#help-development

1 messages · Page 976 of 1

vast ledge
#

Have you seen the grappling hook on hypixel?

proven musk
#

i haven't

honest echo
#

it feels good

vast ledge
#

Yea

proven musk
#

i should look at that

vast ledge
#

When the server isnt dying

young knoll
#

That one doesn’t pull you towards the hook though

vast ledge
#

Yea, it just launches you

young knoll
#

It just launches you when you reel it in

honest echo
#

yeah

young knoll
#

Well, the skyblock one anyway

honest echo
#

it launches you to the direction of hook

proven musk
#

thats how it works in wynncraft too

vast ledge
#

I worked together with a friend on that

#

Look at the event part, its pretty simple

proven musk
#

idk if I want it to work like that 🤔

vast ledge
#

Well thats something near the hypixle one

proven musk
#

but thanks

#

something to consider

#

I could also try adding to the velocity based on the players current velocity away

#

whats the best way to make a line render between two entities? A leash?

vast ledge
#

Yea probably

proven musk
#

I wonder if theres a packet way to make a guardian line track the player

honest echo
#

make it invisible

#

and set target to player

proven musk
#

wont it damage the player

honest echo
#

and cancle guardian's movement and attack

proven musk
#

oh

#

thanks

vast ledge
#

First response

#

has a tutorial, and a pre-created util class

proven musk
#

for some reason when the hook is in the players velocity is like?

#

set to 0 every frame? its as if its getting the velocity from the last from and using that for the current one

#

dw about audio in clip lmao

vast ledge
#

Among us

#

channel smiz7y?

proven musk
#

nah

vast ledge
#

Forgor

#

the thing where you get loot and sell

#

Lethal company

proven musk
#

im watcvhing a stream yes

#

anyway im confused

vast ledge
#

Me to

proven musk
#

I removed modifying the velocity and it still does it

#

i did it before and it worked

vast ledge
#

Unsure

proven musk
#

weird, setting it each fram might just fuck up movement

#

ok I cannot figure out how to make it work like before

#

does anybody know the scaling of the velocity?

#

is it like blocks/tick blocks/s or something else

#

and also how strong is gravity

chrome beacon
#

The Minecraft wiki is great for finding such information

proven musk
#

I wasn't sure if velocity is the same as motion

chrome beacon
proven musk
#

ty

lethal coral
#

how can I load a world from a file path?

eternal oxide
#

you don't

young knoll
#

WorldCreator

#

Gonna need a folder path tho

lethal coral
eternal oxide
#

WorldCreator only accepts a String world name

lethal coral
chrome beacon
#

Can't use windows path with \

#

gotta use /

#

also it's relative I believe

tardy delta
#

why arent you using lambdas

hollow haven
#

Ok, so. I'm at my wits end. My plugin keeps being large... Like. Around, 17mb large? I know it has to do with dependencies, but I just can't figure out how to optimize them, or how Maven works really

eternal oxide
#

no

ionic thicket
#

?paste

undone axleBOT
ionic thicket
#

?img

undone axleBOT
#

Can't send images? That's because you're not verified! Use !verify to complete verification.
Alternatively, you can upload screenshots to any image hosting site and share the link.

Here's some screenshot utilities that you can use to upload images.
Lightshot: https://prnt.sc
Imgur: https://imgur.com/upload
Flameshot: https://flameshot.org

eternal night
#

Predicting this to be deprecated for removal on paper API

ionic thicket
eternal oxide
eternal night
#

I mean, what API version do you depend on

#

It was released mid 1.20.4 iirc?

#

(on spigot at least)

ionic thicket
#

spigot api 1.20.4 r0.1 snapshot

#

if that's what you mean

eternal oxide
#

do you also have vault as a dependency?

ionic thicket
#

wdym

eternal oxide
#

in your pom/project. Do you also depend on Vault

#

the plugin

ionic thicket
#

no

#

not using it

eternal oxide
#

?paste your pom then

undone axleBOT
ionic thicket
#

got no pom

#

💀

eternal night
#

Your build.gradle.kts then

ionic thicket
#

got no that

eternal oxide
#

i'm going to guess you added spigot.jar to yoru project manually?

eternal night
#

Ah

eternal night
#

Yea so

eternal oxide
#

?bootstrap

undone axleBOT
#

Bootstrap Jar
The main spigot-1.18.jar is now a bootstrap jar which contains all libraries. You cannot directly depend on this jar. You should depend on Spigot/Spigot-API/target/spigot-api-1.18-R0.1-SNAPSHOT-shaded.jar, or the entire contents of the bundler directory from your server, or use a dependency manager such as Maven or Gradle to handle this automatically.

Please read the release notes for further information: https://www.spigotmc.org/threads/9-years-of-spigotmc-spigot-bungeecord-1-18-1-18-1-release.534760/#post-4305163

eternal night
#

That's a mistake

#

Lol

ionic thicket
#

build path configure stuff... spigot server

eternal night
#

Use a proper build system to manage your dependency

#

Your jar might just be outdated as fuck

ionic thicket
#

where can I learn this?

eternal oxide
#

?maven

undone axleBOT
eternal night
#

Merci for the link XD didn't know the command

ionic thicket
#

guess it's time to lol

lethal coral
knotty aspen
#

I remember there being something being very broken about loading worlds from outside the main folder, but I don't really remember what exactly

carmine mica
#

can't you do absolutely wack things like create a world named ../../../../../../../whatever and stuff?

lyric hearth
#

hi! anyone know if there is any way to maintain the nickname of the player white while we change the color of the scoreboard Team? Without use of packets

glass sentinel
#

anyone know how to move schematic pasted using my plugin down 1 block every like 2 seconds? every method i tried caused server to crash

drowsy helm
lyric hearth
obsidian wolf
#

File 1: The texture
File 2: The thing i need help on

remote swallow
#

go to view and enable file extensions

#

then modify the .txt

gloomy ocean
#

How do you make a trident texture?

lost matrix
gloomy ocean
lost matrix
gloomy ocean
#

The trident model and the one in your hands are different, because mc doesn't just extrude them

young knoll
#

It’s an entity texture

#

So it’ll be somewhere with the other entities

proven musk
#

so whenever I get and then set the players velocity they are no longer able to move with wasd

#

how would I let them

lost matrix
#

Dont overwrite their velocity. That should help

proven musk
#

💀

#

so what do I do instead

#

how do I change their velocity every tick

#

is that impossible

lost matrix
#

To achieve what exactly?

proven musk
#

i just want to add a force

#

im just adding to the existing velocity and then setting it back. Hell even if I dont do anything to it it still cancels movement

lost matrix
#

If you want to add a force, then take what they have and add your force to it, instead of completely overwriting their movement with your force

proven musk
#

thats what im doing? I thought so

#

even if I remove the second line it does the same thing

chrome beacon
#

So what exactly is the goal? Why are you trying to add velocity

proven musk
#

grappling hook

lost matrix
#

When are you adding this velocity?

proven musk
#

in the code I showed

#

velocity = velocity.add

#

oh

#

this is in a scheduled runner

#

thats probably the issue huh

lost matrix
#

A sheduler schould work just fine for that

proven musk
#

lemme show the actual behaviour in game

#

and when i remove the velocity push

lost matrix
#

This looks completely fine to me...

proven musk
remote swallow
#

Apply the velocity towards the arrow and run the scheduler more often

proven musk
#

this is when I literally just get the velocity and then set that same velocity back

#

without any modification

#

you can see the issue

#

its like reseting the movement idk

proven musk
lost matrix
#

Just... create a vector towards the arrow, give it a fixed length and add it to your current velocity.
I would not add any velocity if the player is currently on the ground.

proven musk
#

thats not answering my question

#

why does setting the velocity to the players current velocity fuck up the players movement

#

when you shoot the arrow all your running speed is just stopped

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even if I dont modify the velocity at all

lost matrix
#

It shouldnt

proven musk
#

it does bro

#

ok my guess

#

is that by the time the player gets the packet for the velocity change its already been a bit of time

#

so this might not be super possible

chrome beacon
#

It will always be a bit janky

#

As you said the client controls the movement so it will be thrown of if the velocity is forcibly changed

proven musk
#

yeah

chrome beacon
#

Especially if you do it every tick

lost matrix
#

Have you tried using the PlayerMoveEvent for this?

proven musk
#

that might help but I think ill try something else

proven musk
#

I got kicked for flying on my own server

#

what causes being kicked for flying?

#
for(float i = 0;i < d.length();i += 1) {
      player.spawnParticle(Particle.SMOKE_NORMAL,player.getEyeLocation().add(d.normalize().multiply(i)),1);
}
#

im trying to spawn particles in a line but

  1. only the first one spawns
  2. it has a random high speed
worthy yarrow
young knoll
#

Ur a sweaty gamer

young knoll
worthy yarrow
nova notch
#

normal rain looks better tbh

#

those drops are like hail size

worldly ingot
#

You know what would make that effect way sicker?

#

If you were 1/10th the size

worthy yarrow
#

Well there are going to be different "stages" if you will, randomized ofc during each season so spring for example might start a light rain as seen above or perhaps a heavier rain which will just come with particle density... As for the case of which particle to use, I'm still experimenting

nova notch
#

my brother in christ do you need help or are you just gonna spam videos

#

i also still think vanilla rain looks better

worthy yarrow
#

I really wanted to say something mean but decided against it

#

The only help I need is figuring what would make this look better... hence the visual aids

lost matrix
nova notch
#

WHAT

#

nah aint no way thats a thing

worthy yarrow
#

It's gonna be

nova notch
#

how have i not heard of this

lost matrix
#

Noice. Together with the item component system thats gonna be a lit update

worthy yarrow
#

Late to the party I suppose

nova notch
#

wait is it already in the snapshots then?

worthy yarrow
#

I swear I saw smile messing with it a while back

lost matrix
#

Yeah. And also a ton of other new attributes like "reach" which lets you place blocks further away

worthy yarrow
nova notch
#

does api stuff come after full release or is there api for snapshot features already

lost matrix
#

Block breaking is also influenced. Attack distance is a separate attribute that comes as well.
Gonna be nice to have some variation in the combat system. Imagine having spears with a longer attack range but slow attacks
vs daggers with a short attack distance but ADHD 1.8 attack speed

worthy yarrow
#

I mean

#

I feel like people are gonna be breaking pvp all over servers haha

nova notch
#

you can basically do that already but thats a nicer way to do it i guess

nova notch
worthy yarrow
#

True

lost matrix
#

XDD this might be fun

worthy yarrow
#

Imagine itemstacks with no gravity

#

space server dreams

lost matrix
#

Or a planet system with its own biomes and gravity

nova notch
#

step height is also a thing?!

lost matrix
#

Ouh... custom break speeds are gonna be way easier.
Or protecting certain regions in factions where you have 90% less break speed

young knoll
#

Sadly only living entities can have attributes

#

No low gravity boats :(

lost matrix
young knoll
#

It’ll come after full release

nova notch
#

aw man

#

approximately how long does it generally take to have all the new stuff be stable enough for us normal people to use?

lost matrix
#

?eta

undone axleBOT
#

There is no ETA. Having an ETA leads to unrealistic deadlines, false hope, and a bad product. It will be ready when it's ready.

lost matrix
#

Usually its released quite quickly, but this is a pretty big update with lots of internal changes. So might be a while.

nova notch
#

oh yeah i guess it is a lot bigger than most updates

#

ok makes sense

worthy yarrow
#

https://paste.md-5.net/ehowevaroq.java

Can I get some notes on this? Also I need some help with autumn effects, I was trying to use isOccluding to determine if they're like under a tree but it doesn't seem to work

icy beacon
#

Will it do nothing?

wet breach
#

assuming there is even a spot to put attributes to begin with

slender elbow
#

you can't

lethal coral
#
    @EventHandler
    private void onInventoryClick(InventoryClickEvent event) {
        ItemStack eventItem = event.getCurrentItem();
        if (eventItem == null) return;
        for (ItemBuilder.Item item : UNTOUCHED_ITEMS) {
            ItemStack originalItem = item.getOriginalItem();
            if (eventItem.isSimilar(originalItem)) {
                event.setCancelled(true);
                return;
            }
        }
    }

Why does this code work fine in survival, but when I'm in creative (the goal for this event), it doesn't work and the item duplicates

worthy yarrow
#

Do a check if the player is in creative and cancel the event then with a "you cant do this in creative" and return

lethal coral
#

☹️

worthy yarrow
#

Even if you cancel and return early?

lethal coral
#

wdym early? that loop is just for comparison purposes and the return just ends it all so it doesn't keep going

worthy yarrow
#

Right you do a check for the players gamemode before this logic and return there (early) if they are in creative

#

well

lethal coral
#

🤔

worthy yarrow
#

That's the issue with creative

#

InventoryClickEvent is buggy in creative

worthy yarrow
lament tree
#

why not just

#
@EventHandler
public void onInventoryCreative(InventoryCreativeEvent event) {
    Player player = (Player) event.getWhoClicked();
    ItemStack eventItem = event.getCursor();

    if (eventItem == null) return;
    for (ItemBuilder.Item item : UNTOUCHED_ITEMS) {
        ItemStack originalItem = item.getOriginalItem();
        if (eventItem.isSimilar(originalItem)) {
            player.sendMessage(ChatColor.RED + "you cannot do this in creative mode!");
            event.setCancelled(true);
            break;
        }
    }
}
#

oops

#

ok there

worthy yarrow
#

Oh I forgot about that

lethal coral
#
    @EventHandler
    private void onInventoryClick(InventoryClickEvent event) {
        ItemStack slotItem = event.getCurrentItem();
        if (slotItem == null) return;
        ItemStack cursorItem = event.getCursor();
        for (ItemBuilder.Item item : UNTOUCHED_ITEMS) {
            ItemStack originalItem = item.getOriginalItem();
            if (slotItem.isSimilar(originalItem)) {
                event.setCancelled(true);
                return;
            } else if (cursorItem.isSimilar(originalItem)) {
                event.setCancelled(true);
                return;
            }
        }
    }
worthy yarrow
lethal coral
#

it doesn't

worthy yarrow
#

Why

lethal coral
#

because it duplicates the item...

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by just left clicking on it

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not middle clicking

worthy yarrow
#

I'm not sure man I'm a bit cooked right now

lament tree
#

makes no sense bruh

#

why is it duplicating

lethal coral
#

because the creative inventory is silly

#

but I bypassed it

#

covers all of the cases for clicking

#

offhand event is another thing but there's nothing that needs to be done for bypassing there

#

the key part is to set the slots back every time, otherwise in certain edgecases (typically having to do with a combination of the drop and click event) you can lose the item entirely

lethal coral
lament tree
#

oh you're talking about individual

#

im so sorry

#

I basically fed you crap

lethal coral
#

you're good! I appreciate your help

lethal coral
# lethal coral https://paste.md-5.net/juhorovege.cs

for anybody who stumbles upon this issue and code in the future, this is the last event I added for another edge case:

    @EventHandler
    private void onInventoryClose(InventoryCloseEvent event) {
        Player player = (Player) event.getPlayer();
        if (player.getWorld() != plugin.getSpawnWorld()) setItems(player);
    }
icy beacon
charred blaze
#

how do i set glow color??

eternal oxide
#

using teams

nova notch
#

Looks like someone forgot to enable 2FA

rotund ravine
#

Gogo @austere cove

austere cove
#

Done

charred blaze
eternal oxide
#

use teh main scoreboard

#

else you have to add everyone to your new board

#

and you are currently creating a new scoreboard every method call

#

lastly, try to get the team before you add new. they are persistent so creating one that already exiusts will error

#

iejava if ((team = scoreboard.getTeam(TEAM_NAME)) == null) team = scoreboard.registerNewTeam(TEAM_NAME);

charred blaze
#

my bad

#

i already changed it but did undo for some reason

charred blaze
eternal oxide
#

yes

charred blaze
#

like this?

#

ok that was easy

trail coral
#

rashvebi jima

charred blaze
icy beacon
icy beacon
icy beacon
charred blaze
# eternal oxide yes
    public static void addToTeam(String teamName, UUID uuid) {
        ScoreboardManager manager = Bukkit.getScoreboardManager();
        Scoreboard board = manager.getMainScoreboard();
        Team team = board.getTeam(teamName);
        if (team == null) {
            team = board.registerNewTeam(teamName);
        }
        team.addEntry(uuid.toString());
    }```
somehow this one doesnt work?
#

no errors but glowing color doesnt change

#

mb

eternal oxide
#

is the uuid passed a player or a mob?

#

you also never set a color

charred blaze
#

forgot to set color

#

yea

charred blaze
eternal oxide
#

player should be added by name

#

Entities by UUID

charred blaze
#

oh

eternal oxide
#

?stash for me

undone axleBOT
charred blaze
#

it works

#

can i somehow prevent the displayname color being changed? or will some nametag plugin do it itself?

valid burrow
#

yeah u can

#

put a &r at the end of the tag

#

r = reset

clear briar
#

Hey guys quick question the remapped-obf.jar dont include any spigot and bukkit code?

sullen marlin
#

It includes spigot, not bukkit

#

Whats the question

clear briar
#

Unfortunately, I’m still a bit confused with the use of the specialsource-maven-plugin, unfortunately I can’t find any documentation

valid burrow
#

for nms?

#

?nms

valid burrow
#

ah

#

just read remapped lol

clear briar
#

Thanks but can someone tell me the process which the code is going through when using the maven plugin?

young knoll
#

It just replaces Mojang names with obfuscated names

haughty wind
#

does every world have a level.dat file?

small valve
#

For BungeeCord, on a PlayerDisconnectEvent, sometimes player.getServer() returns null.

I made sure to delay by 50ms. Is there a solution to this?

#

It seems to happen randomly

vernal vessel
#

Hi, I have a question about OrmLite and HikariCP, I am connecting to the database using hikari with new HikariDataSource but OrmLite methods requires ConnectionSource (com.j256.ormlite.support.ConnectionSource;), How can I use HikariDataSource on OrmLite methods_

trail coral
restive ledge
#

how can I get the block someone is looking at?

eternal oxide
#

in place range or any range?

restive ledge
eternal oxide
#

getTargetBlock

#

but you can ask for any range

vernal vessel
glad prawn
vernal vessel
restive ledge
#

how can I set a item frame to be invulnerable, since setInvurnerable() doesnt account for being stuck in blocks, which breaks it anyways

valid burrow
#

i mean i don really know the usecase

#

but how about u just donz allow placing blocks on top of them

summer gale
#

How do I make a nms plugin multi version compatible cuz I think it will be very tricky

restive ledge
#

how can I do that?

polar forge
#

Hey guys

#

I’m trying to make that my ban plugin can also ban offline players

#

It doesn’t work tho

#

Can anyone tell me where the problem is?

valid burrow
#

it doesnt work

#

what doesnt work

#

is there an error?

#

is the playet always null?

polar forge
#

Yes it tells me null in the console

valid burrow
#

show me the entire stacktrace and class please

polar forge
rapid vigil
polar forge
#

This is the complete code

restive ledge
#

how can i get what face of a block someone is looking at, and then attach a itemframe to that face?

polar forge
valid burrow
#

your null check doesn’t make sense

polar forge
#

How

warm pine
#

'getDescription()' is deprecated?

eternal oxide
#

no

rapid vigil
warm pine
polar forge
#

I did if (target == null)

#

How does that not make sense

valid burrow
#

cause

#

you are testing if its null

rapid vigil
valid burrow
#

and then using it anyways

#

„Hey does this person exist?“
„No!“
„Okay whats their name?“

polar forge
#

It’s just I get multiple advices

#

One tells me right the other tells me left

eternal oxide
#

after your null check you should be checking against teh offlinePlayer not target

#

you could simplify all this by gettign the offline player at teh start and do everything you want to do, then check if they are online for sending messages

#

even if they are online there will be an OfflinePlayer object for them

valid burrow
#

Egitto. Ima tell you this as nice as i can.
When you know 0 java 99% of time you will think you are following someones advice but you arent.
Imagine trying to cook a turkey and the instructions are made for people that have experience in cooking. You have 0 idea what 1 table spoon is so you will just fuck it up.
Its similar with spigot. If you know 0 java you wont be able to use spigot propperly

#

You have been stuck with the same problems for days

#

anyone with simple java experience couldve solved them in 20 minutes.

#

And somene actually knowing spigot

#

maybe 2 minutes

#

so how about instead of spamming this channel with stuff and then not even understanding the advice

#

LEARN JAVA.

#

EVERYONE IS TELLING YOU

polar forge
eternal oxide
#

no

icy beacon
#

this proves the point

valid burrow
#

fr

icy beacon
eternal oxide
#

at teh very beginningjava OfflinePlayer oPlayer = Bukkit getOfflinePlayer(args[0]);

rapid vigil
eternal oxide
#

if (oPlayer == null) they do not exist so message teh command issuer and return

icy beacon
eternal oxide
#

Do all of your logic on oPlayer

#

then for messaging if (oPlayer.isOnline))...

civic sluice
eternal oxide
#

It doesn;t matter if the player is online or offline for any of yoru ban code. It only makes a difference for sending ban/confirmation messages

polar forge
#

Ok I did it

#

I now need to code the thing that comes under the check for target == 0

#

Ill try out myself

valid burrow
eternal oxide
#

target == 0?

restive ledge
#

how can i get what face of a block someone is looking at, and then attach a itemframe to that face?

eternal oxide
restive ledge
eternal oxide
#

you can get teh collided Face in the result

restive ledge
#

but how do i attach the itemframe?

eternal oxide
#

raytraceBlocks....

rapid vigil
eternal oxide
#

get collision face...

#

get teh block opposite and place yoru frame

#

adjusting teh facing to match the hit face

civic sluice
# valid burrow no you should look up what a table sppon is

For food I go to either my local butcher that has ready prepared lunch, get to a restaurant to buy a delicious meal.

Some delicious salmon and sweet bell pepper with salt and pepper or even a very delicious Spaghetti Bolognese is something I prepare myself.

eternal oxide
#

cup as a measurement is my bugbear

#

US and UK use a different measurement

#

even then, Cup? really

pliant topaz
#

gotta check from where the recipe is yk

#

really important

#

(i personally just do an eye measurement like 99% of the time)

restive ledge
#
((ItemFrame)mcLifePlayer.placing.itemFrame).setInvulnerable(true);
((ItemFrame)mcLifePlayer.placing.itemFrame).setOp(true);
RayTraceResult rayTraceResult = event.getPlayer().rayTraceBlocks(8.0);
mcLifePlayer.placing.itemFrame.teleport(rayTraceResult.getHitPosition().toLocation(Objects.requireNonNull(event.getPlayer().getWorld())));
((ItemFrame)mcLifePlayer.placing.itemFrame).setRotation(rayTraceResult.getHitBlockFace());

What do with the getHitBlockFace to get a rotation?

slender elbow
#

isn't the rotation for the item inside the itemframe?

eternal oxide
#

yes

eternal oxide
#

you neeed to set Directional not rotation

slender elbow
#

there should be a setDire

#

yeah

restive ledge
#

((ItemFrame)mcLifePlayer.placing.itemFrame).setFacingDirection(Objects.requireNonNull(rayTraceResult.getHitBlockFace()));

slender elbow
#

that is one of the lines of code of all time

eternal oxide
#

looks ok. If it wasn;t kotlin I could tell better

restive ledge
#

works!

valid burrow
#

u realize if its null that wont save u

#

it will still throw an exception

restive ledge
valid burrow
#

maybe you would know if you could read

#

keyword "IF"

wraith imp
#

Can i instert a clickable link to a kick message?

soft spire
#

Why doesn't my server print hello world? I see via console my server loads it, it just doesn't call the logger

package org.timothy.example;

import org.bukkit.plugin.java.JavaPlugin;

public final class Example extends JavaPlugin {

    @Override
    public void onEnable() {
        // Plugin startup logic
        getLogger().info("Hello World");
    }

    @Override
    public void onDisable() {
        // Plugin shutdown logic
    }
}
peak depot
soft spire
#
  1. Yes, 2. no
peak depot
#

send it

soft spire
#

How do I check 2?

peak depot
#

look at the console

soft spire
#

no its not

#

send what

peak depot
#

plugin.yml

soft spire
#
name: example
version: '${project.version}'
main: org.timothy.example.Example
api-version: '1.19'
peak depot
#

what does /pl output

soft spire
#

let me check

#

example

#

it outputs my plugin example

hazy parrot
#

is it red or green

soft spire
#

green

hazy parrot
#

?paste then send your console output here

undone axleBOT
hazy parrot
#

it may be that you are using old version(?) where you didn't add that log message

soft spire
rapid vigil
peak depot
hazy parrot
soft spire
#

Oh I was looking under loading

hazy parrot
#

ctrl + f 😛

rapid vigil
soft spire
#

Okay I'm sorry for my stupidity

lilac vector
#

Do you still need NMS to change the block break progress of ap player

wraith imp
#

How can i instert a clickable link to a kick message?

twin venture
#

Hi i have a question , how would i have a map rotation map?

#

so i have a ffa plugin , and i want to add a map rotation , lets say every 20 minutes the map change

#

and players move to the new map

#

how would that work? ideas?

soft spire
#

Is it possible to refresh plugins while the server is running?

peak depot
twin venture
#

only /rl

peak depot
#

or use plugman

twin venture
#

yeah

peak depot
rapid vigil
#

Reloading and using PlugMan is highly unrecommended tho

#

Make sure you know what you're doing :)

soft spire
# peak depot /rl

Does this work if I build the plugin in the middle of the server being up?

peak depot
wraith imp
peak depot
#

oh I missread I dont think that is possible

rapid vigil
peak depot
rapid vigil
wraith imp
#

well, i'm on spigot, so Player#kick isn't there i supose

peak depot
rapid vigil
wraith imp
glad prawn
#

go to Paper

unkempt apex
#

Yo in my server I cant join because its gone to 1.20.5 anyone know when it will update?

wraith imp
#

Ok, thx guys

rapid vigil
wraith imp
#

Maybe i could just copy the one from paper...

soft spire
#

This code doesn't fire. I implemented Listener but still nothing. And yes, I checked ALL throughout the console ```
@EventHandler(priority = EventPriority.NORMAL)
public void onJoin(PlayerLoginEvent e) {
getLogger().info("Hello");
Bukkit.getServer().broadcastMessage("Hello");
}

#

Its PlayerLoginEvent now but I also tried PlayerJoinEvent

#

both don't work

rapid vigil
slender elbow
#

sounds like you didn't register your

#

damn

rapid vigil
soft spire
#

Wow no help here, thanks

#

🙄

remote swallow
#

?events-api

#

?events

rapid vigil
#

Did CafeBabe die

remote swallow
#

?event-api

undone axleBOT
soft spire
#

thanks

rapid vigil
soft spire
#

ah okay

unkempt apex
#

do yk when 1.20.5 releases? on servers.

trail oriole
#

how do I get an inventory name for events if getTitle() is deprecated ?

sullen marlin
#

getView().getTitle()

#

read google

trail oriole
#

yeah that says is deprecated

#

I used to do that

sullen marlin
#

I see no deprecation

trail oriole
sullen marlin
#

you are not using spigot then

trail oriole
#

shit I use paper I thought it used spigot api

#

mb

#

sorry for the inconvenience

lilac vector
#

How do I make a player break a block with particles

#

Player#breakBlock doesn't spawn partciles

blazing flare
#

Is there no tool component in spigot 1.20.5? Just having a look at the API, and I see the FoodComponent and ItemMeta.setFood but not tool

pallid oxide
lilac vector
#

Not strictly spigot related but do yall know how I could redirect the target/ directory in intellij to the plugins directory in my server so i don't need to constantly move the plugin htere after every build

sullen marlin
#

honestly just not a good idea

#

use a symlink in your server to target jar

pallid oxide
#

also is u do that i recommend doing maven profiles if there is multiple devs or its open source so it wont affect other peoples builds

sullen marlin
#

symlink 😉

lilac vector
#

i was not aware spigot supported symlinks

#

nice!

pallid oxide
pseudo hazel
#

im noob at java with 4+ years of experience, what is a good file io lib I can use to copy and edit around files in the resources folder for my plugin?

#

to be specific I wanna edit and copy a datapack I am working on when I create a world with my plugin

pseudo hazel
blazing ocean
#

anything should support hard symlinks

#

(nginx with file listing doesn't)

lilac vector
#

Hm

warm mica
lilac vector
#

I remeber seeing somewhere that symlinks arent visible to programs

pseudo hazel
#

what are script files?

warm mica
#

.cmd .bat .sh etc

#

Basically any executable, but I use it for scripts

pseudo hazel
#

right

#

but I wanna edit stuff in the jsons and stuff

#

sure I can use bat or whatever but I was wondering if I could just do it in java like the rest of the plugin

#

I also wanted to add config options for it

#

so it would be kinda annoying to read the config file from bat

warm mica
#

Ohh, I thought you meant that you are working on your datapack and want to copy it from your world inside your plugin. But you instead want to modify the datapack while the plugin is already installed? You shouldn't modify the jar during its runtime, and I doubt that you even can easily without crashing it. You should rather copy the datapck file inside your plugins folder and modify it like that later on

pseudo hazel
#

I have datapacks in the resource/plugin folder

#

I want to whenever my plugin creates a world, open, edit and copy that edit of a datapack into the world folder

warm mica
pseudo hazel
#

I assumed they are the same

#

whats the difference

#

maybe its a mistake in how I manage tye config files but thats the assumption I had

warm mica
# pseudo hazel I assumed they are the same

In the resources folder you put everything misc that you want to bring with your plugin. It is fixed, you can not modify it after you compiled your plugin. You may e.g. include your default configurations files in there. The plugins folder is where you store all your dynamic, per-user data, such as player stats, modifiable configurations etc

warm mica
pseudo hazel
#

that has like a billion classes

pseudo hazel
#

most other languages I used had a standard way to operator on files

warm mica
#

Path a = new File("...").toPath()

pseudo hazel
#

ill take a look at that, thanks

warm mica
#

You're welcome

small valve
#

For BungeeCord, how do I distinguish a ServerDisconnectEvent from a ServerSwitchEvent? 😭

I wanna handle the event ONLY when the player leaves the proxy, but I also need access to the previous server the player was on

#

Do I need to just keep track of this stuff myself?

pseudo hazel
#

then the diconnect event is pointless

#

or listen to both of them

small valve
#

I think I have an idea.

Whenever a player is disconnected from any server I can make a class that keeps track of the server names, then when a player leaves the proxy I can just read from that list

#

kind of jank but 😭 idk why there's 2 events that overlap with the same thing in the API

pseudo hazel
#

if the switch event also fires on disconnect you don't need the disconnect event

small valve
#

Wait then why does ServerSwitchEvent and ServerDisconnectEvent both exist

#

It also differs from the totally different "ServerKickEvent" for when a palyer is kicked from a server 😭

pseudo hazel
#

well what im saying is just an assumption

#

but something you can easily test

small valve
#

i'll probably just use DisconnectEvent because i'm already using Switch for somethign else, it might be better to abstract it this way for now

scarlet gate
#

Was there any new API released in the 1.20.5 spigot update? I was looking to see if setting scale was already added, I completely understand if not as it's only been a couple hours haha

eternal night
#

It's an attribute

scarlet gate
#

Ohhh

#

I forgot about that 💀

#

Thanks haha

slender elbow
#

np haha

eternal night
#

GENERIC_SCALE

worldly ingot
#

ahah SHEEESH

scarlet gate
#

Does scale still exist for phantoms? I presume not?

worldly ingot
#

It uses the attribute

scarlet gate
#

In that case is setSize within the Phantom class expected to be deprecated?

worldly ingot
#

Eh, I guess phantoms still have it in NBT so it's probably separate

#

Wiki says it's akin to the "size" of slimes

scarlet gate
#

Oh funkyy

plain lotus
#

EntityType.DROPPED_ITEM was renamed to ITEM in 1.20.5 right? should probably be mentioned in the spigot thread

river oracle
#

many things were renamed iirc it'd be unrealistic to name them all

#

they were most generally brought into parity with vanilla naming

worthy yarrow
#

Hi y2K

river oracle
plain lotus
#

i'm fine with that, just giving feedback, maybe they could have missed it

worthy yarrow
river oracle
worthy yarrow
#

Don't avoid the question

#

It better be cooking

river oracle
#

I'm too busy to be coding anything at

worthy yarrow
#

You're fired after the next one man

river oracle
#

you can't fire me from my own project

worthy yarrow
#

I bought the land your company works on, soooo...

river oracle
#

We don't have any land

#

no LLC has been registered

worthy yarrow
#

Damnit

#

I just wanted to founder you

tepid crater
river oracle
#

their is no full list, you could look at old JD and compare with new JD, but the easiest method is to just go to the most logical next name and let your IDE do the heavy lifting. There was a switch away from the old names because they were either Not accurate or just silly/bad names or just very old

tepid crater
river oracle
#

this is NMS

#

not the API

tepid crater
#

Yup

tepid crater
river oracle
#

so that has nothing to do with what I was talking about

vast ledge
river oracle
#

they changed some constant names in the API

vast ledge
#

Yea but not everything

river oracle
#

its remapped at runtime for old plugins with ASM

tepid crater
river oracle
#

MD_5 prioritizes backwards copmatability, you dont have to really worry about that

#

hasn't been run for 1.20.5 yet it seems

tepid crater
river oracle
#

probably

lost matrix
river oracle
#

what language is that

tardy delta
#

die deutsche sprache

river oracle
#

ah

tardy delta
#

ig

worthy yarrow
#
public static void applyAutumnEffects(Player player) {

        autumnTask = new BukkitRunnable() {
            @Override
            public void run(){
                if (player.getLocation().getBlock().getRelative(BlockFace.UP).getType().isOccluding()) {
                    spawnRandomizedParticles(player, SeasonsList.Seasons.AUTUMN.getParticleEffect());
                }
            }
        }.runTaskTimerAsynchronously(NormalSeasons.getPlugin(NormalSeasons.class), 0, 10);


    }```
Could I get some help with this method? I'm trying to detect if the player is like under a tree
tardy delta
#

ig leaves are occluding then, they standing directly underneath?

worthy yarrow
#

Yeah, but it's gotta change to check for like perhaps 4-6 blocks above the player rather than just one

worthy yarrow
#
private static void spawnRandomizedParticles(Player player, Particle particleEffect) {
        for (int i = 0; i < PARTICLE_SPAWNS_COUNT; i++) {
            randomParticleTask = new BukkitRunnable() {
                @Override
                public void run() {
                    Vector offset = randomOffset();

                    switch (particleEffect){

                        case FALLING_DRIPSTONE_WATER:
                            player.spawnParticle(particleEffect, player.getLocation().add(offset), SPRING_PARTICLES_TO_SPAWN, 32, -2, 32);
                            break;

                        case SNOWBALL:
                            player.spawnParticle(particleEffect, player.getLocation().add(offset), WINTER_PARTICLES_TO_SPAWN, 32, -2, 32);
                            break;

                        case CHERRY_LEAVES:
                            player.spawnParticle(particleEffect, player.getLocation().add(offset), AUTUMN_PARTICLES_TO_SPAWN, 32, -1, 32);
                            break;

                        default:

                            break;
                    }
                }
            }.runTaskLaterAsynchronously(NormalSeasons.getPlugin(NormalSeasons.class), random.nextInt(11));
        }
    }```
#

Also, the offset needs to be reworked for the autumn effects as well, currently the offset just gives the particles a more natural look as it were... but that's really just for winter/spring particles

tardy delta
#

clean code on its best, anyways why are you spawning multiple tasks, try printing the block directly above the player

worthy yarrow
#

Multiple tasks for the timing if you will for particle spawns

#

Makes it look better

#

So the fact I'm running a task to call the particle spawn task, it just creates a more randomized spawning pattern and imo makes it look better without doing so

worthy yarrow
tardy delta
#

well try it

worthy yarrow
#

I just wanted something simple like the isOccluding method but again it doesn't seem to work for my case, do you think the block iteration to be a better method? or is there something better designed to do this check

tardy delta
#

maybe theres a Tag.LEAVES

worthy yarrow
#

I'm really asking to figure out the most optimized way to be spawning these particles, the randomized particle method currently iterates through particle_spawns_count (currently set to 64), that being said at most every half a second I'm spawning x particles for the player

#

default values for winter/spring/autumn -> 96 particles, 64 particles, 32 particles -> every at most half second

worthy yarrow
#
private static final Material[] LEAVES_MATERIALS = {
            Material.OAK_LEAVES,
            Material.SPRUCE_LEAVES,
            Material.BIRCH_LEAVES,
            Material.JUNGLE_LEAVES,
            Material.ACACIA_LEAVES,
            Material.DARK_OAK_LEAVES
    };

    public static void applyAutumnEffects(Player player) {
        autumnTask = new BukkitRunnable() {
            @Override
            public void run() {
                World world = player.getWorld();
                Location playerLocation = player.getLocation();
                int playerY = playerLocation.getBlockY();
                int treeCheckRadius = 3;

                boolean underTree = false;
                for (int i = 0; i < treeCheckRadius; i++) {
                    int checkY = playerY + i;
                    Block blockAbovePlayer = world.getBlockAt(playerLocation.getBlockX(), checkY, playerLocation.getBlockZ());
                    Material blockType = blockAbovePlayer.getType();

                    for (Material leavesMaterial : LEAVES_MATERIALS) {
                        if (blockType == leavesMaterial) {
                            underTree = true;
                            break;
                        }
                    }
                    if (underTree) {
                        break;
                    }
                }
                if (underTree) {
                    spawnRandomizedParticles(player, SeasonsList.Seasons.AUTUMN.getParticleEffect());
                }
            }
        }.runTaskTimerAsynchronously(NormalSeasons.getPlugin(NormalSeasons.class), 0, 10);
    }```

I feel like this could be a lot better...
#

Ok that's weird... the particles basically come in bursts... not saying I don't actually like that but uh just odd

proven musk
#

probably a server thing

#

since the server is sending a packet of particles

worthy yarrow
worldly ingot
worthy yarrow
#

That's what I was hoping to find but didnt lol

proven musk
#

uhm how could i modify fall damage? I of course could modify the entity damage event but Im not sure how to figure out if its fall damage. Also I wouldn't have access to velocity information to do a new calculation

#

maybe i could turn off fall damage and then... how do I detect when a player hits the ground

#

ok nvmd apaprently theres a get fall distance

worthy yarrow
#
private void applySeasonEffects() {
        String seasonChangeMessage = NormalSeasons.getPlugin(NormalSeasons.class).getConfig().getString("season.season_change_message");

        if (seasonChangeMessage != null) {
            seasonChangeMessage = seasonChangeMessage.replace("%SeasonName%", getCurrentSeason().getName());
            Bukkit.broadcastMessage(ChatColor.translateAlternateColorCodes('&', seasonChangeMessage));

            Bukkit.getWorlds().forEach(world -> {
                world.getPlayers().forEach(player -> {
                    switch (currentSeason) {
                        case WINTER:
                            if (playerToggleVisuals.contains(player)){
                                return;
                            }
                            SeasonEffectsManager.applyWinterEffects(player);
                            break;
                        case SUMMER:
                            if (playerToggleVisuals.contains(player)){
                                return;
                            }
                            SeasonEffectsManager.applySummerEffects(player);
                            break;
                        case SPRING:
                            if (playerToggleVisuals.contains(player)){
                                return;
                            }
                            SeasonEffectsManager.applySpringEffects(player);
                            break;
                        case AUTUMN:
                            if (playerToggleVisuals.contains(player)){
                                return;
                            }
                            SeasonEffectsManager.applyAutumnEffects(player);
                            break;
                    }
                });
            });
        } else {
            Bukkit.getLogger().log(Level.WARNING, "Season change message is null. Make sure the configuration value is set correctly.");
        }
    }```
#

I think theres a logic error here... for the toggling purposes, since I'm using lambada for the player variable, this means any player found in the toggle list will toggle effects for all players? Or am I just cooked and I did it correct

#

No I did it right... I am cooked

charred blaze
#

how do i "continue;" upper loop in a loop?

#

nvm

knotty meteor
#

Does someone know how i can easy sort the tbalist on player color?
Because i have for staff color &4, everyone with that color needs to be above on tab, and then &6, then &c, and more colors to go
But i have no clue how it words with teams 💀

p.setPlayerListName(Utils.colorize(config.getString(p.getUniqueId() + ".color")) + p.getName()));
p.setCustomName(Utils.colorize(config.getString(p.getUniqueId() + ".color"));
p.setCustomNameVisible(true);```
worthy yarrow
#

Sounds like you have to define the rank system based on the color... idk how to feel about that

knotty meteor
#

People are going to have like hometown colors of the city they live in
So on tab i only want player colors that are sorted (With staff above everyone)
And maybe within the hometown colors the playernames sorted on alphabetic order

eternal oxide
#

use invisible prefix colors to order them

#

a color then reset, then the actual color you want

knotty meteor
#

So like &0&4 ?

eternal oxide
#

is 4 reset?

#

well you could do without reset

#

but yes, like that

knotty meteor
#

No but the &0 will not show when you add &4

eternal oxide
#

their color will be &4 but their order will be first

worthy yarrow
#

I thought if you just &f that resets the message?

knotty meteor
patent coyote
#

how do i check if the BlockExplodeEvent is caused by a respawn anchor or bed

vast ledge
patent coyote
#

nuh uh

#

respawn anchor is removed so it just returns air

#

CraftBlock{pos=BlockPosition{x=-28, y=91, z=28},type=AIR,data=Block{minecraft:air},fluid=net.minecraft.world.level.material.FluidTypeEmpty@5630d714}

eternal oxide
#

its 100% getBlock() in the event. Do not use your reference to the world block

patent coyote
#

what?

eternal oxide
#

is that output of the block obtained through getBlock() in the event?

#

or did you use a Location/reference to get a block in the world?

#

Someone messed up the Javadocs (probably the css).

patent coyote
eternal oxide
#

then its a bug (probably)

#

?jira

undone axleBOT
patent coyote
#

howlong tillthats fixed

#

and how do i update my project so its notbroken

tardy delta
eternal oxide
#

I haven't even closed by browser

#

it has a wierd clickable button top left now and broken formatting

tardy delta
#

poor webdev who made that

patent coyote
#

how do i put the jd into dark mode

tardy delta
#

dont ig?

#

recaf has dark mode

patent coyote
#

whats recaf

tardy delta
#

another decompiler gui thing

eternal oxide
#

I use DarkReader

#

a plugin for Firefox

tardy delta
#

wait i thought jd= jd-gui, turns out its javadocs

patent coyote
#

idk

#

what jd-gui is

patent coyote
rapid vigil
eternal oxide
#

jd is fine in Chrome, just broken in Firefox

tardy delta
#

works fine

#

🤷‍♂️

patent coyote
#

huh

#

i dotn have image perms lol

eternal oxide
tardy delta
#

firefox

eternal oxide
#

odd

#

upto date?

tardy delta
#

dunno, i dont use firefox

eternal oxide
#

okies

tardy delta
#

wouldve prompted me for updater otherwise ig

eternal oxide
#

probably

#

I'll leve it for a few days and see if anyone else reports it

tardy delta
#

reset cache or smth

eternal oxide
#

My FF did update a day ago or so

#

god no. I have so many tabs open

pseudo hazel
#

jd works fine for me

#

ive been using firefox for years

eternal oxide
#

even teh top bar after a refesh?

pseudo hazel
#

yeah

#

whats its supposed to do

pseudo hazel
#

how did you get dark mode

patent coyote
#

he has browser addon

pseudo hazel
#

is it still borked without the addon?

patent coyote
#

dont worry about it

#

its not even a big deal

pseudo hazel
#

then what is

eternal oxide
#

yeah the source is different

#

between the two

pseudo hazel
#

wacky

#

seems like a you problem then 😛

patent coyote
#

whats with the button at the top left of the website for me

eternal oxide
#

thats what IO have

#

sec

#

This is the correct (old) and working.Second is broken one

patent coyote
eternal oxide
patent coyote
#

:3

pseudo hazel
#

anyways, has anything changed with the Anvil inventory to where I can use it for player input without NMS?

#

or is it still impossible

patent coyote
#

wait

#

the explosion event is removing the block before i can get what the block is?

#

is my plugin just to low on the priotity list or somthing?

#

is that even a thing?

#

ig im just dumb or smt

#

i just wanna know if a block explosion event is caused by a bed or respawn anchor

eternal oxide
#

test it with a bed and see if the getBlock is correct

#

beds blow up in teh nether btw

patent coyote
#

ik that

#

who dosnt know beds blow up in the nether

eternal oxide
#

Me, for the longest time

#

I'd never tried to sleep in teh nether so never found out

timid hill
#

can you use datapacks and plugins both together, I'm new to Paper and Spigot I'm coming from Fabric and Forge

eternal oxide
#

odd transition from fabric to Spigot

patent coyote
#

returns air

eternal oxide
#

broken then

#

make a jira ticket

timid hill
eternal oxide
#

Plugins have no knowledge of datapacks

patent coyote
eternal oxide
#

need a seperate login. I just make it identical to my spigot one

timid hill
#

so they cant be used together

patent coyote
#

why does it need my full name

eternal oxide
#

just the setup I guess

#

everyone there does it. No issues in many many years

patent coyote
#

0-0

#

can i use an alias

eternal oxide
#

no idea, I suppose. Prince and Katty perry are aliases ;0

cinder abyss
eternal oxide
#

well ee's signal now or something

#

or sign or somethign stupid

cinder abyss
true oak
#

I'm looking for a plugin that would have good TP functionality adapted to my needs. In other words:

  • Easily define a starting location. This location is actually only 1 block. You have to stand on it for the TP to take place.
    The PT must take place after a delay (1/2s) and not instantaneously.

  • Easily define an arrival location. These are precise coordinates (with yaw/pitch for orientation).

  • Avoid TP loops when a TP destination is also a starting point. In this case, for example, you need a grace period. Or simply wait until the player has taken a few steps before considering teleporting again.

  • Avoid having to place a block/panel/portal that is visible to the player.

I can obviously code it, but if I can save time I'd be happy, and I'd be surprised if someone hasn't already coded it in a way that's simple, practical for the user and optimised (PlayerMoveEvent).

cinder abyss
patent coyote
#

ahhmann

#

pretty sure this is a low priority bug

#

but i wanna mark it as high priority

cinder abyss
#

Idk but it gonna be patched one day, or another

patent coyote
#
<dependencies>
      <dependency>
          <groupId>org.spigotmc</groupId>
          <artifactId>spigot-api</artifactId>
          <version>1.20.4-R0.1-SNAPSHOT</version>
          <scope>provided</scope>
      </dependency>
  </dependencies>
#

is this the version i use when it asks version

cinder abyss
true oak
# cinder abyss you want help to dev your own plugin?

No, I'm looking for an existing one. I could code it but there are a lot of already existing teleportation plugin. It would be sad to code another one. I just can't find one that fits my needs after 20m search. Maybe someone knows one adapted to my needs.

patent coyote
#

is there a newier versiojn yet

cinder abyss
cinder abyss
surreal skiff
#

am i allowewd to ask a mongodb question in here? the mongodb is used in my sevrer

surreal skiff
#

yes.

cinder abyss
#

one of yours?

surreal skiff
#

yes

#

one i am developing

cinder abyss
#

so yeah you can ask here

surreal skiff
#

alright cool

#

java.lang.IllegalStateException: state should be: open

I am sgetting this error from my code. it occurs when i am trying to insert a document. any ideas?

#
        MongoCollection<Document> collection = getCollection(collectionName);
        try {
            return collection.insertOne(doc);
        } catch(MongoException e) {
            return null;
        }
    }``` Insert code.

```@Override
    public void onEnable() {
        db = new MongoDB("adminDatabase");

        Document doc = new Document()
                .append("test", "test2");

        InsertOneResult result = db.insertOne("test", doc);
        Bukkit.getLogger().info("This is the result: " + result.getInsertedId());
    }``` caller code
devout kite
#

Hey how to check if a world has the playerdata of a player or if a player has allready joined on this world?

patent coyote
cinder abyss
#

not only linux for example, but debian amd64 netinst, or not only windows but windows 10 for example

patent coyote
#

For example operating system, software platform and/or hardware specifications (include as appropriate for the issue).

#

this is what it says

cinder abyss
patent coyote
#

i dont thinnk it really has any affect on the plugin though

cinder abyss
patent coyote
#

its not required

cinder abyss
#

everything is wrote lol

patent coyote
#

so im not gonna

cinder abyss
patent coyote
#

im just using the default ones

cinder abyss
#

but it can make the difference

#

so write it, I think it's better

patent coyote
#

thats fancy

#

fancy fancy

quaint mantle
#

I am getting not serializable exception when using an ItemStack array serializer

#

Line 7

native nexus
worldly ingot
eternal oxide
#

Firefox

worldly ingot
#

I'm getting the same strange results in Vivaldi, but I can't replicate it in Edge

native nexus
#

But then again that try catch should already do that…?

worldly ingot
#

kk I'm forwarding internally. Might have just been a change in tooling. I asked if md could generate docs with the Java 21 JDK but I'm unsure if he actually ended up doing that and if that's the cause. The standard Java 21 docs seem fine

native nexus
#

Bruh choco and I showing off our gfs

blissful belfry
#

I've made a code that creates an inventory with items with coloured names and descriptions that works perfectly in 1.20.4.
But in 1.20.5 I get an error which tells me straight away that the error seems to have come from Spigot. What do you think?

Note that I have another inventory with more simplistic items that appears fine.

https://pastebin.com/KMtXDCJe

#

I'm also not using the new features in 1.20.5

worldly ingot
#

CAn we see the code for the inventory generating that error?

#

Could be a bug with 1.20.5 that needs fixing

blissful belfry
#

it's quite a big code but it's available on github

worldly ingot
#

That works

worldly ingot
eternal oxide
#

I'm too scared to clear mine

lament tree
#

thoughts on updating to 1.20.5?

worldly ingot
#

Just clear your cache within the last few weeks and you're fine

worldly ingot
#

Don't know how to do it on Firefox. On Vivaldi it's Ctrl + Shift + Del

quaint mantle
#

I mean, the code I was using did work until last build of 1.20.4

quaint mantle
civic sluice
worldly ingot
#

Yeah give it at least a week, bare minimum

eternal oxide
worldly ingot
#

PES2_HmmmmThumbsUp Perfect

blissful belfry
#

Inventory bug 1.20.5

cinder abyss
lament tree
#

v1_20_R4

cinder abyss
cinder abyss
young knoll
#

.3 and .4 were both R3

#

.5 is now R4

lament tree
#

Nice

cinder abyss
#

so, how can I fix cannot access net.minecraft.world.level.biome.Biome and org.bukkit.craftbukkit.v1_20_R4.block.CraftBiome ?

civic sluice
drowsy helm
#

unless they changed the nms name but i doubt that

cinder abyss
#

?jira

undone axleBOT
cinder abyss
half breach
young knoll
#

Yes

half breach
#

alright then

young knoll
#

Tis simply a minor fucky wucky

sullen marlin
#

NMS is not a bug

#

unless you can specifically point to it actually being some fundamental flaw with Spigot, you're on your own

sullen marlin
#

NMS changes each version, you're not guarantee to just copy paste code and have it work

cinder abyss
#

I can't remove a jira report?

raven badger
#

Anyone else not able to trigger sendSignChange() on 1.20.5? Will file a JIRA but wanted to see if anyone else had issues

#
[14:52:38] [Server thread/WARN]:        at net.minecraft.network.protocol.game.PacketPlayOutTileEntityData.a(SourceFile:30)
[14:52:38] [Server thread/WARN]:        at net.minecraft.network.protocol.game.PacketPlayOutTileEntityData.a(SourceFile:35)
[14:52:38] [Server thread/WARN]:        at net.minecraft.world.level.block.entity.TileEntitySign.l(TileEntitySign.java:323)
[14:52:38] [Server thread/WARN]:        at org.bukkit.craftbukkit.v1_20_R4.entity.CraftPlayer.sendSignChange(CraftPlayer.java:814)
[14:52:38] [Server thread/WARN]:        at org.bukkit.craftbukkit.v1_20_R4.entity.CraftPlayer.sendSignChange(CraftPlayer.java:789)
[14:52:38] [Server thread/WARN]:        at org.bukkit.craftbukkit.v1_20_R4.entity.CraftPlayer.sendSignChange(CraftPlayer.java:784)
[14:52:38] [Server thread/WARN]:        at com.badskater0729.worldwidechat.listeners.TranslateInGameListener$3$1.run(TranslateInGameListener.java:233)
[14:52:38] [Server thread/WARN]:        at org.bukkit.craftbukkit.v1_20_R4.scheduler.CraftTask.run(CraftTask.java:82)
[14:52:38] [Server thread/WARN]:        at org.bukkit.craftbukkit.v1_20_R4.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:415)
[14:52:38] [Server thread/WARN]:        at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:1397)
[14:52:38] [Server thread/WARN]:        at net.minecraft.server.dedicated.DedicatedServer.b(DedicatedServer.java:402)
[14:52:38] [Server thread/WARN]:        at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:1293)
[14:52:38] [Server thread/WARN]:        at net.minecraft.server.MinecraftServer.y(MinecraftServer.java:1064)
sullen marlin
#

jira pls

#

I'll look into it while you make the report 🙂

raven badger
#

Much appreciated 🙂

#

First JIRA so apologies for any formatting weirdness

torn shuttle
#

how do I get buildtools to use the right maven version? It's failing to compile

chrome beacon
#

Looks like it's using your systems maven install which old

#

Try running mvn --version

torn shuttle
#

hm

#

command not found

chrome beacon
#

hm ig it's not using that then

#

Is there a maven folder in the BuildTools directory?

cinder abyss
#

cannot access net.minecraft.world.level.biome.Biome/org.bukkit.craftbukkit.v1_20_R4.block.CraftBiome

torn shuttle
#

no

chrome beacon
#

Then it's definitely using some maven install on your PC

#

Time to find where that is

torn shuttle
#

sorry I am blind

#

there's definitely an apache-maven-3.6.0 folder in here

sullen marlin
#

update buildtools

chrome beacon
#

^^

torn shuttle
#

mhk

sullen marlin
raven badger
#

awesome, happy I found an actual issue 🙂 thanks for the fast af response

cinder abyss
sullen marlin
#

yes, usually 5-10 minutes after fix

cinder abyss
#

okay thanks

torn shuttle
#

seems like this might've done the trick, thanks

#

also does the updated java version requirement cause backwards compatibility issues for older mc versions? I remember admins had to use a startup flag last time and update like this happened, or maybe a couple of times ago

sullen marlin
#

nah, much more compatible

torn shuttle
#

think it was when we came out of java 8

#

cool

#

I'm dropping pre-1.19.4 support with this one

#

still had nms patches going back to 1.17

cinder abyss
#

oh, damn

gloomy ocean
#

Hey, idk where else to ask this so I'm asking here 😭

#

How do I make a custom trident texture? I know I need to make a new texture for the entity but I'm not sure how to do that exactly. Can anyone help me?

worldly ingot
#

If you're looking to change the model, you can't, unfortunately. Entity models aren't changeable

cinder abyss
worldly ingot
#

Best you can do is change its texture with a resource pack, but the way it looks and is shaped can't be changed without a mod

cinder abyss
#

well, forget

gloomy ocean
cinder abyss
worldly ingot
#

Yeah, you can change the item model

#

The in-world entity you can't

worthy yarrow
#

It's an itemstack when its in your hand

gloomy ocean
cinder abyss
#

but try to change only the model on floor, it's not possible

worldly ingot
#

Notice that the model doesn't match that of the item in your hotbar?

gloomy ocean
worldly ingot
#

That doesn't even make any sense lol

gloomy ocean
#

One has mine I've been using, and the other has the one I'm working on

#

💀

worldly ingot
#

Texture in your inventory: Changeable
Texture of the model: Changeable
Model itself: Not changeable

gloomy ocean
#

I'm not looking to change the model

#

I wanna change the texture

worthy yarrow
#

So then you're fine

worldly ingot
#

Okay, so you can only change it to one texture. There's no distinction

gloomy ocean
#

Because I haven't

worldly ingot
#

You can change the item's texture to any texture you'd like and use CustomModelData, but the trident is rendered as a model using only one texture