Posts by james1bow

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.2 (2024-12-30)

    trying to build a gui for players to make plugin commands clickable. will have gui with button assigned to some plugins (/ap, /pnb).

    when using the setChat() method, does it just display in chat or does it enter it into chat as if typing the command and pressing enter?

    This would take a lot of work, as you'd have to add in something to the code where it can communicate between servers. Though, I believe the code for communication between servers is already in some other plugin? Maybe they can shed more light on this. :thinking:

    or a central location to store a database for all servers running the plugin? as you know im just starting to learn the whole java thing. that being said, i do have some more hardware should anyone be interested in the idea enough.

    Getting the transactions to work between them, and saving data shouldn't be too much of an issue. One way this can be done, is use Databases to Save Transactions, as well as use Databases to also handle transactions. However, using a Database to handle transactions might not be so performance friendly in the long run, unless you have it programmed so once the transaction has been handled, that entry gets cleared out of the database

    now that i think about it, to be more performance friendly...if the coin is spawned(forged) its an item that can be swapped for another item(1 coin trade 1 apple). database would only be needed to know whats in the chest and at what prices.

    Getting the transactions to work between them, and saving data shouldn't be too much of an issue. One way this can be done, is use Databases to Save Transactions, as well as use Databases to also handle transactions. However, using a Database to handle transactions might not be so performance friendly in the long run, unless you have it programmed so once the transaction has been handled, that entry gets cleared out of the database.

    i think a cross server auction house would be cool as well. at a standstill on my plugin for java atm as im unsure of its future. plan on starting work on one for the unity version once there is an api

    Does that mean he was able to destroy something inside a protected area? :wat: According to the log, most elements were destroyed using the creative mode removal tools (F7).


    The incoming CRM and ORM packets are harmless, these packets are part of the creative mode removal tools... There is an exception in the log though regarding undo handling, that seems to be a bug (but that bug isn't related to this issue).

    yes he was able to destroy things, ill look into my permissions again. i went threw them a few times trying to figure out how he had done it but couldnt figure anything out. he should not have even been able to use creative tools.




    edit* i can confirm he was able to brake things in a protected area and no one else even admin can not

    Do you mean the last update (i.e. 0.4), or the latest hotfix that was just released an hour ago? If the server takes a few minutes to reconnect, it could be the port checker which halts the server until all ports are open (this was actually already implemented for TCP connections, but only the recent hotfix also takes UDP into account).

    Do you have access to the server console? In this case there could be an indicator what's taking to long. If it's the port checker, you will see an ongoing output like "Checking ports...." (with lots of dots behind it if it takes long). If it's not the port checker, it could be Steam which takes a long time until it's connected (Steam is fully connected if you see this message in the log: "[STEAM] Server connected, public IP -> x.x.x.x").


    How did you restart the server exactly? If you kill the process, it typically takes some times until the TCP connections (for the server query port) gets closed automatically on Windows. But if you shutdown the server gracefully (either by using the "restart" or "shutdown" command), the server should be able to restart immediately.

    when i said least update i meant 0.3. i have a script that kills the process, i will do a better job shutting down the server as i do get the checking port..... ive installed the hotfix and will keep an eye on it

    i had noticed in the last update if you closed the server and restarted it would take a few minutes to reconnect, i just dealt with it. the issue with players getting stuck at 5% had never happen before so i figured it was a new issue. thanks for all the hard work

    i can confirm the issue, windows server 2019. ran fine until the last update. loading players get stuck at 5% with no client server requests. i simply restart the server and it works for a few hours then fails again. using pfsense for my router with a cisco 24 port switch. ive looked at all the the ports and everything is fine.

    thank you both for the replies , was worried about a high use item holding a few thousand timers into memory.


    as for the custom crafting station's i presume i could interact with said static object to craft custom item's? tbh i would like this approach better from a learning standpoint.

    Nice work on the new unity update as well.

    as im new to java and programming in general, when timers finish a Runable do they stay in memory or do i need to kill the timers? also im wanting to create a custom crafting station but i havnt seen anything in the api about it?

    thanks in advance

    few questions, is the java version of the game going to remain active even though it will not be updated? as in will it still be playable online? even if the game itself will not be updated will the plugin API ever get updates from API requests? i would still like to learn to make my own plugins for the java version.

    red51 when adding a player to an area is there a way, or can you make it so we can apply specific area group permissions to individual players? Not just as a default area permission.

    i mad e4 permissions groups pve/pvp for defaults and ownerpve/ownerpvp for the actual area owners. they both show up for the default and user permissions tho.

    thank you for the reply. this is how i figured they work.