on a test already built into the server, thus avoiding extra performance overhead as well as headache of coding it myself. Despite these limitations, AntiXRay should make it far beyond pointless to search for ores using XRay or transparent textures.
    - Gravel and sand dropping on chunk generation may expose ore. This is assumed to be rare enough to have neglible effect.
    - The data file will not repack itself. The ratio between generated ore and mined ore is assumed to be very high, and the file size is considerably small but nonetheless, should you want to "repack" it, just turn axr off and on and the new file will be smaller excluding the gaps between chunk entries. But again, do some basic math and count the amount of ore blocks mined in total, multiply that by 2 bytes. After a month of mining 10000 ore blocks, you shaved 20k off that 3M file.
    - If you place a torch there is a tiny delay as seen in the video due to client side prediction and lag between the time the info of the ore to get back to the client from the server. This can seem unnatural so I might make a better vision test later that doesn't rely on light. However it would be more expensive in terms of cpu cycles.
    - If you have a slow server or a lot of players, you might want to remove coal from the config list. It speeds it up at least 200%. There are some optimizations I can do that I might add later that will speed up things further.


    /axr on - hides all unlit ore
    /axr off - reveals all hidden ore (and deletes the data file!)
    /axr on <world> - hides all unlit ore in specified world
    /axr off <world> - restores ore in specified world
    /axr worlds - world statistics
    /axr chunk - chunk statistics at chunk player is on
    /axr chunk <x> <z> - chunk statistics at specified chunk
    /axr map -shows map of loaded chunks in current world
    /axr map <world> -shows map of loaded chunks in specific world
    /axr map <zoom>
    /axr map <world> <zoom>
    /axr map <x> <z>
    /axr map <world> <x> <z>
    /axr map <zoom> <x> <z>
    /axr map <world> <zoom> <x> <z>
    /axr show
    /axr show <world>
    /axr hide
    /axr hide <world>
    /axr dump <world> <file>
    /axr diff <filein1> <filein2> <fileout>
    /axr gen <world> <x1> <z1> <x2> <z2> command for generating a rectangular area of chunks
    /axr gen copy <world1> <world2> command for generating all the chunks in world2 that are registered in world1
    /axr pack <world> - removes dead space in ore file (not that there is much from just mining but the axr chest will create significant amount of dead space.
    Auto-backup, that will backup your ore file on startup
    /axr backup <world> - backs up the ore file of the world if and only if the file passes the corruption test
    /axr test <world> - test the ore file and memory for errors for a specific world
    /axr test - test the ore file and memory for errors for all worlds
    /axr mirrorworld <world1> <world2> - creates a world world2 with the same seed as world1.
    These functions are not recommended for use unless you know what you're doing: (they can be destructive of tile entites)
    /axr chunk regen - regenerate chunk (to as it was when world was initially generated)
    /axr chunk regen <x> <z> - same but for specified chunk
    /axr chunk regen <x1> <z1> <x2> <z2> - same but for axis aligned rectangular area
    /axr chunk regen ore - only regenerate ores in chunk at player position
    /axr chunk regen ore <x> <z> - same but for specified chunk
    /axr chunk regen ore <x1> <z1> <x2> <z2> - same but for axis aligned rectangular area

    Note about regeneration: ores, trees, flowers and mushrooms are random each time and not tied to world seed (bukkit/mc issue)



    timerms - the time between light check by broken third block in milliseconds.
    maxdep - buffer size for number of ores that can occur in a chunk - don't change unless you have another plugin that adds tons of ore.
    maxheight - is the number of Y-levels in your map.
    ChunkFileBuffer - sets how much is buffered for new chunks to be stored until the index is rewritten (at the end of the file.)
    Materials - what ores you want to hide. (has to have same number of elements as maxys)
    maxys - the first Y level from bottom they cannot occur at. (has to have same number of elements as Materials)
    worlds - what worlds are loaded at startup (comma separated)
    autostart=all (normal) worlds are loaded at startup (unless CFGworlds is set)
    nounload = keeps all ore data in physical memory
    debug - turning on writes to a debug file keeping track of important info that may be needed to solve bugs or figure out why lag occurs
    fileindexdebug - turning on debug file needed as a quick check of the consistency of your ore file
    mapcol - the chatcode colour of each type of block in ascending order, shown in /axr map
    mapwidth - the width of the map shown in /axr map
    mapheight - the height of the map shown in /axr map
    schedulerload - 0-100 percentage of time going to execute any background process.
    schedulerstatustimer - time in millisecs between each status report of a background process
    filterorenotinstone - filters ore upon exposition that is not in stone (can be used to restore ore from a backupped ore file or ore file generated from a fresh world with same seed)
    autorepack - pack ore files automatically at startup - on by default
    autobackup - backup ore files automatically at startup(requires autorepack) - on by default
    maxfaces - specify max amount of exposed faces per chunk before error occurs
    lenient - ignore lindex errors when loading file (useful if you have them from before and want to filter them out)
    All CMD_... options are for redefining the commands so you can type something else.

    • Fixed Array index out of bounds in listindex accessing materials that has not been loaded yet.
    • Added /axr mirrorworld <world> <mirrorworld> command
    • Fixed NPE when trying to expose ores in world hole.
    • checking whether wrong file exist during repack.
    • fixed NPEs in some commands that can occur if you use it and the world is off.
    • fixed open file pointers during repack.
    • fixed NPE during repack when load fails.
    • fixed NPE when running test on all worlds and not all worlds are on
    • added various memory checks and chunk data entry overwrite checks
    • fixed NPE when trying to flush the debug file when debug file is turned off.
    • added lenient config option to ignore lindex errors when loading file (useful if you have them from before and want to filter them out)
    • added more information on error when loading from file
    • added config option maxfaces to specify max amount of exposed faces per chunk before error occurs
    • /axr off now gradually unregisters chunks - as a workaround to what appears to be a problem with chunks not getting fully removed from memory despite trying both unloadchunk calls through bukkit. This allows one to shut down the server and continue restoration after a restart if one does not have enough RAM
    • /axr pack <world> - removes dead space in ore file (not that there is much from just mining but the axr chest will create significant amount of dead space.
    • /axr backup <world> - backs up the ore file of the world if and only if the file passes the corruption test, also packs the new file.
    • /axr test <world> - test the ore file and memory for errors for a specific world
    • /axr test - test the ore file and memory for errors for all worlds
    • autorepack config option - pack ore files automatically at startup (if and only if the file passes the corruption test) - on by default
    • autobackup config option - backup ore files automatically at startup(if and only if the file passes the corruption test, and also requires autorepack) - on by default
    • new .ore extension for ore files (rename your old files)
    • removed glowing redstone ore from default ore list (never occurs naturally anyway)
    • fixed faulty scanning issue
    • fixed hopefully last exposed ore face index error
    • fixed false positive in memory check
    • debug.log flushed when error occurs (it is otherwise flushed once in a period of time)
    • more details in debug log when error occurs
    • removed lindex spam in debug log until lindex error occurs
    • Fixed /axr gen not triggering scan anymore
    • Fixed /axr gen not unloading chunks
    • Fixed (workaround) huge memory leak during /axr off /axr show /axr hide and /axr gen caused by bukkit's unloadchunk function
    • Additional file corruption checks that will make noise as soon as something goes wrong
    • Fixed another potential index derangement bug.
    • Fixed array out of bounds exception during previous fix
    • Fixed a couple of bugs offsetting exposed ore face indicies when mining adjacent block potentially causing array out of bounds exceptions at a later stage and the revealing of wrong ores when exposed to light.
    • Added debug logging of exposed ore face indices when found, as well as fault intolerant check that will warn you about any corruption of the indices after the event.
    • fixed half of ore not being hidden when a chunk is generated on load.
    • removed various unnecessary details to be logged in debug.log
    • fixed bug restoring ore, hiding and showing in wrong world
    • revert hack to set block material of a chunk to physical updates due to lacking javadocs to figure out what function to call
    • Switched to non physics updating block material setting hack
    • Updated to #733
    • Added detailed debug logging of background processes.
    • removed logging of filepointer
    • fixed failed scan after /axr gen unloading chunks that were originally not loaded, consequently also /axr gen causing server to freeze and timeouts on clients.
    • fixed /axr gen not unloading chunks that were originally not loaded
    • /axr gen and /axr gen copy now actually usable
    • ore in stone filter now also applies to /axr off and /axr show (not just when it is found by light detection)
    • added /axr gen command for generating a rectangular area of chunks
    • added /axr gen copy command for generating all chunks that are registered in another world
    • Configuration option CFGfilterorenotinstone implemented, that allows filtering of ores not in stone (can be useful in recovering lost ore from a world with the same seed)
    • fixed ore regen not working when axr is off in that world
    • removed physics lock spam
    • fixed more concurrency errors during background processes (hopefully for the last time)
    • fixed more concurrency errors during background processes
    • fixed concurrency errors during background processes
    • fixed debug off in config file causing unable to start (again! although different place now)
    • ore stats dump - listing all chunks ore counts into a text file
    • ore stats diff - showing difference between two ore stats dump files (these two tools are useful if you are worried that your ores might disappear)
    • show command - reveals the ore but does not unregister them or delete the file
    • hide command - hides again ore that was revealed with show.
    • show, hide and ore stat dump are background processes that does not freeze the server.
    • axr off is now a background process
    • load percentage of background processes can be configured
    • specify map zoom and center
    • Fixed file index debug listing not showing
    • file index debug listing can be turned off in config.txt (fileindexdebug)
    • area regeneration functions now tolerate any two coorner in rectangle in any order.
    • fixed debug off in config file causing unable to start
    • added axr map command for showing map of loaded chunks
    • fixed light expose unmapped material (probably why you got grass/smooth stones)
    • fixed light expose restored block being block at exposed face
    • fixed light expose no chunk location offset (why you got it at spawn)
    • fixed exposed face location wrong axis (probably floating blocks)
    • removed unnecessary cacheing of chunks at startup by not using chunks as keys for file index(probably solve memory problems for large worlds)
    • bypassing unnecessary cacheing of blocks using minecraft hackery.
    • revised scan algorithm, bypassing bukkit wrapcode resulting in at 5-10 times faster scanning.
    • fixed queries on unloaded sidechunks during scan resulting in loading and even generation of chunks that on top of it due to eventlock get ignored by onChunkLoad, thus leaving chunks of unhidden ore.
    • fixed light expose filling 0s after removed index
    • probably more bug fixes, can't remember them all
    • world statistics: type axr world - shows also what worlds are on/off
    • chunk statistics when axr is off no longer causes world to be registered without any chunks being loaded
    • axr on doesn't show NaN when there is nothing to hide
    • proper colouring
    • empty chunks are no longer ignored.
    • Fixed potential ore type shift bug
    • Moved listindex before file is loaded so debug info can be displayed even if it crashes while loading.
    • added rectangular area regen functions
    • Fixed silly nullpointer exceptions
    • Specify what worlds to turn on and off
    • Specify what worlds to load at startup
    • option to keep all ore data in memory
    • chunk statistics (useful for checking that your ore doesn't disappear or duplicate)
    • chunk regenertaion (restore a chunk to state at world generation)
    • chunk ore regenertaion (restore only ore)
    • Fixed some other bugs related to exposed-face-to-ore index
    • Index debug file working again (it was still expecting 0.1.5 files)
    • Added potential ore file corruption warnings to debug file output
    • Fixed bug locating exposed-face-to-ore index elements having no array bounds check.
    • Fixed bug exposed-face-to-ore index elements not being removed
    • Fixed bug exposed-face-to-ore index not being updated when ores are recovered and removed from hidden ore list (new bug in 0.2)
    • Fixed bug at y levels above 128-16 looking for ores above the map
    • Uses NSCommand now (it did right from the start but its now a separate plugin)
    • auto-creation of config files
    • defaults to ops only when permissions is not present
    • Light detection optimization based on a separate list of faces exposed to nonsolid materials (this might not work with all materials yet such as stairs and singlesteps, but its not like the world generator puts them in the caves anyway) resulting in at least 10 times faster execution of light checks. This should reduce all lag that's not due to scanning new chunks for ore.
    • Once again more detailed debug log
    • Fixed bug in ore restoring function causing large veins of ore to be generated out of nothing
    • More detailed debug log
    • Removed file corruption check that's hogging up some cpu cycles during file load and write events (the latter occured during scan event) - so this should speed up scan events.
    • pseudo error "load error 1" moved to debug log.
    • Added 1 tick delay of scan in onload event since it appears bukkit fires it before the chunk is populated with ore. This fixed the bug of ore appearing if you teleport or walk far away from initially scanned chunks.
    • removed physics event logging since it appears to always be neglible.
    • Added message at startup informing you about the waiting time of scanning all loaded chunks may take a while.
    • Fixed bug starting server without plugin data folder causing it unable to write debug file
    • Added more debug file details (when its scanning, loading from file, or just loading from memory when neither is shown)
    • Those who who don't hide coal, should experience faster chunk scanning now
    • Fixed bug due to player location being null for some weird reason
    • Added debug logging of time spent on the main time consuming procedures.
    • Fixed config file not loading properly
    • Removed wtfexception spam
    • Initial Release
    Donate (Not necessary but appreciated)
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    Random grass sounds weird. Did you start on a new world without deleting the old ore files?

    It only scans the first time it encounters a chunk, so exploring new areas can cause lag. If you turn off axr for a world, it will start over though.

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

    Sweet plugin btw. My users were all like OMG LINK THE STONE BECOMES COAL!!! :p
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    #1 is not possible without some serious minecraft hacking, but there was someone who showed up here a while ago who was going to do just that, so it might be possible in the future.
    #2 doable, but not sure if its desirable, it makes it more obvious that the ore is popping up out of nowhere.
    #3 also doable, but not sure why that would be needed. If hte info isn't sent to the clients, then there is no way of finding those diamonds no matter how much you hack the client.

    That might be added later. chests have additional data and so require to be stored differently.

    Btw for those of you who are getting grass at spawn, what ore types do you get when you type /axr chunk

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
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    This plugin works great now and all the lag issues I previously had are gone. One thing though would it be possible to unload all the chunks after the plugin loads them so the server does not have 42000 chunks loaded and using 4 gigs of ram? If you added a way to make chests change to stone and save the inventory inside it would make this 100x better. Thanks again! :)

    Edit: For some reason "/axr chunk regen ore x z x z" is not working for me. "/axr chunk regen ore: is working though. Also when using "/axr off" with 42000 chunks loaded it causes the server to freeze and gives a lighting error.
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    so i get the out of memory error when i run with all my plugins, but when i just have axr in, it doesnt do that. I
    ll do one at a time and enable them all, but this leads me to believe that when i boot the server with axr+all plugins, it uses too much memory on startup.

    so new bug. When i /axr off, it a) lags everybody off the server and b) makes iron and coal and other ores end up FLOATING in the air. :confused: so i cant /axr off and disable axr to test stuff. :(
    It's either have axr on, or axr off with floating ores or axr off with no ores. :(

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
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    9 gold, 68 iron, 171 coal, 9 lapis, 4 diamond, 28 redstone and 0 glowing redstone.

    I've always been running this map.
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    42k chunks could impossibly use 4G, a rough estimation would be 500 bytes per chunk at most. So where is all the memory going? I suspect it is the way mc/bukkit caches blocks:
    I might have to do some minecraft hackery.
    I'll look into axr chunk regen ore. Server propably freezes because it takes a while to unload those. Chest inventory seems popular so I might just add it

    You could try starting the server with more memory:

    Have you removed a previous world and started on a new one without removing the ore data files? That has happened to me when I forget to remove the ore files, as such it will just get the old ore locations and put them floating in your world.

    Do you know under what circumstances it occurs? Any specific commands? Do you have to go near it? Or does it occur all the time? When you place torches? Anywhere else than spawn?

    Btw: if you regenerate ore on flattened/mined area, the regenrated ore may float

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
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    Not a previous world. Same world i've had for a month or so. Also im running with 9.5 GB of ram.
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    How come I still see a lot ores with Minecraft 1.4_01 XRay 12.7 SMP MOD? Also with 1 user online it uses 1032mb. Thanks
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    There is a bug with the new scanning algo. I'm fixing at the moment, and at the same time I'm attempting an experimental hack to circumvent the bukkit block cacheing system which should solve the memory problems

    Edit: Some tests I've done show also it should also speed up chunk scanning by ~10 times.
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    It seems when a chunk is unloaded then loaded again?
    I left the spawn area for some time, no one logged in before I got back to the area and some blocks had spawned. Wish I could find out more info for you. :(
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    I don't really feal like reading all this up now, running 674 and having the following problem:

    When i start it up for my survival map then it perfectly hides everything i setted it to in the config. Nice, so far. But when i, with xray enabled, walk into an area that wasn't in sight of me/another player at the time i did axr on world2 then all the ores are still visible. The region i walked on was "discovered" before (Generated?), so i guess it couldn't be the generation of a new chunk or something like that. Also on my considerably small map (66MB) with 12 players it takes 21 seconds to "start up". It's a rather strong maching with i7-950 @ 24GB Ram and the server running on a ram drive (tmpfs in linux).

    Is that known, or is it maybe meant to be only hiding resources in loaded chunks on start up?

    thanks in advance
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    It is suppose to hide resources when the chunks are loaded and at startup. What's taking time is scanning the resources, but this will only be done the first time the chunk is encountered. Exploring thus can cause lag spikes at times. scanning in 0.3.3 take around 1.5-3ms per chunk on my pc, but in the next version it will be about 0.3-0.4ms per chunk. There were several problems I encountered on trying to revise the scanning function, some which may have caused the bugs people have pointed out, including chunks with unhidden ore.
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    Plugin works like a charm. Thank you very much. :D
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    Maybe check to see if regenerated ore would be at least next to one block? instead of surrounded by air? I actually thought about that when you first made the regen ore possible but forgot to post. :) Its all theoretical! :()
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    req: turns all ores to coal/dirt
    Edit: hides them as it
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    Hmm with the new version 0.4 "/axr chunk regen ore x z x z" still does not work. When i type in "/axr chunk regen ore 4000 4000 -4000 -4000", it freezes for about 2 sec and nothing was regenerated. Am i typing the command in wrong? Can anyone confirm if it is working or broke?
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    For one thing it does not tolerate putting them in any order yet, smaller coordinate first. But watch out that's number of chunks, not blocks. Even with number of blocks that's big numbers and would freeze for a long long time. It takes as much time as it does generating a chunk to regen one chunk.
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    Could you explain what we are looking at when doing /axr map?
    It doesn't make sense to me, lots of 4's and 2's and different colors. :/
    Besides that, it looks alot better now on the memory usage, good job. ^^
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    Thanks :) The map is a bit experimental for now. It shows the number of chunks loaded within a 2x2 square of chunks. The colours are what material you have at the top of a chunk (it only looks at one block atm but I could make it check all the top blocks and see which one wins out.) Colours are configurable as well as map size.
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    I get this error upon startup on CB build 677
    2011-04-17 10:32:47 [SEVERE] Could not load 'plugins/AntiXRay.jar' in folder 'plugins': error in opening zip file
        at Method)
        at java.util.jar.JarFile.<init>(
        at java.util.jar.JarFile.<init>(
        at org.bukkit.plugin.SimplePluginManager.loadPlugin(
        at org.bukkit.plugin.SimplePluginManager.loadPlugins(
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(
        at net.minecraft.server.MinecraftServer.e(
        at net.minecraft.server.MinecraftServer.a(
        at net.minecraft.server.MinecraftServer.d(
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    How much CPU Does this take up?
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    Using CB#677 with NSWrapper 0.2 and AntiXRay 0.4 I'm getting this error. Odd thing is, the plugin superficially appears to be working otherwise. Could it be an incompatibility with another plugin? I'm also using AutoMessage, CommandIConomy, dynmap, Gimme, iChat, iConomy, LWC, mcbans, MinecraftRToolkit, MultiInv, MultiVerse, MyHome, MyWarp, Netstats, NoCheat, NSCommand, Permissions, PetitionPlugin, SimpleReserve, Stats, WorldEdit and WorldGuard.

    2011-04-17 12:18:20 [SEVERE] Could not pass event CHUNK_UNLOAD to AntiXRay
            at com.asdaarg.bukkit.antixray.AWorld.indexget(
            at com.asdaarg.bukkit.antixray.AWorld.indexget(
            at com.asdaarg.bukkit.antixray.AWorld.Unload(
            at com.asdaarg.bukkit.antixray.AntiXRay$2.onChunkUnload(
            at org.bukkit.plugin.RegisteredListener.callEvent(
            at org.bukkit.plugin.SimplePluginManager.callEvent(
            at net.minecraft.server.ChunkProviderServer.a(
            at net.minecraft.server.World.h(
            at net.minecraft.server.MinecraftServer.h(
    EDIT: Players have confirmed that it is indeed working in terms of hiding ores, etc., in the normal world. This errors nonetheless appears sporadically in the logs.
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    Did you download the entire file? Its 66533 bytes
  26. Offline

    The PC Tech Guy

    Show Spoiler
    AXR: Loading/Scanning Chunks - Please Wait. This may take anything from a few seconds to several minutes depending on how many chunks are loaded
    2011-04-17 09:35:26 [SEVERE] null loading AntiXRay v0.4 (Is it up to date?)
    at com.asdaarg.bukkit.antixray.AWorld.LoadChunkB(
    at com.asdaarg.bukkit.antixray.AWorld.loadChunk(
    at com.asdaarg.bukkit.antixray.AWorld.getBChunk(
    at com.asdaarg.bukkit.antixray.AWorld.Load(
    at com.asdaarg.bukkit.antixray.AntiXRay.axr_on(
    at com.asdaarg.bukkit.antixray.AntiXRay.CMD_axr_on(
    at com.asdaarg.bukkit.antixray.AntiXRay.onEnable(
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.a(
    at net.minecraft.server.MinecraftServer.d(
    2011-04-17 09:35:26

    Error appears on startup, using NScommand 2.0 and AXR 0.4, CB 677. I did have AXR 0.3.3 before, so does it have something to do with the old config files?
    (I wish this didn't have to depend on NScommand, I've got more than enough plugins already... but whatever)
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    Depends on your specs. The plugin has built in performance statistics.

    Yes, thanks for the bugreport. It occurs when you have debug turned off. Fixed in next update.

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


    Lets say i have a map thats 4000 in each direction from spawn. What should I type within "/axr chunk regen ore x z x z"?
  29. Offline


    Its going to freeze, kick you out and run for weeks trying to restore 16 million chunks, maybe an hour if you mean blocks. In the next version I'm going to implement background processes that you can start while continuing playing.
  30. Offline


    Ok :) it's blocks. So what exactly would I type to regen 4000 in each direction blocks?
  31. Offline

    The PC Tech Guy

    Ah, yes I remember turning it off because I didn't want a humungous log.

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