#help-development

1 messages · Page 1323 of 1

thorn isle
#

its only downside is that it uses some fucking 🅱️tarded ingame gui config system, and all the configs are unintelligible to humans on disk and it uses some stupid dumb "database" system except it's actually json flatfile, and its addon system is dumb and bad because it insists on its own classloader for them rather than using the already-existing bukkit plugin system like any sane framework would

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it makes me incredibly mad

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but it does have all the things you're asking for

mortal hare
#

😄

short pilot
#

what's the best event to listen for entity loading from a chunk, and is there any way to tell if this is the first time the entity has been loaded ?

Currently thinking of using onChunkLoad

thorn isle
thorn isle
short pilot
#

but now my implementation will affect all item frames with an elytra in them, so it can lead to exploits

#
    @EventHandler
    public void onChunkLoad(ChunkLoadEvent event) {
        if (event.getWorld().getEnvironment() != World.Environment.THE_END) {
            return;
        }

        if (!event.isNewChunk()) {
            return;
        }

        processChunkEntities(event);
    }

Changed it to this just now

thorn isle
#

i recall someone suggesting to use a datapack to change the structure itself

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that seems like the cleanest way to go about this

short pilot
#

That might be best, true

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I do want to affect servers who use custom datapacks to change the end ship structure though

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By making sure the elytra is always changed into an instanced version

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Also weirdly enough, whenever I tried testing the datapack method, Vault block would never load the correct loot table from the structure .nb t

thorn isle
#

i honestly have no idea how to do this properly apart from a datapack, and i'm not sure how datapacks work with this, either

#

what you have looks alright

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there aren't any newly-generated chunks that would have item frames with elytrae in them, apart from the end ships, i don't think

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for legacy worlds, you can try using the structure api to locate the nearest end ship structure; if it doesn't overlap the end ship, the item frame probably isn't a legit one

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and i suppose limit them to one per end ship structure with a persistent map

young knoll
#

You could tag them in the event so you know if they have been processed before

short pilot
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package org.bukkit.block;

import org.jetbrains.annotations.ApiStatus;

/**
 * Represents a captured state of a trial spawner.
 */
public interface Vault extends TileState {
}

Anyone know why my Vault class has none of the functions from the docs on it? Am using spigot 1.21

#
    compileOnly("io.papermc.paper:paper-api:1.21.1-R0.1-SNAPSHOT")

mortal vortex
worldly ingot
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Because API was added for it in 1.21.4

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Not sure why you're depending on API version 1.21.1. That version is long outdated

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But also yes, that's Paper, not Spigot. lol

mortal vortex
#

😭

short pilot
#

oh wait im blind

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i just used the intellij extension to set up my environment

mortal vortex
#

total ilneviat

short pilot
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sobbing as i type

short pilot
#

but upon reflection, since everything 1.21 is pretty compatible that shouldnt matter as much

#
package org.bukkit.block;

import org.bukkit.World;
import org.bukkit.inventory.ItemStack;
import org.bukkit.loot.LootTable;
import org.jetbrains.annotations.Unmodifiable;
import org.jspecify.annotations.NullMarked;
import org.jspecify.annotations.Nullable;
import java.util.Collection;
import java.util.Set;
import java.util.UUID;

/**
 * Represents a captured state of a vault.
 */
@NullMarked
public interface Vault extends TileState {
    /**
     * Gets the range in blocks at which this vault will become active when a player is near.
     *
     * @return This vault's activation range.
     */
    double getActivationRange();

ong finally

#

The 1.21.4 tip was right, thanks

short pilot
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Success! i was testing code for the End Ship generation and i managed to replace the item frame spawn

floral quail
#

Hello, everyone. I wanted to create a method that would allow me to manipulate the player's appearance, which would be compatible with version 1.8.8+ (1.8x - 1.21x). It is necessary for my plugin, but it has been very stressful.

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How would you recommend I do multiple compatibility? Any repository or thread I can take a look at?

cloud perch
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What do you mean by player's appearance? The skin?

floral quail
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Working in 1.8.8, but 1.21.4:

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Stucks in Loading Terrain... screen

cloud perch
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You can check on how SkinsRestorer does it

floral quail
cloud perch
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Did you try their API?

floral quail
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I just don't know why in 1.21.4 it keeps loading terrain.

floral quail
floral quail
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It disappears, but the skin does not change and remains in limbo

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But in join (using same method) change.

tender shard
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As of december 2025, people shouldn't even try to use NMS in spigot imho - just switch to paper, that's my opinion

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if you wanna try anyway, my blog posts are on archive.org

tender shard
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What do you need NMS for?

floral quail
# tender shard What do you need NMS for?

"Hello, everyone. I wanted to create a method that would allow me to manipulate the player's appearance, which would be compatible with version 1.8.8+ (1.8x - 1.21x). It is necessary for my plugin, but it has been very stressful. "

#

appearance = skin

tender shard
#

Ah I see. But there is API for that, but ofc not for 1.8

floral quail
silk ore
#

I need help registering a custom NMS packet (ID 100) into EnumProtocol on 1.8.8 (v1_8_R3). I have the PacketPlayOutCustomRender class ready. Should I modify the Spigot source with patches or is there a reliable reflection method for this version?

tender shard
#

nobody uses 1.8 anyway. If I was you, I would just use latest Spigot version and forget about everyone else

tender shard
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Who?

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nobody uses 1.8 anymore

floral quail
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And my focus is in BR servers

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I hate 1.8.8? yes, but..

tender shard
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yeah you're right, 3% do still use it for an unknown reason

tender shard
floral quail
tender shard
#
JEFF Media Developer Blog

Hi there! Today I’m going to explain how to setup a multi-module project using maven to support different NMS versions. Important notes about this tutorial: Every step will have detailled screenshots using IntelliJ. I explicitly chose not to include everything as copy/pastable source code, but normal screenshots (you can click on them to show ...

silk ore
floral quail
tender shard
#

read it, or don't, your choice

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I'd read it if I was you

floral quail
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a

#

a

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bro

floral quail
tender shard
floral quail
tender shard
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Usually like 50-200mb each

floral quail
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thanks 1.8.8 players

tender shard
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RIP yeah

floral quail
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1.8.8, 1.12.2, 1.16.5, 1.17.1, 1.18.2, 1.19.4, 1.20.1, 1.20.4, 1.21.4

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goodbye storage

tender shard
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if I was you, I would simply just use LibsDisguises as library

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then you do not have to deal with NMS yourself

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but I think it's paid sooooo yeah

floral quail
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hmmm

tender shard
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Yes, that one

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It can already handle your specific use case

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And it works across versions, I think

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There might be better approaches, e.g. using ProtocolLib or PacketEvents or similar, I don't know for sure

floral quail
tender shard
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Welp, sorry, I did not read the full discussion

tender shard
sacred mountain
#

lf someone to try to escape my adventure map, its WIP and i basically just need someone to try find loopholes and tell me if my code sucks and things break. Preferably VC if you can

cursive kite
#

My plugin kept saying it couldnt find my plugin.yml despite me not changing anythign suddenly
I added this to my pom file

    <resource>
      <directory>src</directory>
      <includes>
        <include>plugin.yml</include>
      </includes>
    </resource>
  </resources> ```
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Now it is saying it cannot locate my main class

tall dragon
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show plugin.yml and ur folder structure

cursive kite
#
version: 2025.12.20
main: kbs.skill.main.Skills
author: KingBlueSapphire
depend: [ServerCore,Factions]```
#
org.bukkit.plugin.InvalidPluginException: Cannot find main class `kbs.skill.main.Skills'```
tall dragon
#

you could try opening your jar with Winrar/7zip

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check if its in there

smoky anchor
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it's supposed to be under resources

tall dragon
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well, its getting read so it does work

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even though its not correct

cursive kite
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I opened in jar decompiler

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Isnt it suppose to have my classes in here

tall dragon
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yea, you need to do what steve sais

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it probably treats ur sources as resources now

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excluding them

smoky anchor
#

?paste the entire pom

undone axleBOT
cursive kite
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so create a folder called resources?

smoky anchor
#

y choose the one specifically for logs when you're not sending logs -_-

cursive kite
#

im sorry

smoky anchor
#

you're making plugin for 1.8 ?

cursive kite
#

This was one I was trying to recompile

smoky anchor
#

it's missing the dependency for spigot :D

cursive kite
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I did not change anything i just suddenly cant compile it

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im so confused i legit changed nothing

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it compiled last month

tall dragon
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all you have to do is move the resouces (plugin,yml) inside a folder called resources then changes the directory inside your pom.xml to resources

cursive kite
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I have spigot jar under Java Build Path > Library > External Jar

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what folder do i make resources under

tall dragon
#

normally when you use maven, you also use maven to add dependencies ;D

cursive kite
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right click my project and create folder resources?

tall dragon
#

in your case, next to src

smoky anchor
# cursive kite

ye this does not follow maven conventions
no wonder it doesn't do what you expect it to do

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maven expects a set structure

cursive kite
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i thought this would be an easy fix damn

tall dragon
#

it is

cursive kite
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my other plugins have plugin.yml in src folder and they compile

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So i made my resource folder

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I moved my plugin yml

tall dragon
#

now make sure this is correct

smoky anchor
#

I'd suggest making the file structure as I showed and yeeting that Maven Resources Plugin
That way it will be correct
Tho this way may work as well

cursive kite
#

So resources inside src or not lol

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Which is proper

tall dragon
#

well technically what steve sais is proper

tall dragon
cursive kite
#

then this?

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<directory>src/resources</directory>

tall dragon
#

i dont think you need that process resources at all in that case

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i may be wrong

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been a while since i used maven

smoky anchor
#

if you use proper maven expected structure, the resources will be included in the jar by default
no need for anything else

cursive kite
#

Ok so

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<directory>resources</directory> and

tall dragon
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like this it should be "src/resources"

cursive kite
#

Erm

smoky anchor
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lol

tall dragon
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lol

cursive kite
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What did i do now 😢

pseudo hazel
#

what ide is that even

cursive kite
#

Eclipse

tall dragon
#

you should totally just remove the entire process resources bit, and just make sure your structure is correct

cursive kite
#

i removed the resource chunk

tall dragon
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if you compile now, your classes should be back right?

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then make sure your structure is right and maven will automatically put ur resources in there

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and you should probably make sure your dependencies are defined in pom instead of eclipse's own system

cursive kite
#

my version yesterday worked idk what changed

tall dragon
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are you even using maven to compile btw?

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i feel like that should fail

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if maven don't know about spigot

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how are you compiling lol

cursive kite
tall dragon
#

xd thats interesting

cursive kite
#

i just want this damn thing to compile at this point

smoky anchor
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how do you compile

cursive kite
smoky anchor
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ok well idk what that does
open console and run "mvn package"
I think it was

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console in eclipse (if it even has one)

cursive kite
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its basically running package

smoky anchor
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probably correct based on how eclipse does "projects" actually

cursive kite
#

All this was working though

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i didnt change any of this

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I feel im breaking it more 🙁

smoky anchor
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well it doesn't usually break itself out of nowhere

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anyways, do change the file structure

cursive kite
#

I put resources under src

tall dragon
#

project/src/main/java
project/src/main/resources
🙂

smoky anchor
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but that maven/Skills/Skills is weird either way

tall dragon
#

yea indeed

cursive kite
#

In my other project i have

#
    <resources>
      <resource>
        <directory>src</directory>
        <excludes>
          <exclude>**/*.java</exclude>
        </excludes>
      </resource>
    </resources>```
smoky anchor
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???
exclude java files for the source ?

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oh that's for resources

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ig

tall dragon
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thats for the resources

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yea haha

cursive kite
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but when i put that line into skills it fails to compile

smoky anchor
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but again, your file structure is fucked and thats why you have to do some silly workarounds

cursive kite
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Ok to fix it

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  1. Move my resources into src
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right

tall dragon
#

also

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both Skills?

cursive kite
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aye it worked all this time

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i just want the damn thing to compileee

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so in my src create two folders?!

tall dragon
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😄

cursive kite
#

main

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main and java then main and resources?

smoky anchor
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this is how the structure usually looks like
under java you have the source code
under resources you have... resources like plugin.yml

cursive kite
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since old me named my main kbs

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would it be like this

smoky anchor
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no

tall dragon
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no, normally that would be main

smoky anchor
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main is main

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it's not name of anything

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md_5 for the rescue ?

tall dragon
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and normally you would also use your group id, e.g "me.shurikennen" or whateevre

cursive kite
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Unfortately i created this before i knew that

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and im scared to rename it all now

tall dragon
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doesnt eclipse have refactoring capabilities?

smoky anchor
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(if it were a competent IDE it would correctly change all your imports 'n stuff)

cursive kite
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once i get it to compile i wil fix

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rn im stressing tbh

tall dragon
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what for, you'll get it lol

cursive kite
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What do i do now though

smoky anchor
#

you have the java files, unless you delete those you can always recover :D

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did you remove <Maven Resources Plugin> from your pom ?

cursive kite
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done

smoky anchor
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ye just compile with mvn

tall dragon
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and its probably best to run "clean" as well

smoky anchor
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actually, for something's sake, send pic of the file structure again

cursive kite
smoky anchor
#

again, no

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kbs -> main

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It's still so wrong

cursive kite
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i wanan delete kbs i think

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src . skill . main

tall dragon
smoky anchor
#

spoon time ig
src -> main -> java -> all the things you had in src at the start of this

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src -> main -> resources -> plugin.yml

cursive kite
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literally the word main?

smoky anchor
#

yes

tall dragon
#

si

smoky anchor
#

all of this is under java

cursive kite
#

stupid eclipse didnt refactor lovely

tall dragon
#

i remember using eclipse for a total of 45 minutes before i switched to Intellij

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good times

smoky anchor
#

eclipse -> eclipse
yes :D

tall dragon
#

i EditeTRed iT!

cursive kite
#

WAIT IT MADE A FOLDER NOW

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im so confused

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where did the src/main/java come from

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wtf

smoky anchor
#

lol

cursive kite
smoky anchor
#

how even

cursive kite
#

im going to cry omg

tall dragon
#

Eclipse is cooking

smoky anchor
#

you called something literally "src/main/java" I bet

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wait no, that's illegal char

cursive kite
#

........

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do i delete something lol

smoky anchor
#

If you have a copy of your source code already, sure

cursive kite
#

where do i start lol

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remove what

smoky anchor
#

this one doesn't look right

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also, if you move skill under bkr.skill or whatever you had it should fix the imports

cursive kite
#

...

tall dragon
#

you could also send me a zip with ur project, ill fix it for you, im in a good mood LOL

cursive kite
#

it deleted both...

smoky anchor
#

gj eclipse

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hence my "if you have a copy"

tall dragon
#

sure

smoky anchor
#

do tell me the result :D

tall dragon
#

sure Yeppers

tall dragon
smoky anchor
#

Noice
now the pom looks much better :D

tall dragon
#

this also much better 🙂

mortal hare
#

im using emojis in unit tests

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😭

wet breach
#

simple enough

wise mulch
#

Is there a way to have vanilla structures spawn in a custom world generator, but have them remain in the same location they would have been as if it was generated in the vanilla world?

I'd also like to know if there's a way to check if a location is within a sub-box of a structure box, instead of just checking if it's part of the main box. Basically, some structures have a box that entirely encompasses the structure, but then the pieces of that structure have their own boxes. I want to check for those boxes and not the main box.

This is for a custom skygrid plugin I am making btw. I wanted to make my own because I didn't like any of the ones that were already there. I have biome specific generation and I keep the layout of vanilla biomes.

chrome beacon
#

Might need to calculate the structures yourself

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They have conditions that might not match with the skygrid

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Though dig through nms and double check that. It's been a while since I looked at it

wise mulch
#

Is there a terrain generation phase that takes place after structure generation? I might try to generate a layer of stone and grass, and then remove the stone and grass after structures are generated.

thorn isle
#

depends on the structure somewhat i think, but from what i've seen ingame, structures don't really seem to do any checks on the terrain they spawn at; you can find villages floating on top of rivers/oceans if the structure origin happens to be on the shore, or scaling 200 block tall mountains

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i do remember there being api for the subboxes, StructurePiece or something off the top of my head; might be paper only though

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i used them in a plugin where i repopulated villages on a piece-by-piece basis

young knoll
#

The beardifier takes care of it

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By making the terrain flat where the structure should be

wise mulch
#

What's a "beardifier"

young knoll
#

That’s what the game calls it

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It just carves or fills the terrain to make a flat spot for structures

thorn isle
#

myes, and it looks terrible

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random blobs of stone outcrops on the side of a mountain because there's a farm there; floating dirt islands in the middle of the ocean because there's a village building there

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perfectly spherical caves inside a cliff because the generator decided to put a village there

young knoll
#

It’s better than before

thorn isle
#

maybe marginally

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it didn't help that 1.18 pulled all the stops from the generator heightmap, so even plains where villages typically generate can and often do have random ass mountains

wise mulch
#

Plus I may make a Fabric version of the generator at some point

sacred mountain
#

is there a nice way to add the can place on and can destroy nbt tags to an itemstack?

#

or is it still the compound tag stuff

thorn isle
#

itemmeta should have api for it iirc

young knoll
#

We didn’t before

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Maybe we do now that item components exist

wise mulch
#

I tried making it with fabric at one point, but going through vanilla code had me going through so many layers of abstraction and gson shitholes that I just gave up for an entire year. And somehow nobody in any help discord knew how to do what I wanted. I was basically stonewalled at the very basic task of making a generator using code instead of JSON definitions.

I really appreciate how this big at API has a nice simple way to make a world generator with code. I want to give the devs props for that. My generator was really easy to make thanks to your API.

sacred mountain
#

in the itemmeta source

thorn isle
#

might be paper only then

sacred mountain
#

damn

thorn isle
#

or maybe i misremember

wise mulch
thorn isle
#

yes, it's ass

#

everything is behind 25 levels of dfu codec registry nonsense

#

the bukkit worldgen api is alright but it's starting to show its age as well with how much mojang has changed the internals since its inception

wise mulch
#

And yet it's exactly what I want. The JSON world system is just not designed to handle the type of world I want to make. So I have to use code. I was even going to go the extra mile to implement data pack support specifically so it would still be possible to interface with my stuff.

#

Maybe I'll try again someday, but for now, using the bukkit API since it has what I want and people who know how to help

tranquil pecan
buoyant viper
tranquil pecan
#

I barely have 2-3

rigid otter
#

I want a player to pre-type command in their chat without performing that command yet. Is below code correct?

player.chat("/eco give ");
#

Because the command is not completed yet, requiring player to enter more information

mortal vortex
#

thats a method?

wet breach
young knoll
#

You can do it when they click something in chat or in a book

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But that’s it

mortal hare
#

why java compact files must have main method....

#

this is only useful for bootstrap/launcher classes

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imagine having this but for test classes

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or any other utility class which provides static utility methods

slender elbow
#

just use kotlin

dry forum
#

can anyone recommend a particle lib with a feature to draw a line of particles between 2 locations and move the target around

glossy laurel
#

whats the difference between a server-side mod and a plugin?

chrome beacon
#

Nothing really

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Well the biggest difference is the api

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Mods generally work more directly with nms

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While plugins use the spigot api, but they can ofc use nms too should they want to

mortal hare
#

nowadays there's hybrids of being both plugins and server mods

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there's little to none advanced plugins which do not utilize NMS in one way or another

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usually plugin devs target API's like Bukkit just to shift the maintenance burder to the API developers, and if something is lacking from API they sort things themselves by utilizing NMS with either external third party wrapper API's or by writing abstraction layers themselves

eternal night
#

peepo_smart none of my plugins use nms because I shit in terrible API into my own fork

worldly ingot
#

You what PES_YouWhat

glossy laurel
#

would the only difference between a plugin only using nms explicitly and a mod be the server software?

worldly ingot
#

I think the accepted definition of a mod (in the Minecraft ecosystem) is changing the vanilla game code. So plugins aren't mods because they're not changing the code, they're loaded by Spigot. Spigot is the mod because it has patches to change the server

#

Then obviously Fabric & Forge mods each have mixins, and can mutate the client

slender elbow
#

i can mutate the client

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(respectfully)

worldly ingot
glossy laurel
worldly ingot
#

With mixins, yes

glossy laurel
#

what are mixins?

worldly ingot
#

Before mixins, Forge mods had coremods which would do it with JavaScript

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Mixins is a library by Sponge which is a layer over ASM to let code inject into arbitrary points of bytecode to modify it

#

Injections, redirections, overrides, shadowing, etc.

worldly ingot
#

Bytecode manipulation library

glossy laurel
#

sounds scary

grim hound
#

has anyone ever dealt with HotSwapAgent?

lilac dagger
#

never in my life

grim hound
#

mmm

#

I downloaded JetBrainsRuntime 21

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set it here

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chat told me to also switch this to intellij

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trying to run a server with debugger

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chat also told me to disable the log4j2 plugin, as a possible cause

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none worked

grim hound
#

it loads

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and then just

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dies

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this button doesn't exist

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it's just the first two

buoyant viper
#

i just remember people using the ow2 ASM lib itself for coremods

worldly ingot
#

No, way older. They encourage you use mixins instead of coremods

buoyant viper
#

i thought forge (((Lex))) discouraged mixins

worldly ingot
#

Lex was opposed to them, but he also hated core mods

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The lesser of two evils. At least mixins were relatively compatible

agile aurora
#

hi

#

help me pls, I've been trying to fix this error all day, please help me. I'll give you my Pterodactyl Panel credentials. Please help.

thorn isle
#

i'll also need your social security number and the confirmation pin on your credit card and the credit card number

agile aurora
#

Bro, please

shadow night
chrome beacon
#

and that the address/port/firewall is configured properly

agile aurora
#

dm me pls

glossy venture
#

anyone know how to make a spigot like terminal in java like logging + text box which is unaffected at the bottom of the screen

#

standalone java application

chrome beacon
#

You mean like the servers GUI?

#

If so that's just Swing

young knoll
thorn isle
#

i somewhat dislike swing

chrome beacon
#

It does the job

#

but FX is better

young knoll
#

It’s also still embedded unlike FX

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Which can be nice

agile aurora
chrome beacon
chrome beacon
#

yeah time to check the firewall

#

or set things up to the docker internal ip

agile aurora
chrome beacon
thorn isle
#

try pufferpanel

agile aurora
#

I share it with a friend of mine who has bots for I don't know what things.

thorn isle
#

it's a bit less polished and their frontend dev is an idiot, but it's much more reasonable and easy to set up than ptero

chrome beacon
agile aurora
#

ahhh, okay.

chrome beacon
#

Don't skip steps

#

make sure to read and understand what it's telling you to do and why

agile aurora
#

ahh

#

Why are my IPs 0.0.0.0?

chrome beacon
#

That's the ip to bind to

#

0.0.0.0 is used as a wildcard, basically any available ip

glossy venture
agile aurora
#

Well, I entered the public IP address, but it won't let me.

glossy venture
#

yk how its logging

#

and then one line where u type cmds

#

thats kinda aids to do without a library so im tryna find something but idk

#

acc i could ask chatgpt lol

agile aurora
#

ufw allow in on pterodactyl0 to 172.18.0.1 port 25572 proto tcp

weak wasp
# agile aurora Well, I entered the public IP address, but it won't let me.

It wants the IP address for the network adapter you want to bind to, the public IP is nearly never one of your adapter's IP addresses, it's usually an adapter on a separate device altogether like a modem or router. Enter the specific adapter IP you want to bind to, or keep it as 0.0.0.0 to listen on all available adapters, this is usually what you want.

agile aurora
#

I've already solved it, thanks anyway. Do you know of any plugins that have /premium?

agile aurora
#

A plugin that has /register and /login, but if you are a premium user, you don't need to use those commands and you are directly redirected to the lobby or the mode.

weak wasp
#

I don't know of any that use a command called premium I'm afraid.

agile aurora
#

and a plugin that allows you to log in or register and prevents your account from being stolen, but if you are a premium user, you don't need to use it.

weak wasp
#

I can't remember the name of it, but I know there are some that exist.

agile aurora
#

For example, I don't know how to use DynamicPremium.

#

what is this?¿

young knoll
#

I hear online mode works well for that

slender elbow
#

?offline

undone axleBOT
agile aurora
slender elbow
#

oh right, DMC killed itself

weak wasp
agile aurora
#

My network is 1.21.11.

weak wasp
#

"This plugin also supports newer Minecraft versions and is still updated. I moved away from doing fixed releases. Instead you can use development builds that are build directly after a change. Click on the left side on the build to download it or click status to get always the latest."

#

There is a download it here link on the main page

agile aurora
#

And do I have to add that plugin to the Auth server?

young knoll
weak wasp
#

I would assume so, but I'm really not sure I haven't used it, sorry.

weak wasp
agile aurora
dapper walrus
#

Is it possible to play the item break animation using the API?

chrome beacon
#

what are advertising for someone else 💀

#

anyways

#

?services

undone axleBOT
slender elbow
#

i too promote my own services on my alt accounts

umbral ridge
#

xD

#

BetterJails

rotund ravine
rotund ravine
#

Emily = spexx confirmed

slender elbow
#

i have no reason to block my own alts

rotund ravine
thorn isle
#

do you offer a free dental plan

buoyant viper
slender elbow
#

dedicatedmc

chrome beacon
#

oh they did?

#

what happened

buoyant viper
tender shard
tender shard
#

If its not there, it‘s probably not possible

mortal vortex
#

can you hot reload a plugin? I'm sick of replacing my jar when im tryna test something, and then starting the whole server again

#

go fuck yourself

#

@young knoll circumcise this mfer at once

#

ty!!

mortal vortex
#

My plugin integrates with a couple other plugins, and im testing it onn my main server, takes a while to load, atleast 35 seconds, even /reload takes as much time

sly topaz
#

setting it up is easy, but coding in a way that it is actually useful to use is a different thing

#

Remote/Local hotswapping 101:

  1. Run your server with the Jetbrains Runtime JDK.
  2. Add the -XX:+AllowEnhancedClassRedefinition flag to your start script, make sure it is before the -jar parameter.
  3. Run the server with the debug protocol, there are various ways of doing this:
  • If you're using jpenilla's run-task gradle plugin, you can add it to the runServer configuration like so:
runServer {
  legacyPluginLoading()
  serverJar("your/path/to/spigot.jar")
  minecraftVersion("1.21.11")
  javaLauncher = javaToolchains.launcherFor { 
    vendor = JvmVendorSpec.JETBRAINS
    languageVersion = JavaLanguageVersion.of(21)
  }
  debugOptions {
    debug = true
    suspend = false
    server = true
    port = 5005
    address = "*"
  }
  jvmArgs("-XX:+AllowEnhancedClassRedefinition")
}
  • If you're just using a Run Jar Configuration inside IntelliJ, then it'll be enough to run it with the debug button. Just make sure to add the JVM flag for enhanced class redefinition on its settings.
  • Manually adding the jdwp protocol flags to your server, you'll have to do this if you are debugging remotely (be it either with the jdb command line program or inside IntelliJ with a Remote JVM Debug run configuration):
java -XX:+AllowEnhancedClassRedefinition -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=*:5005 -jar server.jar
  1. That's it, now you can press Ctrl+Shift+F9 (Windows/Linux) or Cmd+Shift+F9 (Mac) to reload classes (or just use the popup inside IntelliJ, really).
#

It should be somewhat similar for Eclipse/Netbeans/VSCode users

ivory sleet
#

Pin worthy guide

#

but so many messages

mortal vortex
#

youre so fucking awesome @sly topaz

dry moon
#

how would I go about/is it possible to detect a players completion of a trial spawner?

mortal vortex
#

I think the only event is TrialSpawnerSpawnEvent

#

and you can get the state of a trial spawner

#

from that, you could maybe track spawners, have a scheduler which checks its state from the last thing in memory

short pilot
#

how can you make a datapack in the world directory on plugin startup? Paper has a built in way for that so I was wondering if it was possible in spigot

mortal vortex
#

You can use the File class and make it manually ig

short pilot
#

we goin primitive again

mortal vortex
#

10000000%

tender shard
tender shard
smoky anchor
#

You can specify when a plugin loads, isn't there like STARTUP that should load before the world ?

eternal oxide
#

yes

tender shard
slender elbow
#

onLoad is always called before worlds are loaded too

#

but afaik data packs are loaded during bootstrap anyways

tender shard
#

TL;DR the only proper solution on spigot is to tell admins to install the datapack manually first

#

if they are not able to do that, they shouldnt be admins anyway

sly topaz
#

can't you just put the datapack on the folder then do Bukkit.reloadData()

tender shard
sly topaz
#

it is the equivalent of a /minecraft:reload so it should work fine, javadocs for that method could definitely be improved

tender shard
#

Paper specifically includes a DatapackManager#refreshPacks() but they also they "Some of these changes will only take effect after the next Bukkit reloadData" so I think you're right & it should work

sly topaz
#

I do wonder how hard it'd be to unfreeze all the necessary registries and inject a datapack at onLoad

#

given the reload mechanism exists, it might just be a dumb thing to do

slender elbow
#

a lifecycle reload doesn't reload everything, does it?

sly topaz
#

I believe it should but I am not completely sure, the worldgen stuff being reloaded sounds funky

tender shard
#

not as funky as "Funky Town" by Lipps Inc though

sly topaz
chrome beacon
#

🐟

young knoll
#

It wont reload structures, biomes, pretty much any worldgen stuff

slender elbow
#

what if i ask nicely

young knoll
#

Mojang allow better hot reloading please 🥺

tender shard
#

"hewwo MC 1.21.11 pweeese :3"

#

just tried and it said "unknown command" D:

umbral ridge
#

its kinda shit that reload was removed

young knoll
#

It wasn’t though?

umbral ridge
#

huh

#

when you type reload it isnt recognized as a command at all

young knoll
#

Spigot and minecrafts reload command both still exist

lilac dagger
#

isn't the profile immutable now?

#

oh hmm

#

maybe the changes only apply to the viewer?

#

oh right, i remember something about respawning

#

try to respawn the player

#

try to respawn and see if it works

#

also you don't have to removeall

#

put will replace it no?

#

it's a multimap, i don't remember the behaviour

#

hmm

#

i see this lib

#

you could try to learn from it

#

it's for 1.10

ivory sleet
#

1.8.8 cooked

lilac dagger
#

but it should work

#

it's respawn for sure

#

no

#

it's per player

#

just look at this library

#

i found the 1.8.8 version

#

send position too

#

and refresh the player

#

or even better just use this library

#

it seems well put out

#

the rest you can find yourself

smoky anchor
#

I can't believe ppl are still doing this

lilac dagger
#

working with 1.8.8?

#

or doing disguises

#

you don't need all the classes

#

if you do just use the library instead

#

it's well written

#

via link i think

#

it's all on the github

smoky anchor
#

Try reading the github

#

it says how to add it as dependency, it has User Guide for how to use it probably

split gull
#

Hello, how can I get the id of an object in its respective registry?

worldly ingot
#

All registerable objects have getKey() methods

mortal vortex
#

wish that method had a better, non ambiguous name

echo basalt
#

wake up babe new gongas alt dropped

worldly ingot
#

Or like what else are you looking for? lol

mortal vortex
#

PERFECTION

wary marsh
#

I m looking for an indian mature mc Plugins and Serv Developer !! Its urgent Dm me

chrome beacon
sacred mountain
#

anyone looking to be a test monkey :P

#

pretty please

#

with a cherry on top

rotund ravine
thorn isle
rotund ravine
#

Well maybe @mortal vortex will

quaint basin
#

error: package org.jetbrains.annotations does not exist
import org.jetbrains.annotations.Nullable;
^

#

How can I solve this? Supposedly I have the dependency

#

IntelliJ doesn't issue warnings in the application's UX; only during compile time

smoky anchor
#

What does "supposedly" mean

quaint basin
hazy parrot
#

you probably have it in intellij libraries but no dependency in mvn/gradle config

#

you can put scope to provided

#

as it is not required during runtime

mortal vortex
buoyant viper
#

wtf is a mature mc plugin

mortal vortex
cursive kite
#

I have a delayed teleport plugin where if you move it cancels

#

But my move event keeps triggering when player did not move

#

Movement detected X 5.628613611497055 5.5681587330160305 - Y 65.11265486661293 65.11265486661293 - Z 7.09734173620801 7.09734173620801 Pitch: -0.3 0.0 Yaw: 11.25 0.0

#

The X in to and from are different despite player not moving

buoyant viper
#
  1. have u considered the possibility that they are moving?
  2. welcome to floating-point precision errors? (seems a little unlikely given how large the X delta actually is)
  3. idfk, use EssentialsX /tpa or somethin
umbral ridge
#

winnpixie pinting out the facts xD

tranquil pecan
lilac dagger
#

do you guys know if you can run mvn clean before branch checkout?

#

not really needed, just a nice to have

#

i get the target folder in the new branch

#

of modules that are non existant

#

purely cosmetic issue just eye soaring

hazy parrot
#

i mean its post, pre-checkout is not implemented

#

but it shouldn't matter

lilac dagger
#

i use the built in git in intellij

hazy parrot
#

hooks are still executed

lilac dagger
#

oh nice

slate surge
#

is it possible to transfer the client to another host as soon as they go in configuration phase?

eternal night
#

Transfer packet is valid during config phase yes

slate surge
#

from 1.20.5 to 1.21.11?

eternal night
#

Dunno

#

In .11 yes. Beyond that, try and see

slate surge
#

ye it is

#

thnx

cursive kite
#

I made it so when players fish they catch a skinned skull, but they won't stack for some reason

#

Same name and skin

buoyant viper
#

i dont think skulls are stackable

#

at least, not human skulls

cursive kite
#

If I middle click copy them they make a stack though

chrome beacon
chrome beacon
# cursive kite

Run /data get entity @p SelectedItem while holding a head and then compare the outputs

cursive kite
#

I'm in 1.8

chrome beacon
#

💀

cursive kite
#

It's generated thru code though nothing changes same code each time

#

How would anything be different

chrome beacon
#

Well something is clearly different

#

otherwise they would stack

cursive kite
#

got me therer

#
        return new me.nexollo.servercore.utils.Items(
                me.nexollo.factions.utils.ItemUtils.getCustomHeadFromTexture(texture, null)
        ).setName(name).asItemStack();
    }```
#
            ItemStack skull = new ItemStack(Material.SKULL_ITEM, 1, (short) 3);
            if (texture == null || texture.isEmpty()) return skull;

            SkullMeta meta = (SkullMeta) skull.getItemMeta();
            GameProfile profile = new GameProfile(UUID.randomUUID(), null);

            if (signature == null || signature.isEmpty()) {
                profile.getProperties().put("textures", new Property("textures", texture));
            } else {
                profile.getProperties().put("textures", new Property("textures", texture, signature));
            }

            try {
                Field f = meta.getClass().getDeclaredField("profile");
                f.setAccessible(true);
                f.set(meta, profile);
            } catch (NoSuchFieldException | IllegalAccessException e) {
                e.printStackTrace(); 
            }

            skull.setItemMeta(meta);
            return skull;
        }```
chrome beacon
#

Random UUID

#

?

cursive kite
#

damn it...

#

idk how i overlooked that

#

Can I use a null for uuid

chrome beacon
#

no idea

kind hatch
#

I wanna say no, uuid can't be null.

cursive kite
#

so just use a consistent uuid i guess lol

chrome beacon
#

I mean give it a try with null

#

doesn't hurt

cursive kite
#

Well it worked lol

chrome beacon
#

neat

cursive kite
#

Welp half worked

#

Caused by: java.lang.IllegalArgumentException: Name and ID cannot both be blank

#

hasha

thorn isle
#

iirc in modern versions you can have a playerprofile where both are null

#

if you do have to provide one, you can just use a fixed uuid, or compute it from the texture hash

young knoll
#

Don’t use the same uuid for different heads

#

That’s why I compute it from the texture hash

cursive kite
#

UUID uuid = UUID.nameUUIDFromBytes(texture.getBytes());

young knoll
#

^

mortal vortex
#

Just send the samples

kindred sentinel
#

How to understand what is a good option for optimization? Like, understand load limit for the server, which things are normal way to optimize plugin, which things are worse for optimization?

thorn isle
#

what now?

rotund ravine
umbral ridge
#

in yaml what is correct or preferred?

some-list:
  - "123"

or

some-list:
- "123"
sullen marlin
#

first one isnt it?

thorn isle
#

both are correct

#

i personally prefer the latter, but most linters enforce the former

thorn isle
dry forum
#
Cannot resolve symbol 'Particle'```

im randomly getting this error after going in to 1 of my classes, never got this before, haven't touched the pom, nothing has changed, just randomly getting an error saying I cant import Particle, everything else works
sullen marlin
#

post your pom

dry forum
thorn isle
#

is this error from the IDE or javac/maven build?

dry forum
#

both, it wont let me build

thorn isle
#

and you're building through maven rather than the ide

dry forum
#

theres 2 more errors in my other class randomly after ii changed absolutely nothing

Cannot resolve method 'setBlockData' in 'FallingBlock'
Cannot resolve method 'setAggressive' in 'Guardian'

thorn isle
#

try excluding transitive dependencies from worldedit-bukkit

#

iirc it includes like bukkit 1.13 as a transitive dependency, which overrides the classes from spigot

sullen marlin
#

spigot is on top though so should be OK

#

can you post the maven build log?

dry forum
#

sure 1s

#

oh god everyhing is breaking now

#

pretty sure its an ide error my other classes are back to normal its js the particle thing and it builds now

#

idk what caused this though never had this happen

sullen marlin
#

clear caches?

dry forum
#

js did that and its still erroring

buoyant viper
#

?jd-s

undone axleBOT
buoyant viper
dry forum
#

its a paper thing

cursive kite
dry forum
#

intellij

buoyant viper
cursive kite
#

Some reason my plugin keeps showing as disabled in /plugins

#

No errors while packaging in maven

#

And no errors on server start up

sullen marlin
#

I doubt theres no errors

#

check the log more closely

cursive kite
#

Which lol

#

Build success maven

#

Server starts up, all the plugins dependents also start up and work

mortal vortex
cursive kite
#

Since it isn’t color coded ^

mortal vortex
#

[ServerCore] Enabling ServerCore v2025.12.25-Maven
Server in Beta mode - Enabling skills.
Skipping values due to beta mode.

I would imagine server core is doing something then?

cursive kite
#

That’s my other plugin it successfully enabled no errors

mortal vortex
#

Yeah but what does “beta mode” doing?

cursive kite
#

Oh that’s within my plugin just logging my settings, doesn’t disable plugins

#

Why would a plugin have 0 start up error but be disabled

#

I decompiled and the plugin yml and files are all there

sullen marlin
#

is it even in the plugin folder

#

I dont otherwise see it in the logs

#

also not running spigot..

mortal vortex
#

lmfao

cursive kite
#

Wait I never thought of that

mortal vortex
cursive kite
#

In my maven I dependent on spigot but my server is paper ….

#

Am I doing it all wrong

mortal vortex
#

If this plugin called ServerCore is the one loading the plugin, can you show how that works?

cursive kite
#

No no it’s two separate plugins server core is my essentials and skills is my mcmmo

#

Skills just makes sure I have a specific setting for certain skills that’s my logging message

mortal vortex
#

R u ignoring this?

#

“Enabling skills”, that’s not a message from the server, that’s a message from your ServerCore plugin, which I assume is enabling Skills. Can you show how that works?

cursive kite
#

That’s my poor wording 😭 my plugin is named Skills And the actually skills within the plugin are called skills

#

It’s just a Boolean for some extra listeners

sullen marlin
#

it still seems as if something other than the server is loading your skills plugin

#

is it in the ./plugins/ folder with a .jar extension?

mortal vortex
#

Yeah that’s what I’m saying.

#

The “Enabling …” comes from the server, I don’t think a plugin can silence the pre-enable message. So is the plugin actually being enabled by the server?

sullen marlin
#

yep

mortal vortex
#

Okay but is the Skills plugin, within your plugins folder?

#

or are you loading it externally?

#

What’s the plugin yml for Skills?

#

and server core too

cursive kite
#

Decompiled so it’s actually in there

sullen marlin
#

looks like your plugin.yml is inside a package

#

I'm sure if you ran Spigot it would tell you this

cursive kite
#

Lemme try on a spigot server lol

dull atlas
#

Anyone knows how to add/get/set DataComponents for itemStack? I see some hardcoded methods within ItemMeta but nothing for durability/damage of an item.
I basically just want to kinda replicate this command but via code: /give @s minecraft:potato[minecraft:max_damage=64,minecraft:damage=16,minecraft:max_stack_size=1]

But only setMaxStackSize() exists, nothing about durability (well excluding the old deprecated methods on ItemMeta)
I'm on spigot 1.21.1

cursive kite
#

pl

#

Wow spigot actually gave a start up error...

#

I thought you could mix Spigot and Paper

sullen marlin
dull atlas
# sullen marlin https://hub.spigotmc.org/javadocs/spigot/org/bukkit/inventory/meta/Damageable.ht...

Yeah I used that but it doesn't want to work, even if the itemStack is damageable (like a shovel, not necessarily a potato or other items)
There's no errors but no durability bar showing up in game.
Here's my code:

if(itemMeta instanceof org.bukkit.inventory.meta.Damageable damageable) {
            System.out.println("damageable");
            damageable.setMaxDamage(weaponDTO.getThrowsAmount());
            int maxDurability = damageable.getMaxDamage();
            System.out.println("Max dura: " + maxDurability); // writes 6
            int targetRemainingDurability = Math.max(0, Math.min(maxDurability, remainingThrows));
            System.out.println("Trgt: " + targetRemainingDurability); // writes 5

            int damageToSet = maxDurability - targetRemainingDurability;
            damageable.setDamage(damageToSet);
            item.setItemMeta(damageable);
        }
``` 
The souts seems to be fine, but yeah the durability bar just ain't showing up
#

At first I thought maybe I was doing item.setItemMeta(itemMeta) instead of the casted damageable of itemMeta, but even changing that didn't work, I feel like I forgot something to update the item or something?

sullen marlin
#

What's the resulting item nbt?

bold shadow
#
        inv.setItem(45, button(Material.ARROW, "§f이전 페이지", "§7클릭: 이전 페이지"));
        inv.setItem(53, button(Material.ARROW, "§f다음 페이지", "§7클릭: 다음 페이지"))

I want to add material.arrow from inv.setitem to the custom item added with Itemsadder, but I don't know how to do it. The item ID is _iainternal:icon_right_blue.

buoyant viper
#

met me at a very korean time in my life

sullen marlin
#

Not sure how items adder adds items

#

Don't they have an API

mortal vortex
#

Didn’t get a response from him at first so I thought he eventually found his issue 😭

#

Classic spigot W

dull atlas
chrome beacon
#

unbreakable items do not have the durability bar

dull atlas
#

Makes sense now... I thought it would prevent the item from getting damaged by hitting entities/breaking blocks x) but still function with a durability bar

chrome beacon
#

also you can use SelectedItem to grab what a player is holding. Example:
/data get entity @p SelectedItem

dull atlas
#

doesn't show much tho ._.

#

but yeah I'll remove the unbreakable and just cancel the vanilla-natural damage through events or smth

#

so that the item doesn't get destroyed if it's on 1/5 durability after swinging/digging smth

smoky anchor
#

It shows exactly what would be in the Item NBT field of the item entity
if I'm not mistaken

#

Which in this case is exactly what you're concerned with

chrome beacon
dull atlas
#

wait I'm dumb

#

was holding the wrong item lol

#

ok ye it works

#

was holding a vanilla popped chorus fruit in another slot

shadow pumice
#

Hey! is it possible to make a custom gui through a plugin? i wana recreate the furnace but in a new way (and other uis)

young knoll
#

Not without resource pack shenanigans

shadow pumice
thorn isle
#

listen to InventoryClick and Drag events

#

check whether the click is happening in your gui inventory

#

check which slot is being clicked

#

perform the appropriate action

#

there's some ? bot command that links to a basic guide on how to write a gui system

buoyant viper
#

?gui

buoyant viper
thorn isle
#

🦞

fresh pilot
#

Hey, im trying to make a simple role giving plugin, whats the best way to store data like that on a player? i just want to be able to give them a role and then check that role for doing commands.

#

ik there is scoreboards but i kinda dont wanna use those, my first iteration of this plugin did that and it was wildly inconsistent

echo basalt
#

?pdc

fresh pilot
#

ty

floral quail
#

How to sort players by group in tablist - 1.8.8

buoyant viper
#

the real question is why is 1.8.8 still relevant

young knoll
#

It’s 10 years old

#

It’s officially vintage now

#

Which makes it relevant again

winter remnant
#

Trying to cancel spear damage using EntityDamageByEntityEvent and for some reason even if i cancel the event the item still takes durability when attacking, even though the damage event is successfully canceled

#

Is this a bug? I'm having a hard time finding a way around it (I'm not using NMS)

thorn isle
#

type.tostring.equals(player)

#

consider entity instanceof Player

winter remnant
#

I will consider

thorn isle
#

or if you must use entity type, entity.getType() == EntityType.PLAYER

winter remnant
#

Would that help with the spear durability issue? That's just a check for whether it is a player attacking or not

#

it's already cancelling properly on the entity damage front

#

(I wrote this a long time ago and am bringing it up to latest)

thorn isle
#

it wouldn't

#

considering how new and strange spears are, it's probably an impl bug

winter remnant
#

So it could fix itself in future spigot versions?

thorn isle
#

possibly, though let's maybe see the entire event handler method just in case

winter remnant
#

there is more below but it is other edge cases for projectiles, tnt, etc

sullen marlin
#

I'd suggest opening a big report

#

?jira

undone axleBOT
winter remnant
#

will do

rotund ravine
sullen marlin
#

That too

winter remnant
#

done

mortal vortex
rotund ravine
sullen marlin
#

Who's not

umbral ridge
#

He

chrome beacon
floral quail
# buoyant viper the real question is why is 1.8.8 still relevant

I'll tell you what the problem is with most of them. I believe the channel is called “help-development,” which is self-explanatory: to help, not to give personal opinions. I know that 1.8.8 is a terrible, outdated version, but the point is that if I'm making money with it, I'll keep working with it, and I came here to ask for help with the following message:

"How to sort players by group in tablist - 1.8.8"

#

Thanks.

mortal vortex
floral quail
#

Anyway, follows the channel's objective.

tranquil pecan
floral quail
mortal vortex
#

fucking love haze

#

my little jeet

young knoll
#

Do you think 1.8 receives a pension yet

steady compass
#

question, how can i delete a pugin i uploaded as a test

wet breach
#

There really is no tablist support in 1.8

#

you have to use nms last I recalled in order to do the majority of stuff with it

floral quail
#

But I've already gotten help, thank you. Because here, all they know how to do is complain.

#

And I don't see any more reason to stay here, bye.

wet breach
#

Well, it is in fact annoying to have people come in trying to use outdated software and expecting people should help when in reality it is the other way around where the person using the outdated software should actually know what they are doing

#

but alright bye

#

always the same with people who make money from a certain version feeling entitled lol

ancient plank
lavish wing
#

I can't download anything

buoyant viper
#

thats a thing?

buoyant viper
#

or better what do u use it for

lavish wing
#

It was working +- 2 weeks ago

#

It had minecraft 1.3.2 - 1.7.10 compile files

buoyant viper
#

sus

lavish wing
plain thunder
#

Hi i need help
i want someone to give his point of view about my plugin so i can improve my work

lavish wing
#

maybe anyone has archive of repo or smth

#

@sullen marlin ?

plain thunder
#

i realy need help, anybody?

lavish wing
#

give us plugin

#

or code

plain thunder
lavish wing
#

uhm whar
why anyone will even need this plugin

plain thunder
#

so u know one u start a minecraft server with friends
the owner will use creative
one guy will get full nethrite armor
one guy will finish the game in one day

#

so my plugin fix these problems

thorn isle
#

uuh

lavish wing
#

uuhhhhhhm ok, but I think it's useless plugin for any other server

plain thunder
thorn isle
#

block /give /effect /gamemode creative F3 + F4 creative
this seems silly

thorn isle
#

apart from that it looks alright for a first plugin

plain thunder
thorn isle
#

the owner can always cheat

#

you are unable to stop the owner from cheating with just a plugin

lavish wing
plain thunder
#

i will fix this problem

thorn isle
#

there are infinite problems

#

there are infinite ways for the owner to cheat

plain thunder
#

any other ideas?

plain thunder
plain thunder
thorn isle
#

e.g. using an nbt editor to add items to their inventory

#

installing another plugin to give them items through the api

#

using commands to place items in chests in the world

#

you physically can't stop the owner from cheating if they want to, because they run the server and have complete control over the runtime

lavish wing
#

Your plugin is good for practice, but not for actual server

plain thunder
#

i will tray to block the consol is that posible?

plain thunder
lavish wing
plain thunder
#

i will tray to figer out how to do it
thx btw

plain thunder
# lavish wing yes

public void onServerCommand(ServerCommandEvent event) {
if (event.getSender() instanceof ConsoleCommandSender || event.getSender() instanceof RemoteServerCommandSender) {
if (isBlocked(event.getCommand())) {
event.setCommand(""); // hard-null = no execution path
Bukkit.getServer().broadcastMessage("§4[HardLock] Console attempted a blocked command – denied.");
return;
}
}
}
do u think this code will fix it [block the consal?]

#

and do u recommand i replace 1.0 version or i will send new version 1.1

plain thunder
#

ok thx again

cursive kite
#

If my console is spammed with [Votifier] Unable to process vote from, does that mean i did something wrong?

lavish wing
#

maybe*
im not sure, Wasn't using original votifier for a long time

lilac dagger
#

every time i switch branches for some reason the compiler file with the info for the ide remains the one from the other branch, any idea how to fix

#

oh nvm, i could try to remove compiler from the gitignore

#

i think this will fix it

chrome beacon
#

?services

undone axleBOT
crystal elm
#

i need developer for my smp

chrome beacon
#

That wasn't a question it was a command for the bot

#

Read the message above yours

mortal vortex
#

@cedar saffron time to shine

cedar saffron
#

Or we can both help!

dry forum
#

whenever i switch my maven to 1.21.10 it says the Particle enum doesnt exist? did it get renamed?

buoyant viper
#

?jd-s

undone axleBOT
young knoll
#

Don’t think so

chrome beacon
dry forum
#

probably

#

im on 2022

chrome beacon
#

Yeah that does not support Java 21

#

Time for an update

dry forum
#

mmmmm so thats why everything has been breaking

#

thanks

young knoll
#

I remember people having this issue when Mojang moved to 21

#

Didn’t expect to see it make a return

cursive kite
#

Does maven repo tell you required java version

#

I cant find it

chrome beacon
chrome beacon
cursive kite
#

Im trying to add the Json in Java repo but i cant figure which version corresponds to which java version

chrome beacon
#

What

cursive kite
#
            <groupId>org.json</groupId>
            <artifactId>json</artifactId>
            <version>20231013</version>
        </dependency>```
#

How can I confirm the Java version required for this version lol

chrome beacon
#

You check the docs for json

cursive kite
#

Hm seems all require only java 1.8

#

good to know

chrome beacon
#

It's actually compatible with 1.6-25

#

Well tested with*

cursive kite
#

Trying to figure out why I keep getting java.lang.NoClassDefFoundError: java/lang/constant/Constable

#

My IDE and all are set to Java 8

#

Even specified in my pom file

chrome beacon
#

When are you getting that error

cursive kite
#

Server startup

#

I wonder if ProtocolLib cut off java 8 support

young knoll
chrome beacon
#

||fair enough it's been pretty bad lately||

cursive kite
#

Nope im using 5.3.0 which was the last java 8 edition...

chrome beacon
young knoll
#

||Although with all the features now being in the same program… I wonder how hard it is to bypass the premium requirement||

cursive kite
#

It isn't consistent to reproduce, if I clean and install x20 times it works, then 21st its broken again then repeat

chrome beacon
#

What Java version you're compiling with is not the issue

cursive kite
#

So confused

chrome beacon
#

Also discord why are you not moving the text box above my on screen keyboard

#

I cant read what I'm typing