Posts by sharkbitefischer

    something weird. When I log out with the cannon still in my hand and then log back in, it looks like it is in my left hand and flipped around until I change hot slot and back again. then it appears correctly.


    Ok this seems to be caused by lag. I have a bad internet connection so am slow to load. When fully loaded it corrects it's self.


    sorry for the scare :)

    ich Spiele im Multiplayer und verwende die 0.7.2
    das Problem Tritt nur auf wenn ich die Pfanne von der Feuerstelle nehme mich dann aus und wieder ein Logge.
    wenn du möchtest kannst du mal schauen Server: 134.255.212.219:4255

    confirmed, this happens on my server too. put a skillet down and pick it up then log out and back in and another skillet appears that you can not pick up or use. You can place another skillet and pick it up, log out and back in and now there are 2 skillets I can not use on the grill. I also can destroy the fire and grill and the 2 skillets remain afterwards and are not destroyable even in gm 1 mode.

    Cool! I haven't tried ABM yet, but I'm glad to hear they're compatible :)
    At first I chose the world db folder because I was following the example plugins, but then I realized there's another good reason to do so. Since the plugin works in singleplayer too, each singleplayer world has it's own chicken coops db, Whereas if it was one universal chicken coop db, every chicken coop from every singleplayer world the player has would get loaded no matter what world was chosen to load up, you'd find chicken coops in some interesting places I bet that way.
    Can you think of any potential problems of putting the db in the world folder? I haven't thought of any, but I'd like to know your ideas. ^^

    I do not see any problem with the db being where it is. I have just seen it put in the plugin folders and if it needed to separate worlds they named the db after the world but I think your solution is the easer 1. Store the db in the world db folder :)

    picking an egg up when it is not finished cooking throws an error. The rest of it works well. Maybe try adding a slimy egg goo to be picked up when not finished cooking.


    PLUGIN EXCEPTION (ChickenCoop, 0.7.1, Allie and Lexie) ---->
    java.util.ConcurrentModificationException
    at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
    at java.util.ArrayList$Itr.next(Unknown Source)
    at mod.allielexie.chickencoop.ChickenCoop.onPlayerInteraction(ChickenCoop.java:549)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at pluginapi.PluginEventHandler.triggerEvent(SourceFile:245)
    at G.c.a(SourceFile:355)
    at G.c.messageReceived(SourceFile:79)
    at de.jiw.network.server.core.ServerTcpChannel.onMessageReceived(ServerTcpChannel.java:99)
    at de.jiw.network.server.core.AbstractServerChannel.dispatchTCP(AbstractServerChannel.java:62)
    at de.jiw.network.server.session.TcpSessionHandler.channelRead0(TcpSessionHandler.java:79)
    at de.jiw.network.server.session.TcpSessionHandler.channelRead0(TcpSessionHandler.java:15)
    at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:105)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
    at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:340)
    at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:310)
    at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:284)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
    at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:340)
    at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:310)
    at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:284)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.access$600(AbstractChannelHandlerContext.java:38)
    at io.netty.channel.AbstractChannelHandlerContext$7.run(AbstractChannelHandlerContext.java:353)
    at io.netty.util.concurrent.DefaultEventExecutor.run(DefaultEventExecutor.java:66)
    at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858)
    at io.netty.util.concurrent.DefaultThreadFactory$DefaultRunnableDecorator.run(DefaultThreadFactory.java:138)
    at java.lang.Thread.run(Unknown Source)

    use the size command in the console to make a pain of glass into a beam.


    size x x x


    sizes range from 0.1-15.9 in survival and 0.01-15.99 in creative.


    you just can't make logs unless you don't mind not being able to see through them. you can spin the beam and place multiple beams in each other to make it look round.


    triangles are out of it, sorry.

    if I am correct and remember properly, even on survival the size command is available for size from 0.1- 15.9 in creative that expands to 0.01-15.99 in all directions . to use in the console try size x x x replacing the x x x with desired numbers. This is assuming the server didn't restrict the size command.

    needs to be a way to restrict the fire melons for servers that ban tnt. The ones that don't want damage :) I would love to use this on my server but desire a way to turn off the firemelon. or maybe make them like grenades, only does damage to players and npc. I think just being able to turn off the firemelon would be better though. It works well as you have it, even in multi player. Does to much damage to not be able to restrict the firemelons though.