#help-archived
1 messages Β· Page 155 of 1
Im making a custom ban, any way to remove the "You are banned from this server. Reason:" message?
Okay guys, this is a difficult one.
Trying to find if a mobs bounding box would collide with the world at a given location
I've copied the code SpawnerCreature uses (Minecraft's own spawning system)
and it's given me this.
if (entityTypes.e() == EnumCreatureType.MISC) {
return false;
}
boolean colliding = worldserver.b(entityTypes.a(
(double)bpos.getX() + 0.5,
bpos.getY(),
(double)bpos.getZ() + 0.5
));
return colliding;
}```
However, colliding is always true
Except for slimes and spiders sometimes
I've got some displays in game to help me view where it's trying to spawn
They are 100% valid locations
It's 1.16 yes
And I'm using the entities collision box, but this is before the entity is spawned
private static boolean a(WorldServer worldserver, EnumCreatureType enumcreaturetype, StructureManager structuremanager, ChunkGenerator chunkgenerator, BiomeBase.BiomeMeta biomebase_biomemeta, BlockPosition.MutableBlockPosition blockposition_mutableblockposition, double d0) {
EntityTypes<?> entitytypes = biomebase_biomemeta.c;
if (entitytypes.e() == EnumCreatureType.MISC) {
return false;
}
if (!entitytypes.d() && d0 > (double)(entitytypes.e().f() * entitytypes.e().f())) {
return false;
}
if (entitytypes.b() && SpawnerCreature.a(worldserver, structuremanager, chunkgenerator, enumcreaturetype, biomebase_biomemeta, (BlockPosition)blockposition_mutableblockposition)) {
EntityPositionTypes.Surface entitypositiontypes_surface = EntityPositionTypes.a(entitytypes);
return !SpawnerCreature.a(entitypositiontypes_surface, worldserver, (BlockPosition)blockposition_mutableblockposition, entitytypes) ? false : (!EntityPositionTypes.a(entitytypes, worldserver, EnumMobSpawn.NATURAL, blockposition_mutableblockposition, worldserver.random) ? false :
worldserver.b(entitytypes.a((double)blockposition_mutableblockposition.getX() + 0.5, blockposition_mutableblockposition.getY(), (double)blockposition_mutableblockposition.getZ() + 0.5)));
}
return false;
}```
Relevant NMS code from SpawnerCreature (about line 220, depends on decompiler)
I don't have 1.16 downloaded, gime a sec π
No worries, thanks for the help @lusty vortex
I also have the de-obfuscated source function
Using proguard mappings
And from what I can tell nothing is out of place
I'm not even seeing a worldserver.b(AxisAlignedBB) function
Hi again, so I finally managed to use AWE for schematic pasting, but now there's an exception each time it tries to paste inside an unloaded chunk
Error message: [AWE] Chunk not found for [-8,-9]. Loading from async thread is not supported.
Anyone had this issue and knows how to fix it? Or do I need to manually load all the chunks before pasting?
Get an instance of it then Go To -> Declaration @lusty vortex
Or just go to ICollisionAccess.java
let me guess, is it JD-Gui
lmao
@lusty vortex Yeah just use ICollisionAccess then
@river cradle Use a Bukkit sync task instead of the while loop
http://www.javadecompilers.com/ god bless this site
CFR is the best imo
@tiny dagger Pinging because I know you're around and good with this stuff
HELP!!!!!!!
no
π¦
?paste
@tiny dagger scroll up, trying to figure out why a bounding box method isn't working as expected
@sturdy oar why does md5 host his own instance of hastebin lol
@tiny dagger Can this be used to check collision with blocks?
well yeah
@sturdy oar why does md5 host his own instance of hastebin lol
@wheat mirage for the spigot community I guess
@tiny dagger what?
Jesus this collision system changed
I don't see anything wrong with the code? Maybe try getCubes
@tiny dagger I'm trying to check if a bounding box collides with blocks in the world, you're not making any sense.
@lusty vortex Sorry don't understand what you mean by getCubes, is this a method of the bukkit / nms world?
https://paste.md-5.net/neburiveso.sql can you plz help
My main concern is why it works for Spigot / MC but not for me @lusty vortex
But I'll look into that, thanks
me?
@wheat mirage Maybe the chunks aren't loaded? No clue tbh. The code should work fine though?
@sand helm Your plugin isn't compatible with your version
@lusty vortex chunks are loaded
ok
anyway youi probably have a wrong WorldGuard version
you need to use 1.15.2 if you want to use latest WorldGuard
They're all valid locations, checked using particle debugs
Yeah probably a good idea
I'll let you know how it tests
@lusty vortex @tiny dagger Same issue, thinks it's colliding.
Is the entity spawned in already? It's not - right?
Do you get the collision even when there's no blocks within a 5 block radius?
but i think you need a location as well
He's got it on there
Have you debugged the actual points on the bounding box?
In case they're being set weird
Could be interesting
Not worked with bounding boxes before
Are they coordinates relative to the world or relative to the entity?
World
I'll toString bukkit's bounding box
Hopefully it prints nice
I think I can debunk that theory already actually @lusty vortex
The bounding box is returned by entityTypes.a, and the parameters are the same as it is in spigot
There's no way it could be affected by the entity not spawned yet
Trying anyway with getcubes
Okay
Works with getcubes
you need to set the position after getCubes is checked
as it wants relative to the entity's center, not the world.
Trying with the old code instead of getCubes to see if that's still broke
Yeah still broke
So getCubes works, Minecraft's code doesn't in this context
Wonder why
If you get any brainwaves, please let me know @lusty vortex , you've solved my issue by switching to getCubes, but I'd love to understand why the original is broken. Thanks!
@wheat mirage Sooo...
As it turns out
True = not colliding
False = colliding
Lmaooo
What the fuck
Why is getCubes different?
Or has my new code broken it so it now thinks it's always colliding
And therefore assumes it's clear
I'm ASSUMING getCubes checks ALL collision boxes
And it translates to "collides with cubes"
While the other might be "isNotCollidingWithBlocks"
π€·ββοΈ
You just fell victim to obfuscation is all π
Weird function to return true on for NOT colliding anyways
The original source isn't even that bad
but spigot's
EntityPositionTypes.Surface entitypositiontypes_surface = EntityPositionTypes.a(entitytypes);
return !SpawnerCreature.a(entitypositiontypes_surface, worldserver, (BlockPosition)blockposition_mutableblockposition, entitytypes) ? false : (!EntityPositionTypes.a(entitytypes, worldserver, EnumMobSpawn.NATURAL, blockposition_mutableblockposition, worldserver.random) ? false :
worldserver.b(entitytypes.a((double)blockposition_mutableblockposition.getX() + 0.5, blockposition_mutableblockposition.getY(), (double)blockposition_mutableblockposition.getZ() + 0.5)));
}```
This is the line I was de-obfuscating by hand
Almost impossible not to be confused
WHY IS IT ALL ONE LINE
They released the ORIGINAL? Or the mapped?
Yeah sorry de-obfuscated using the mappings they released
I haven't even seen the mapped yet. Heard a lot of talk about it though
It's pretty nice
Doesn't match up name wise to spigot
so can be a little annoying
but really good
especially since mcp gets a little worse each update as it's not being maintained
hi, i have a 1.16.1 spigot server and whenever someone throws an enderpearl into the outer end portal the server crashes every time
this happens:
java.lang.IllegalStateException: Removing entity while ticking!
does this happens on latest build without any plugin?
1.16.1, with 1 plugin by me so doesn't so much
@scenic osprey That doesn't look possible on the latest 1.16 build?
They've got type checks
if (entity instanceof EntityEnderPearl) {
Entity entity2 = ((EntityEnderPearl)entity).getShooter();
well
alright bots
HM
stop
rly
jus
its from get bukkit
.org
why is that blocked?
@lusty vortex
????????????
alriht
He posted em'
Yeah but I've got too many message.txt's already
java.lang.ClassCastException: net.minecraft.server.v1_16_R1.EntityEnderPearl cannot be cast to net.minecraft.server.v1_16_R1.EntityPlayer
at net.minecraft.server.v1_16_R1.TileEntityEndGateway.a(TileEntityEndGateway.java:160) ~[server.jar:git-Spigot-758abbe-2b00831
xD
what @lusty vortex
The error shouldn't be logically possible
They do a type check
Yeah I'm pretty sure he's outdated too
yes
Rerun buildtools, update
is there a newer build from 1.16.1?
always
If it makes you wait 20s, then yes
He's probably using a mirror website
i don't use buildtools bruh
Those still exist?
π€¦
but sure
they're illegal fyi
π€¦ββοΈ
lol
@scenic osprey Build tools is super easy to use, download and never look back
Yeah no kidding lol
java -jar BuildTools.jar --rev 1.16.1
Those mirror websites might give you some malicious Spigot
Download jar, run that cmd in cmd or Git bash or equivalent
I wouldn't trust them π€·ββοΈ
ehy guys do you want to download Spigot 1.17
Hi there, I was having issues with trying to teleport players from an asynchronous method. I was able to solve this thanks to a person here by making that method add the players to a queue and synchronously teleport all the players from the queue elsewhere. However, temporarily, the loop which attempts to loop through the queue blocks the main thread which stops important events and such from getting handled. Is there anything I can do about this?
Do you think spigot will ever be free of the DMCA threat? @lusty vortex
Even if they are, it'll still be copywrite infringement
Unless mojang secretly owns spigot too π
MD_5 is 200 IQ with copywrite laws now. You can't even submit a PR without going through a process lol
*studios
Legit if you host something on a Russian server, they'll ignore DCMA's
Russian's don't give a fuck
good morning everyone i have a problem with the chat in 1.16 i am executing comands but they don't work only works frome the console not in game how can i solved this
@river cradle Why is it stopping the main thread so bad? Is it a really intensive loop? Shouldn't be
Running Bukkit.getScheduler()#runTaskLater with a 0 delay should send things back on the main thread
That's my trick anyway
It's served me well
Just make sure anything you pass is thread safe
There's no FAST + performance way of teleporting tons of players
Running Bukkit.getScheduler()#runTaskLater with a 0 delay should send things back on the main thread
@wheat mirage Oh wait I can just call the player.teleport() from there?
Throw it on another thread and you'll create tons of tracker issues
Idk @lusty vortex Teleporting isn't that intensive, it shouldn't freeze the server for anymore than a half a second with even 50 players
Depends on hardware obvs
and yeah @river cradle
Oh thank you let me try that
Half a second is too long!
good morning everyone i have a problem with the chat in 1.16 i am executing comands but they don't work only works frome the console not in game how can i solved this
Lol, depends your use case
If freezing is too bad, teleport as many as you can get away with without delaying the tick
And split between ticks
@frigid ember Logs?
not error send in console
Could it be that I should just use runTask instead of runTaskLater with a delay of 0?
@frigid ember Any plugins? Could be CommandPreProcess event is being cancelled due to an outdated plugin
ok i send a log
@river cradle Yeah probably, not had to do it in a while
@river cradle Knew I'd thought this myself
I present to you the code for runTask()
return this.runTaskLater(plugin, runnable, 0L);
Lol.
@lusty vortex you'll get a kick out of that ^
Oh so it is litteraly a shorthand? Well problem solved then π
Hello, I'd like to use an event from another plugin of mine in the plugin im working on now, how would I go about telling Eclipse thats all valid? Ive added it as a dependency in plugin.yml already
runTaskLater with a negative time goes back in time. Crazy stuff
@light geyser Switch to IntelliJ, never look back. Otherwise, add as a maven dependency, but from your question I feel like you haven't ever used maven, in which case just add the jar as a dependency
Ah great, it seems like runTask is deprecated
Im using Gradle π
Ah, a normal runnable instead?
I did implements 'nl.thedutchmc.home' but I suppose thats wrong xd
Yeah, Bukkit Runnables are a different use case it seems
in build.gradle^^
I hate gradle and so does md_5
sorry, can't help ya mate
@light geyser Well actually I can, did you build your other project with gradle (or maven)?
Yep, all of them with Gradle
Strange, check if it's installed correctly and stuff
you may have got the wrong path
Assuming gradle is somewhat similarr
I use Gradle but can't help right now
its just yelling about Supplied String module notation 'nl.thedutchmc.dutchyhome' is invalid. Example notations: 'org.gradle:gradle-core:2.2', 'org.mockito:mockito-core:1.9.5:javadoc'
Oh yeah
π first time for me using my own dependencies in Gralde
You need to specify an artifact, and a version
Check your .m2/ for maven dependencies
Yeah it's invalid format lol
And whatever folder gradle uses
for it's
Or just like check your other project
Correct syntax is
<package>:<artifactId>:<version>
Enjoy @light geyser!
Artifcat id is like main class name or?
No, you should have given it an artifact id when you built it
π€ dont think I ever did
Or it'll just have given it a default name or something
Show me your gradle files for dutchyhome
Also, check your local gradle repo (I'm using maven knowledge here, I think gradle works similarly)
version = '1.16_1.0.3' version
Got that one, I suspect I could just add artifactId or name or something to that?
It should have built it somewhere
you can either build it again
and the logs will tell you
Isn't there a settings.gradle file or smth?
Also, CHECK YOUR LOCAL GRADLE REPO
there is, seems I can change it there according to stack overflow
Check there, it's good to be educated about where it will build your projects by default
I'm also curious!
WIll definitely check that link out, thanks!
@light geyser Lmk π
yep will do π
it takes long the first time you run that version
afterthat i think it's like 2 minutes or something
ah ok
the first time downloads a lot more stuff like the git and the nms
@wheat mirage you see my log ? i update now worldedit and guard and will try now
hm okay so after adding it correctly in Gradle, Eclipse still cannot find SuccesfulHomeTeleportEvent π€ why
ExploitFixer was the problem
O.o got it, @wheat mirage :
in DutchyHome:build.gradle:
-
added plugin id 'maven-publish'
-
added ```publishing {
publications {
maven(MavenPublication) {
groupId 'nl.thedutchmc'
artifactId 'dutchyhome'
version '1.0.3'from components.java }}
}```
then had to run gradlew publishToMavenLocal
On DutchyBack, which will use the events from this plugin, in build.gradle: runtimeOnly 'nl.thedutchmc:dutchyhome:1.0.3' in dependencies and mavenLocal() in repos
You shouldn't need to push to maven**** to build another gradle project
but it works O.o so im happy haha
Good for you
not optimal but
is play.spigotmc.org cracked / running in offline mode
Online mode I suspect
ok
Since thats what Spigot officially only supports
(though offline mode still works perfectly fine with Spigot)
ok I have a account I just wanna know
Hi, maybe an obvious question but I can't seem to be able to find an answer...
I'd like to have two servers with BungeeCord, but without a lobby.
(The idea is that the survival server is the main server, and people can use /creative and /survival (custom command aliases) to move to and from a creative server with the same seed.)
However, bungee won't start without a subserver specified as "lobby".
First of all, Id recommend Velocity over BungeeCord but,
try naming the survival server lobby in the bungee config?
its also a jar
I have a feeling he's running 1 Bungee instance, and two server instances
meaning you cant put another jar e.g. spigot/paper
try naming the survival server lobby in the bungee config?
@light geyser Yeah that's what I'm trying to avoid
And wants to get it to work without having to specify a lobby 'server' in bungees config
I have a feeling he's running 1 Bungee instance, and two server instances
@light geyser Yes
Sorry if that wasn't clear
yeah you know, you can just change backends server names right
imagine having no lobby
you don't need a "lobby" server
Looks like Fendi has more experience with Bungee than me, will leave it up to you π
BungeeCord is just a Layer-7 proxy and does not care about your network structure
you just need game servers that player can connect to
might be that in the bungee config there needs to be a backend server called lobby? even though it might not be a lobby per se?
Wait, if I set my survival's config to have priority 0 this won't occur right?
yeah i remember lobby being default name in the config
when a server restarts all the players will be redirected to another server if thats configured properly if not it will kick them to main menu.
let me look at config one second
wut
i already told you bungeecord is a proxy not a server jar
meaning you cannot join that server.
no im telling him that
Yeah but I don't need it
π€¦ goodluck.
512Mb no
i have a 4gb lobby lol
And don't want it to work like that as well
you ain't running no 1.15.2 server with 512Megabytes
1.16.1*
1.15 is so bad for running a server omg
but it's updated and safe
yes but nobody actually uses it as a server jar
well like i told you when a server restarts all the players will be jumped to another available server
you can also get bot attacked
thats why having a lobby is a must
you don't get botted on premium servers lol
wdym
or just have an authentication system that knows what a bot is and isnt
good luck botting a premium server π€£ ,
it's a 25$ per account attack, pretty expensive I'd say
you realize people can just buy alts for 99 cents
^
but then again only 10% of the alts actually work
I have AuthMe and it's offline mode if that makes any difference
Also so far I had the two servers on 25565 and 25566, I just wanted bungee as a simple solution to join them, thats it
no big network
why have a cracked server lol
offline mode isn't recommended
iw goodluck
if you want a cracked server you need some damn good firewalls
cough 150/day for less than $6.
and protection
offline-mode purpose is only for plugin testing, and running servers without internet connection.
So far I had no problem π I have an account, but some players don't and in Hungary most don't
accounts can get hijacked easily
so thats that
even on AuthMe
how
and offline mode for spigot is so you can connect them via proxy
Well if the hijacker know the password yes
you're going to have some issues with offline-mode, i just say Glhf
tfw all your plugins run off a backend api server and you cant get hacked rofl
and your network is offline-mode.
Mojang auth is already not the best, offline-mode makes it even worse lol
yeah youd better be off developing your own authentication system
What's wrong with mojang's auth?
I've configured 2FA for various networks, i'd say it's one of the best systems if you don't trust mojang
lots of things
[13:55:55 WARN]: Failed to handle packet for /127.0.0.1:61804
java.lang.NullPointerException: null``` Would this be a bug or?
Name 1
Session keys π. They're soooo broken on Minecraft.
Just to make your day, I'm running it on my own dedicated server pc, with regular consumer windows 10 on it
the legacy authentication? you can login with any account?
The fact that usernames aren't unique (while they wanted them to be) is already worrying you know
view that for more info on how retarded mojang's auth is
The fact that usernames aren't unique (while they wanted them to be) is already worrying you know
Who uses usernames?
Only UUIDs should be used
that's just an example, if their username API can break, their auth API can be broken as well
i remember how big of a pain in the ass it was to convert peoples data when username changes first came out
i was up for hous
looking for a permissions plugin
there's no such thing as a perfect authentication system with 0 vulnerabilities
there is
I'd say this to implement on your network.
- You need a Lobby! hackers can join in a server directly if you don't have a lobby they can join a server bypassing the auth then might try hijacking your account. thats whyu you need a lobby for them that needed to be connect. if they try to join survival they'll get blocked.
- Anti-VPN its cracked when they get banned they can easily rejoin back.
- Max-IP-Registeration.
- Use luckperms
But i cannot gurantee you to be 100% protected.
you dont need a lobby
i can run a server perfectly fine without one
you actually only need one spigot server to run bungee
his offline-mode
cant say ive ever used or liked luckperms, or any public permissions plugin for that matter
you realize if he hijacks your account he can grief all the builds in your server.
anyways i'll see you in youtube π
which is why you should run an online server
Well there is no protection at all, as the server is semi-vanilla
no, that ruins the experience
are you an idiot
thank you
a semi vanilla server can have some plugins
thats why its callled semi
ideally your vanilla server should be spigot, not normal vanilla
It has some plugins, just to make it work as a server. But no gameplay-changes.
yea
his an idiot lmao
you don't get it do you?!
its a serverside change
when your account get hacked they can do everything
even if you don't have op
once they get in
they'll destroy everything they can do.
stop being a cheap
and buy a lobby.
dont buy a lobby you dont need one
or add an protection
How will someone get in to your account..? (Given that you have a strong password)
which is called plug-ins
@fossil shoal https://github.com/nerdsinspace/leaky-leaky
patched only on 1.8 servers
firewalls are your buddy
@frigid ember I did not react to this, I mean I have no "click here and there with your shovel to reserve an area for you", therefore it doesn't matter what account the hacker gets, he can modify any block.
add 2fa
that sounds like a personal problem
I do have plugins and could enable 2fa, i have no problem with that
I don't know why you assume I do
anyways its up to you if you don't listen. we are trying to help you and giving you options.
What do you guys mean 2fa? Asking for a password?
otp
The two tips I rejected were
- lobby server (not needed)
- online mode (some players don't have accounts)
Everything else is appriciated. Don't have to be such aforum policy
then he has to type it in-game.
What servers actually do that?
i do it
for staffs or owners only
so does mineplex
i have to 2fa my acc everytime i try to join my network
2FA is required for even beta testers on my server
There are tons of ways to bypass AuthMe and thats not gonna help you.
GLHF
that's all.
https://github.com/nerdsinspace/leaky-leaky
So someone can just get access to my account?
Patched in 1.16?
on top of 2FA, you should have a Rest API server
you need a proper firewall protection and a 2fa custom-coded.
not sure
i could give you one, but that will cost you $75
but you wouldnt know how to set it up
There are tons of ways to bypass AuthMe and thats not gonna help you.
@mellow bobcat
As a given, only registered users can even join, everyone else is kicked. I register them manually after a Google Forms audit. It's a small survival community with a creative server for testing.
so its whitelisted?
Pretty much
and you plan to make it a public server?
Its already public
looool
But you have to register, and players get added manually
when new players try to join your server they can't join you only have a banner and an ip on the forums some don't review the server and try to read shit so it's a 50/50 playerbase for you.
How else would you run a free world with no build protection? I don't get your problem.
i would have 2fa
Sure
i'm gonna say 70% of it will not read the infos and just say oh well i can't join this server well might as well ignore it.
so gl
unless you put a info on MOTD
on how to join
It's on there, you guessed right π
and having whitelisted will not protect you from getting hijacked.
your account is whitelisted
Should ItemStack#addUnsafeEnchantment(Enchantment.DURABILITY, 10) work on all items? It doesn't appear to be doing anything on a nametag
yes it should
well I guess it isn't lol Β―_(γ)_/Β―
this.active = new ItemBuilder(Material.REDSTONE_TORCH)
.setName(display)
.setLore("&7Click to select this title", "", "&a&lACTIVE")
.setGlowing()
.build();
Someone can just join as you and woop your server @floral bay
so GLHF
public ItemBuilder setGlowing() {
item.addUnsafeEnchantment(Enchantment.DURABILITY, 10);
return this;
}
didn't work with luck either
I think I know why it isn't working
Someone can just join as you and woop your server @floral bay
@mellow bobcat Can they bypass the authme password check?
no
unless they guess the pass
I think I know why it isn't working
@dusty topaz did you set item meta?
ItemStack#addUnsafeEnchantment doesn't need me to set the meta
but I think that is part of the issue
as I am setting a meta over it after, so it removes the meta with the enchantment
so I'm going to try with meta#addEnchant
no
dont know the problem then
unless they guess the pass
@frigid ember I'll enable authme's email 2fa then, if this becomes a problem.
@frigid ember I read the info about leaky leaky, one thing I don't understand, can a user choose what authentication system is used?
But even if a use can do it, can't mojang just remove the legacy auth system? Or at least remeake it
im almost positive its patched
Hey there!
I want to code my own chair plugin. (using spigot 1.14.4)
But somehow the player wont get teleportet onto the stair.
Heres the code: https://pastebin.com/7Rn0VXmf
I would be glad if someone can help! π
wrong discord server mate.
i honestly wouldn't think someone would read his msg all the time
he needs like a proper channel
so everyone can see him
@frigid ember Why do you teleport the player?
Oups forgot to delete this line
I canβt generate a valid javadoc using buildtools
Thatβs a bug. Meant to report that. Will do it today
You can generate the docs if you also build CraftBukkit
So java -jar BuildTools.jar βcompile craftbukkit βgenerate-docs
(With a rev in there obviously)
just fought the end dragon and the end fountain didn't spawn, is this a known bug?
Ehm... there were changes to end portals recently, though I don't think anything was added to prevent it. Let me test real quick
Portal generates okay for me on a fresh world
hrm, strange
I'll try with the specific seed I have and a fresh world
yeah seems to be working for me... I used a world pre-generator, I'm thinking that might have done something screwy
That's possible
wonder if I can manually create it
I want to give spiders potion effect of invisibility forever. So what will be the duration
I'm looking at the InventoryAction constants, and I see there is this PICKUP_ONE one, and the javadoc reads "One of the items on the clicked slot are moved to the cursor.", now I've been playing MC for quite a long time, and I reckon that picking up just one single item from a stack isn't possible, when would this action be triggered??
Should I give something like in negative?
Integer.MAX_VALUE
Might as well
Ohh thanks
@frigid ember
oooo
Basically it's an edge case
i do not know if i sent right support email about my issue
@subtle blade hey
how are u
is there a plugin that kicks a person when they run /disconnect?
Ummm how can I make mobs attacking me give me potion effects. I'm sorry but I'm new to plugins
https://i.imgur.com/YvmpHTb.png in the latest version, I believe is caused by https://github.com/SpigotMC/BungeeCord/commit/1d40b8a88a3b62a1c1a58fa47e8e3fbaeb383de9, namely https://github.com/SpigotMC/BungeeCord/blob/1d40b8a88a3b62a1c1a58fa47e8e3fbaeb383de9/proxy/src/main/java/net/md_5/bungee/util/ChatComponentTransformer.java#L109 as it does not check if there is a hover to to transform
I'll try
Is there a function in spigot that shows the TPS?
Then how can I get it
choco how are you
oh
π
someone has beat me to it
Oh then you're all good! md will tend to it when he wakes up
Until then, you can revert to a slightly older builder of BungeeCord
At least if it's causing you any issues
We intended to do as much, just wanted to report it. I added additional info to the issue, thanks for your help tho.
Perfect π
also
is there a way to disable join messages in bungee?
they are so annoyinggggggggggggggggg
Should I make a new class for EntityDamageEvent
Put your event listeners wherever they make most sense to you
The EventHandler system was added so there didn't have to be one class for every single event
o/
π
@weak violet i recall seeing a nms method (I think at the nms getServer equivalent) that had something to do with tps
Hmm ok I will check that later
still can't find a way to edit this attribute .-.
@naive goblet this is the blue attr that i was mentioning btw
Why when a user join to my server get kicked
Do you have whitelist on?
No
Hm, maybe you have a plugin that does it
I have a neteork
yeah seems to be working for me... I used a world pre-generator, I'm thinking that might have done something screwy
@subtle sundial sooo... long story short
Network
my world generated with the end_gateway_position at 0, -1, 0
which meant the end fountain did not work properly at all
What network
Huh... that's a strange world generation lol
I downloaded NBTExplorer, opened up the level.dat for the primary world, set it to 0, 63, 0, which is the correct value for my seed
?
Yep
manually built an end fountain
and then the end crystals correctly spawned & despawned the portal
Are you just hosting the server on cmd or on a hosting?
Ok, what hosting
Bashnode
Is the BungeeCord port forwarded?
Yeah
I have 8 servers conected
But
When a player try to connect to survival 1.16 or mods server
Got kicked from server
Hm, so they can connect to the bungeecord but not from the "survival"?
Strange, maybe try going to the config of the server you're having a problem in
Send me the ip of it, ill try and check
Does your friend have the mods and the correct version of the game
Yeah
All
See
If a player try to goin whi bungeecord
Cant
But
If they try whit server ip
?
When i click the server selector and choose the survival game, it doesnt kick me
Nothing happens
it might be your config
ik, i already joined in it, i didnt have issue.
Does anyone know how to adjust the speed of a horse?
@frigid ember what wdym
I have a horse entity - I want to adjust its max speed
h.getAttribute( Attribute.GENERIC_MOVEMENT_SPEED)
ofc
Thanks Ixxa
you know how to code right?
I haven't messed with the bukkit api regarding horses much
Not sure if it returned an enum, an immutable object, etc
ok
@subtle blade do you know the attribute for genericdamage?
see
Isn't it just GENERIC_ATTACK_DAMAGE?
yeah, i forgot thanks
One more question @opal heron @subtle blade can we serialize out the attribute objects and save them to a db?
but in the server consol say that i disconect
really hope they implement serializable...
yeah
if that's the case, then the player is the one having the issue
probably. you'd have to do the serialization yourself. Though there's no real reason to. Everything is saved in the world
The world will be reloaded though choco
regularly. And I need the modified horse attributes to persist world reloads
If thats still the wrong approach please let me know. I don't want to do something stupid with persisting entity data
I dont know how to fix your problem, EL. I tried lots of questions
You can ask Choco
Or try inspecting your configuration in survival server
frick i forgot which nms version to download for spigot 1.8.8
@lone fog The entity will be removed when the server shuts down
an entirely new world from backup will be loaded up
it will be the "same" world, but it will be from a backup prior to any players manipulating the world
no because players will make adjustments to the entity while the game is played
The changes to the entity need to persist
the map changes will not, and will be rolled back to a previous version
Did you import it? lol
oh
Which NMS do i use again for 1.8.8 spigot?
Or import the right Listener?
(1) Make sure it's importing Listener from the right package
(2) Save the file if you haven't already
(3) Rebuild your project
I don't use IJ, I don't know what kind of fuckery it does
Yeah, so clear IJ's caches or something
/give yungduh white_banner{BlockEntityTag:{Patterns:[{Pattern:hh,Color:15},{Pattern:hhb,Color:15},{Pattern:sc,Color:14},{Pattern:cbo,Color:14},{Pattern:cbo,Color:15},{Pattern:bts,Color:15},{Pattern:bs,Color:15},{Pattern:bts,Color:14}]}} 1
I need help this isnt workin
Is there a way to decompile 1.8.9?
@opal heron Are you talking about client or server
is there a way to disable join messages in bungee?
they are so annoyinggggggggggggggggg
imagine looking at the config
what?
pretty sure that disabled the pings
Am I able to test if plugin.saveDefaultConfig(); created a new config file? I want to add some default values without overwriting any existing ones.
does anyone know how i would get the server's ticks per second? this seems to not work anymore https://www.spigotmc.org/threads/get-the-actual-ticks-per-second-tps.359625/
Bukkit.getServer().spigot().getTPS()
you can always use reflection
i think it was MinecraftServer.recentTps (should be an integer array of size 3)
Fendi how are you implementing 1.16.1 colorcode support
I'm not ez
:7
I use kashike's text api btw
but I have no need for 1.16.1 rgb colors, so I just left everything as before
i think it was MinecraftServer.recentTps (should be an integer array of size 3)
@sturdy oar can you give me an example i cant find it
Hmm
one second i gotta decompile spigot
at 0 you find tps in the last 1min, at 1 you find tps in last 5 min, at 2 in last 15 minutes
if i remember correctly
I don't know if there's any better way to get TPS, but that's how you would get them with reflection
does anyone know if playerdata can change the console being broadcasted to ops in chat?
@sturdy oar im not seeing recentTps, i have TPS and TICK_TIME
tf
its there
public final double[] recentTps;
im doing something wrong
oh nvm
lol
it says non static recenttps cant be reference to in a static context
You need an instance of the server
((CraftServer) Bukkit.getServer()).getHandle().recentTps
i just wanted to put the tps in the tab list
i mean Choco this would work as well
try {
Class<?> MinecraftServer = Class.forName("net.minecraft.server.v1_16_R1.MinecraftServer");
Field recentTps = MinecraftServer.getField("recentTps");
} catch (ClassNotFoundException | NoSuchFieldException e) {
// no u
}
@sturdy oar yep
i forgot how to do it but in my past experience i never encounter decompiling 1.8.9 to create a client
net.minecraft.server.v1_16_R1 isn't a class, it's a package. Though that's also hardcoded. At that point you might as well just fetch it
I tried using mcp918 since its the closest to 1.8.9 but when i changed the whole thing, it gave me bunch of errors
yeah my bad i forgot the class name lol
Would it be possible to give other items the same properties as netherite items (swimming in lava etc) or is that something I would have to do a feature request for? Or is it even possible with plugins?
yeah that is something i did ask as well, i'm curious of how the "unburnable in lava" items have been implemented
I would assume itβs a Material property?
Oh man I refactored a large part of my serialization classes and made a lot of them extend a main storage class but deserialization stopped working I didn't realise I needed the 'Map<String, Object> map' constructor in each of the subclasses too π€¦ββοΈ
yeah that is something i did ask as well, i'm curious of how the "unburnable in lava" items have been implemented
Alright I guess I will do a feature request then
I'll take a look on the server
Though I don't think it will be added. You have ItemBurnEvent iirc
I'm looking at server as well im not having luck
Yeah but cancelling that makes them invisible
Sounds like a client desync
if the client wants them to burn there's not much you can do server-side i bet
Looks like all the unburnable items call .a() in their constructor
you mean public Info a() { this.g = true return this }
?
Probably
i have no idea what that does xd
Looks like it just sets a boolean
Yep. That's the one
Shame it's not an NBT tag
EntityItem overrides isFireproof()
Returns that property
We can probably add a method to Entity to set them as fireproof
plz do
At least that way you can listen to a spawn event for items and set it that way
Much more control too
Wait can it be set per entity?
Absolutely
That would be great
public boolean isFireProof() {
return this.getEntityType().c();
}```
We can change that
public boolean isFireProof() {
return this.getEntityType().c() || spigotIsFireproof;
}```
Ah I was looking in the Item class
I think we should also have a Material.isFireProof
i bet the client won't like it though
Probably not, Alex
Is it the same fireproof that some of the nethermobs have?
Get the client beating stickβ’οΈ
fk the client 111!1
It's the netherite items fireproof @forest plaza
I thought it was on entity level?
Can we set mobs foreproof too then?
EntityTypes constants make a call to c() upon construction which sets that boolean property
Well that's why I suggested just doing it on the Entity class
Theoretically, all entities can be fireproof
Huh, interesting
Lemme write a PR and see how much the client hates it lol
I have a feeling that for all entities, client will be fine. With the exception of items
Impressive how active you are. Thatβs the second feature I requested and you worked on both
I am trying to connect to a server via bungeecord but im getting this error in the bungeecord console:
https://paste.ajg0702.us/cipovucose.bash
Connecting to other servers work fine, just this one. what could be the issue?
Are there any guides as to how to secure a bungee server and stop people from getting on the server with offline accounts and such?
sending some kind of malformed chat looks like
how do I change the "no permission" message?
@frigid ember block access to the spigot server port
how does one go about that
what OS
ubuntu
Dilemma. Do I replace the fireproofness with CraftBukkit's boolean or do I || it?
Replace
because Bukkit might be inconsistent here
Yeah, I should replace actually. Otherwise you wouldn't be able to set netherite tools to not be fireproof
iptables @frigid ember
If you replace it you could in theory disabl- yeah that
what about if I'm running on two different machines
you can still firewall off the port to anything not the bungee's IP
Yeah, I should replace actually. Otherwise you wouldn't be able to set netherite tools to not be fireproof
@subtle blade would be a nice feature to have some of the nethermobs burn as normal too
π
what are you tracing
This is for the test plugin lol
Gonna run a command and set fireproof state on the entity I'm looking at
oh neat
Pretty sure world has a raytrace method
Lol that'll do
It does, but it's for blocks isn't it?
FUCK
Welp
Too late now
LOL
F
hello, anyone knows hot to block the /list command? the console keeps spamming
heh, multicraft
wait... my method won't even work lol
You can disable "Crash Detection" in the advanced settings on the main server page
crash detection?
Why do it that way when you can just listen to item drops?
Ah right
Dilemma. Do I replace the fireproofness with CraftBukkit's boolean or do I || it?
@subtle blade I was just thinking, maybe instead of replacing, compare them first so netherworld still doesnβt burn by default?
Wow nice
Don't worry I took that into account π I set the default fireproof value to what was being returned in either method
Interestingly enough, you can set a wither skeleton to be not fireproof in the overworld and it will start to burn like a zombie
That's neat
Lemme test items now
Yeah, suspicions were correct. Client has the item disappear
Though it's still there on the server
f
Just fix it smh
So I can burn the item and it will disappear, but I can go pick it back up despite it not being there on my client
Can you send a packet to the client to restore the item?
Thatβs what happened when you cancelled the burn too
Not really, no, Coll. I mean... yes? But no. You'd have to continually spam the packet
It's just not worth the effort to do that
Interestingly, netherite tools can't be set as non-fireproof
I think I messed up the boolean
Or it isnβt the right one and only for mobs?
No I'd made sure it was set in the constructor properly
where do I find the Crash Detection setting?
well, I can't see that option in my panel
Did you click to shop advanced settings?
no
He meant show not shop
Oh, yeah of course I click to show all the advanced settings
It's says the Memory, Unauthorized Kick Delay, AutoSave and Announce Save World options
Ah I know why it's not being set
The datawatchers haven't been set by that point yet
What are those?
