[INACTIVE][TP/MECH] Inception v1.04dev0.5 - World Layering and Overlapping [1060]

Discussion in 'Inactive/Unsupported Plugins' started by Lihad, Jun 5, 2011.

     
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    Lihad

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    Inception - From one world into another (into another, and another, and another)
    v1.04dev0.5




    ------------------------------------------------------------------------
    Just got back from honeymoon!!! woot!!!! I will be updating Inception for 1.8 as bukkit allows :) stay tuned!
    ------------------------------------------------------------------------

    Downloads:
    Most Recent Build

    [1060] - Version 1.04dev0.5 - Full
    [1060] - Version 1.04dev0.5 - jar only
    Past Builds
    [1060] - Version 1.04 - [->] 1.03, 1.02c, 1.02a, 1.01, 1.00

    ---------------------------------------------
    ---------------------------------------------
    Description:
    Allows you to fall (or climb) from one world into another world by catching players that enter a y-coordinate that isn't in the normal range of play (or otherwise defined). With the addition of skyland environments, this plugin can be used to stop players from falling indefinitely, and instead make them drop in another world at the same x and z coordinates.

    -----------------------------------------------------------------------------------------------
    Love Inception? Wanna help out a poor-ass college kid who is about to get married AND working his way through commercial flight school?! Donate!
    [IMG]
    -----------------------------------------------------------------------------------------------
    ---------------------------------------------
    Other Plugins Worth Your Time!
    Inception works great with:

    StyxSpace

    ---------------------------------------------

    Recent Fixes!For Version 1.04 & dev0.5

    - dev0.4 includes fixes for Exceptions casuesd by minecarts and mobs through Inception
    - dev0.4 allows mobs to not die by passing through Inception
    - dev0.4 includes a MAJOR fix fir a bug that occurred in 1.04 that rewrote parts of the config.yml, assuming there was none there (when there may have been).
    - .jar by itself will auto-generate a config.yml if none are detected :) Hooray!
    - New Developer API shtuff. I'll make a tab regarding info on it later tonight.
    - Bug fixes
    - More bugs
    - Mobs can now technically pass through inception layers IF they fall into a void. Working on this to fix it so it synchronizes with the set limits
    - Minecarts should be able to Inception
    - Boats should be able to pass through Inception layers
    - Console will yell at you more when you mess up stuff in the Inception config.yml, so I won't have to.
    - New command ./inception edit
    - And more stuff!



    Old Fixes!For Version 1.02delta & 1.03

    - Added options for syncing time in all worlds (this only works if time movement is normally enabled in a world type, and for that world)
    - Inception returns more information to the console on start up
    - The ground work for different fall damage has been laid, not Implemented Yet!
    - The config file is more forgiving and lets you use lower case in the environment type ;)
    - Fixed player getting pushed through stairs on inception (or half-blocks)
    - Fixed player getting stuck in the ground (100% success rate in testing, let me know if results differ)

    - Fixed player positioning on Inception being off a couple blocks x,z
    - Config editing commands now reload Inception upon completion automagically (no feedback)
    - Foreign worlds as a 'lowerWorld' aren't stubborn assholes any longer.

    - Fixed teleport looping
    - Fixed chunks being deleted in dynamicOverlapping
    - Colored blocks now reflect properly through an overlap
    - Block facing through dynamicOverlapping is fixed
    - Block facing through standard overlapping is ish-fixed. but not really.
    - Syncing of linked worlds by their spawns is added as an option in the config.yml
    - The exclusion of certain block types the are mirrored in an overlap is added as an option in
    the config.yml
    - Water and lava pouring through an inception layer behaves more correctly
    - Inception passes priority of world creation with 'environment: null'
    - And other fixes

    ---------------------------------------------

    Installation:
    Download the .zip and throw the contents into your plugins folder. Be sure to configure the config.yml file in the Inception folder or the plugin will fail! If updating from a previous version: Don't delete your old config.yml and expect a new one to generate! Use the new config.yml that is in the new version folder unless otherwise specified.

    Then, read the 'Setup' tab below for Detailed instrutions on the setup of Inception. For those new to the plugin, I don't suggest changing any values for anything outside of defining the worlds and environments for a single link. After you have the motion of Inception down, tweak the setting and add more links as you see fit.


    #Inception - Written By Lihad @ beyondminecraft.net

    ----- Using Inception
    Before using this plugin, be sure to backup your world files and etc. Inception has the potential to rewrite entire landscapes! Tread carefully.

    ----- The Initial Setup
    Download the latest .zip, or the one that suits your CB. And place the contents into your plugin folder.

    Be sure to modify the config.yml for Inception before the initial launch, it should look something like this to start:

    Code:
    inception:
        link0:
            worldUpper:
                worldName: renameme
                environment: RENAMEME
            worldLower:
                worldName: renameme
                environment: RENAMEME
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false[/INDENT]
    
    autoInception: false
    fallDamage: false
    glassStep: true
    dynamicOverlapUpperToLower: false
    dynamicOverlapLowerToUpper: false
    exemptBlockID: 7, 8, 9, 10, 11
    - Setting up your first link!
    Under link0, the options below exist:
    Code:
            worldUpper:
                worldName: renameme
                environment: RENAMEME
            worldLower:
                worldName: renameme
                environment: RENAMEME 
    Fill in the world you want to be top world in the worldName slot for the worldUpper key, as well as the environment type (most foreign world types created by other plugins are NORMAL in origin). The three main world types are NETHER, NORMAL, and SKYLANDS. Follow the same idea for the worldLower key, by adding in the world that you want to be 'below' your top. If your using another plugin to supply a foreign world type, use 'null' as the environment type and inception will pass priority to the corresponding plugin.

    Note: If you write the name of a world in either worldName slot that doesn't already exist, Inception will attempt to create it of the type Environment that you have specified.

    - Setting up your local link variables!
    Within link0, you will also see these options:
    Code:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false
    [/INDENT]

    Each does something different, set to maximize the performance you wish to get out of inception. 'enableFall' and 'enableClimb', if set to True, will allow your users to pass from the lower world to the upper world by climbing, as well as passing to the lower world from the upper world by falling. If you wish a player to only be able to fall from the upper world to the lower, but not climb back up, turn 'enableClimb' to false.

    To specify the 'y' coordinates that the inception between worlds takes place, define the values under upperLimit and lowerLimit. Once a player crosses this threshold, they will be beamed away to the other world.

    The 'overlap' is a tool used for those who wish to make their worlds seem to flow together. By turning 'overlap' to true, you are saying that the bottom and top of the worlds will share anything placed or destroyed by a user, within the distance specified by 'overlapDepth'. Thus, with an overlap depth of '5', y-coordinates 1,2,3,4 and 5 of the worldUpper will be shared with y-coordinates 123,124,125,126 and 127 of worldLower. Note: The transfer through normal overlapping will only work for blocks that are placed and destroy while the plugin is running.

    Also note that with overlapping, your lower and upper limits for said link must be equal in spacing. This is new to Version 1.o1.

    Lastly, turning 'sync' to true will line the linked worlds up by their spawns, instead of their x,z coordinates.

    - Creating More than One Link
    To create a second link, simply copy the entire link0:, and paste it under itself, renaming the new copy 'link1'. It would look something like this:
    Code:
        link0:
            worldUpper:
                worldName:
                environment:
            worldLower:
                worldName:
                environment:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false[/INDENT]
        link1:
            worldUpper:
                worldName:
                environment:
            worldLower:
                worldName:
                environment:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false
    [/INDENT]

    And of course, be sure to add the worlds you want to be involved in the new inception link, as well as changing/modifying any of your new local variables.

    - The Global Variables
    Code:
    autoInception: false
    fallDamage: false
    glassStep: true
    dynamicOverlapUpperToLower: false
    dynamicOverlapLowerToUpper: false
    exemptBlockID: 7, 8, 9, 10, 11
    These keys should only appear once in your config, and should be outside any keys. They are your global variables. 'fallDamage' is pretty obvious in wht it accomplishes.

    'autoInception', if turned to true, will have Inception automatically link all of your worlds for you in the standard manner (no overlap, limits at 0 and 128). This completely ignores any links you have specified. Very much the lazy-persons Inception tool.

    'glassStep' Is used for those who are travelling up to skylands and dont have a block to step on, or get caught in pesky inception loops. Turning this to true will give your user something to stand on when climbing up.

    'dynamicOverlap...' if turned on... be prepared for the shear power of inception to show itself. For every link that you have where 'overlap' is turned to 'true',. dynamic overlapping will take a snapshot (of height defined in 'overlapDepth') of a players current surroundings and places them in the world they are going to. Allows for EXTREMELY seamless transfer.... also has the potential to rewrite sections of worlds.

    'exemptBlockID' is any block id you wish to not be overlapped in an overlap layer.



    Only For Op


    - Not Setting the config file correctly can cause weird things to happen
    - If a server's flymod catch is turned on, this can lead to players being kicked mid-transfer
    - Block facing is not always correct through overlapping
    - Signs don't overlap well
    - Chests don't overlap well
    - There may or may not be an issue with looping world Inceptions between two worlds that of Normal and Nether types. This has been known to cause issues with deleting chunks and etc. This issue is set for resolve in the next 1.02 release.
    will add more bugs to this section as they are noted and posted.


    Version 1.04dev0.5[CB 1060]
    - Hotfix for dev0.4

    Version 1.04dev0.4[CB 1060]
    - dev0.4 includes fixes for Exceptions casuesd by minecarts and mobs through Inception
    - dev0.4 allows mobs to not die by passing through Inception
    - dev0.4 includes a MAJOR fix fir a bug that occurred in 1.04 that rewrote parts of the config.yml, assuming there was none there (when there may have been).

    Version 1.04[CB 1060]
    - .jar by itself will auto-generate a config.yml if none are detected :) Hooray!
    - New Developer API shtuff. I'll make a tab regarding info on it later tonight.
    - Bug fixes
    - More bugs
    - Mobs can now technically pass through inception layers IF they fall into a void. Working on this to fix it so it synchronizes with the set limits
    - Minecarts should be able to Inception (maybe...)
    - Boats should be able to pass through Inception layers (maybe...)
    - Console will yell at you more when you mess up stuff in the Inception config.yml, so I won't have to.
    - New command ./inception edit
    - And more stuff!


    Version 1.03[CB 1000]
    - Added options for syncing time in all worlds (this only works if time movement is normally enabled in a world type, and for that world)
    - Inception returns more information to the console on start up
    - The ground work for different fall damage has been laid, not Implemented Yet!
    - The config file is more forgiving and lets you use lower case in the environment type ;)


    Version 1.02delta[CB 977+/1.7.3]
    - Fixed player getting pushed through stairs on inception (or half-blocks)
    - Fixed player getting stuck in the ground
    - Fixed player positioning on Inception being off a couple blocks x,z
    - Config editing commands now reload Inception upon completion automagically (no feedback)

    Version 1.02charlie[CB 977]
    - Fixes Everything (almost)

    Version 1.02bravo[CB 977]
    - Technical Unreleased Officially

    Version 1.02alpha[CB 977]
    - Fixed player positioning on Inception
    - Fixed teleport looping
    - Fixed chunks being deleted in dynamicOverlapping

    Version 1.02[CB 953]
    - Overlapping works better and more correctly for block types
    - Added sync'ing
    - Added exclusions
    - Inception passes priority of world creation with 'environment: null'

    Version 1.01 [CB 953]
    - Upon Inception, player placement is now better suited to where they are coming from,

    especially with overlapping
    - Defining a world in the Inception config.yml that doesn't exist will be automatically create

    by Inception
    - Water and Lava within a overlap will no longer compound upon itself
    - Recursion was added (1.00), recursion was optimized (1.01)
    - Links now run by priority, and will not randomly place a player if multiple links share the

    same worldUpper or worldLower.
    - Added more local variables per link.
    - Overlapping is better situated and follows the pattern suggest in 'overlapDepth' better.

    Version 1.00 [CB 953]
    - Rewrote the plugin for better optimization
    - Inception can now manage worlds without a crutch

    Version 0.9 delta [CB 917]
    - Fixed persistent Speed Hack kick

    Version 0.9 charlie
    - Split the dynamicOverlap node into two
    - Fixed an issue with overlapping

    Version 0.9 bravo
    - Added Dynamic Overlapping
    - Fix for 'lowerY' being less than '0'
    Version 0.9 alpha (does that even make sense?!)
    - Overlapping can now occur between links of your choice
    - Overlapping can occur between all Environment types
    - New command for specifying if a link should have overlapping or not
    - The ability to turn the glass block on and off!
    - SphereWorlds should finally be fixed (FINALLY!)
    - Overlapping works better

    Version 0.9
    - Added option for worldOverlay/rowOverlay
    - Fixed Inception identifying foreign world types
    - Fixed various other bugs

    Version 0.8
    - Added option for fallDamage (should already be in your config.yml) to either be on or off when fall damage occurs.

    Version 0.7
    - Added config options for setting the floor and ceiling of inception
    - Fixed '/inception list'
    - Added autoInception

    Version 0.6
    - Added a climbing inception (climbing to y=129 of a world allows a transfer)
    - Changed the config.yml
    - Changed the command '/inception modify'

    Version 0.5
    - Added in-game commands

    Version 0.4
    - If multiple links are created with the same 'worldUpper', it now randomly makes you fall to any of the 'worldLower' worlds under those links (instead of the first notable 'worldLower')

    Version 0.3
    - New config file!
    - The ability for multiple links to be made between worlds.
    - Cleaned some of the code up

    Version 0.2
    - Fixed falling into the nether
    - Fixed a few other minor bugs

    Version 0.1
    - Initial Build


    ---------------------------------------------
    Special Thanks to: JorenCombs, Pherce, Kside, Annilyna and all the members of Beyond Horizon. For giving me testing grounds for Inception-izing you all (like you actually had a choice).
    ---------------------------------------------

    This post has been edited 14 times. It was last edited by Lihad Sep 16, 2011.
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    semibreve42

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    :-(

    I installed the new one, didnt seem any different. I deleted the config file I had, let it generate a new one. Tried adding my two worlds with the "inception create" command, get an error. Tried "inception list", get an error (below). With the worldoverlap set to true, theres no difference when I build then enter near the world borders, i still fall right back into my lower world, so no glass generation either. here's the console error I get on "inception list":

    Code:
    14:22:00 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'inception' in plugin Inception v0.9
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
            at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:128)
            at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:287)
            at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:712)
            at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:678)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:671)
            at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:32)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:399)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    Caused by: java.lang.NullPointerException
            at lihad.Inception.ConfigInception.readKey(ConfigInception.java:36)
            at lihad.Inception.CommandInception.inceptionList(CommandInception.java:31)
            at lihad.Inception.CommandInception.onCommand(CommandInception.java:108)
            at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
            ... 12 more
    
    Also when I tried falling from my upper world to lower world I died rather then fall through:

    Code:
    14:43:57 [SEVERE] Could not pass event PLAYER_MOVE to Inception
    java.lang.NullPointerException
            at lihad.Inception.ConfigInception.readUpper(ConfigInception.java:18)
            at lihad.Inception.TDRPlayerListener.shiftWorldsDown(TDRPlayerListener.java:140)
            at lihad.Inception.TDRPlayerListener.onPlayerMove(TDRPlayerListener.java:28)
            at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:285)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:139)
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:399)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
    Finally I'm getting these in my console:

    Code:
    14:45:54 [SEVERE] Could not pass event BLOCK_PLACE to Inception
    java.lang.NullPointerException
            at lihad.Inception.ConfigInception.readLower(ConfigInception.java:27)
            at lihad.Inception.TDRBlockListener.checkLegal(TDRBlockListener.java:69)
            at lihad.Inception.TDRBlockListener.onBlockPlace(TDRBlockListener.java:25)
            at org.bukkit.plugin.java.JavaPluginLoader$27.execute(JavaPluginLoader.java:426)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
            at org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPlaceEvent(CraftEventFactory.java:88)
            at org.bukkit.craftbukkit.event.CraftEventFactory.callBlockPlaceEvent(CraftEventFactory.java:72)
            at net.minecraft.server.ItemBlock.a(ItemBlock.java:76)
            at net.minecraft.server.ItemStack.placeItem(ItemStack.java:56)
            at net.minecraft.server.ItemInWorldManager.interact(ItemInWorldManager.java:225)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:550)
            at net.minecraft.server.Packet15Place.a(SourceFile:57)
            at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:399)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
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    Zarius BukkitDev Staff

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    Seems to be working ok for me from world to skylands (upperY=123 and no overlap), glass is forming ok.

    Can't climb to the next world (spheres) though, get this error:
    Code:
    01:34:12 [SEVERE] Could not pass event PLAYER_MOVE to Inception
    java.lang.NullPointerException
        at lihad.Inception.TDRPlayerListener.worldConnectUp(TDRPlayerListener.java:197)
        at lihad.Inception.TDRPlayerListener.shift(TDRPlayerListener.java:165)
        at lihad.Inception.TDRPlayerListener.shiftWorldsUp(TDRPlayerListener.java:156)
        at lihad.Inception.TDRPlayerListener.onPlayerMove(TDRPlayerListener.java:32)
        at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:285)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:310)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:139)
        at net.minecraft.server.Packet10Flying.a(SourceFile:126)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:399)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:309)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
    Note: I chose floors: false for spheres world.

    Oh, falling from world to nether is working ok.

    Haven't really tested the overlap yet.
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    GECLAN Erik

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    can you add pics?
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    Lihad

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    @semibreve42 : Don't let 0.9 generate its own config.yml! it's not set up to do that, only to modify an existing yml. Use the config that is in the .zip folder for 0.9 and you should be fine.

    @Zarius :

    Interesting that the Sphere Worlds isn't working for you... can I see your config.yml, I'll try to replicate. And def try out the overlay if you're feeling brave. I'd love the feedback!
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    Lihad

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    You can very much link a world to itself, and if fall damage is on... I suppose you could die of fall damage (if you hit something, of course). But in a skylands world... Your more than likely going to fall in a crazy loop.... could be fun!
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    cholo71796

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    @Lihad

    What does the worldOverlap do? I see no mention of it- I've only heard of the rowOverlap. Stuff also says overlay and overlap in different places.
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    Lihad

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    @cholo71796 - Look in the main post under 'Recent Fixes' or in the config.yml in the 0.9 .zip . Should explain pretty well.
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    cholo71796

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    Oh, thanks, I always look in the changelog for changes.

    EDIT: @Lihad

    Still, I don't understand what the worldOverlap option does. Does it enable whether or not the overlapping is done? I would assume that setting rowOverlap to zero would do that.
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    Lihad

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    You assume correctly. And yes, setting rows to 0 should accomplish the same thing as setting worldOverlap to false. However, this is the first version of world overlapping that ive done (0.9) and wanted to include an option that would complete ignore that section of code if necessary.
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    Silarn

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    Running with the overlap on and nothing seems to be happening (skyworld and normal world). The glass doesn't form at my feet but nothing else has changed. There were blocks already in those locations before since I was using an old stairway. But I destroyed and rebuilt the blocks on one layer and assumed that would carry over. It didn't seem to. Nothing changed. I'm running with a height of 127 so that players can jump right into skylands.

    ---

    Scratch that I was NOT editing the first link.
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    cholo71796

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    That makes sense. This is a very neat plugin.
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    Silarn

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    Works great in my primary link .. between a skylands and normal worlds. As stated.
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    Lihad

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    Awesome! Yah, as of right now, it will only work in the first link between a Sky and Normal world. Of course, this will change in future updates for those who have multiple links between multiple normal and sky worlds. I just wanted to be super careful with this release as it is a major change in the code. Wanted to make sure it was generally working how it should before opening it up across multiple links (and possibly all the combinations of world types).
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    sfxworks

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    Based on this....If a user falls, somehow, into the void of one world, it will automatically teleport them to another world?
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    Lihad

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    Automagiclly, or you can set the world connections. All is found in the config file (including better instructions ^ ^)
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    Ballistic Buddha

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    Okay, pretty weird plugin but also pretty awesome :).

    However I do have a feature request:
    The deeper down you go, time moves slower (longer days).
  19. Online

    Zarius BukkitDev Staff

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    Can you include more details on "automagically"? I assume it links skylands to world to nether but could be wrong :D
  20. Offline

    LtdSupply

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    Just a bit of a usage question here for you. Can I have a separate link for bottom of map and top of map collisions? In that I mean can a map be the upper map in one link and the lower map in another link? I'd like to orient a SkyWorld above my main map, and a NetherWorld below my main map. I've paired the main and sky worlds but I'm nervous to initiate another link before I know as I don't want my current link overwritten. Cheers mate!
    [redflower]
  21. Offline

    Lihad

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    Absolutely!! You can make chains of worlds and link them every which way. Even loops! Experiment with it!
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  22. Offline

    Lihad

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    Yes. And if you don't have one of these world types it will assume the next option. Of no world options besides the one exist, it will loop on itself.
  23. Offline

    LtdSupply

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    Awesome! I've built a SkyHub using a Jump Block mod and some well placed blocks. Is there any way to get rid of that glass block that appears when I enter the SkyWorld? :eek: I'm sure it's there to keep someone from getting stuck in a sky loop or some sort, but I don't personally need it. [redflower]
  24. Offline

    Lihad

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    Interesting. Maybe ill make an option to turn it off nxt update :)
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  25. Offline

    LtdSupply

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    Awesome, it's not all that annoying, as it appears under the solid blocks that I've built as my platform, just would make a convenient option :) I'm interested in making a video after I'm done with it, so getting rid of the glass for cosmetic sake would be useful. In any case, awesome plugin, and many kudos for this, it's extremely useful. [redflower]
  26. Offline

    Silarn

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    Only issue I notice right now is that enabling overlay disables the glass block for all worlds, despite the fact that the overlay is only active in the primary link. I'm guessing any error messages come from a setup that has some setting off somehow. Like a primary link that isn't between sky/world.
  27. Offline

    jaybud4

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    This doesn't seem to work for me.
    CB 860, Inception 0.9, with Essentials 2.3 and MultiVerse 1.7.2 only.
    No errors, but all of the commands just request me to /inception, which does the same thing.
    The link isn't working either.
    config.yml
    Code:
    inception:
        link0:
            worldUpper: Skylands
            worldLower: world
    enableFall: true
    enableClimb: true
    upperY: 129
    lowerY: 0
    autoInception: false
    fallDamage: false
    worldOverlap: true
    rowOverlap: 5
  28. Offline

    Lihad

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    Without more details... i'm not sure where your issue is coming from... But the commands are only able to be used if you are op, so I would def check that.
  29. Offline

    Lihad

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    Oh! Good bug find! Thank you! Most def a bug...

    ------------------------------------------
    Oh, and if you get a message on your console that says something like "Hey Kside, I blew a block up" ...... I'm sorry. Thats a debug line I put in there and didnt take it out for the 0.9 release.... Im sorry, lol!
  30. Offline

    jaybud4

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    I thought I was pretty verbose. What else is there? The plugin is loading correctly, and now that I checked the ops.txt, the commands are working. The worlds are both loaded according to Multiverse, so as far as I can tell, it should be working, but it's not.
    Fake-edit: Okay, I teleported up to the Skylands and jumped off the edge. It's working in that direction, but I still cannot get it to let me climb upwards. Is there something I'm missing here?
  31. Offline

    Lihad

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    Adjust the ceiling setting. 'upperY'. Turn it down from 129 to 127. See if that helps.
  32. Offline

    Silarn

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    Yes, at 129 you need something to launch you up farther than you can normally jump to reach the level at which you will teleport up -- 127 should be low enough to make that work,

    ---

    I notice if I set the lower normal world to something like 126 I can no longer build as high as I was previously able to, though all of the old blocks remain where they were. Is this intended? Of course, setting it this low makes it dangerous and an infinite teleport loop becomes possible.

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