Additional Falling Blocks bug
jaysonsperling opened this issue · 3 comments
Issue:
When mining and Enabled Blocks in the Additional Falling Blocks section fall, only the bottom block will fall, and the blocks above the now-mined block do not fall. It appears that the block that fell has not had its information removed from the map, thereby creating an invisible glitch. If you place a block (like stained clay) where the dropped block fell from, it will turn into the previous block.
Reproduction Case:
Create a 5x5 layer of stone in the air (so you can mine from underneath) and then put 4 layers of dirt on top of that. In Survival mode, mine one of the stone blocks so that the dirt blocks fall through. You will see that only the first dirt block fell. Attempt to jump into the empty area, and you will be glitchy. Place a different block where the first block fell from, and it will turn into the different block.
Stacktrace:
[22:22:43 WARN]: [ExtraHardMode] Task #248599 for ExtraHardMode v3.7.2 generated an exception
java.lang.NoSuchMethodError: org.bukkit.Server.getOnlinePlayers()[Lorg/bukkit/entity/Player;
at de.diddiz.LogBlock.Actor.actorFromString(Actor.java:105) ~[?:?]
at de.diddiz.LogBlock.Consumer.queueBlockBreak(Consumer.java:369) ~[?:?]
at com.extrahardmode.compatibility.CompatLogBlock.logFallingBlockFall(CompatLogBlock.java:31) ~[?:?]
at com.extrahardmode.compatibility.CompatHandler.logFallingBlockFall(CompatHandler.java:57) ~[?:?]
at com.extrahardmode.module.BlockModule.applyPhysics(BlockModule.java:116) ~[?:?]
at com.extrahardmode.task.BlockPhysicsCheckTask.run(BlockPhysicsCheckTask.java:101) ~[?:?]
at org.bukkit.craftbukkit.v1_9_R1.scheduler.CraftTask.run(CraftTask.java:71) ~[spigot-under_rpg-1.9.jar:git-Spigot-1480adb-8b61cc5]
at org.bukkit.craftbukkit.v1_9_R1.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:350) [spigot-under_rpg-1.9.jar:git-Spigot-1480adb-8b61cc5]
at net.minecraft.server.v1_9_R1.MinecraftServer.D(MinecraftServer.java:729) [spigot-under_rpg-1.9.jar:git-Spigot-1480adb-8b61cc5]
at net.minecraft.server.v1_9_R1.DedicatedServer.D(DedicatedServer.java:400) [spigot-under_rpg-1.9.jar:git-Spigot-1480adb-8b61cc5]
at net.minecraft.server.v1_9_R1.MinecraftServer.C(MinecraftServer.java:660) [spigot-under_rpg-1.9.jar:git-Spigot-1480adb-8b61cc5]
at net.minecraft.server.v1_9_R1.MinecraftServer.run(MinecraftServer.java:559) [spigot-under_rpg-1.9.jar:git-Spigot-1480adb-8b61cc5]
at java.lang.Thread.run(Thread.java:745) [?:1.8.0_45]
Minecraft version:
CraftBukkit version git-Spigot-1480adb-8b61cc5 (MC: 1.9.2) (Implementing API version 1.9.2-R0.1-SNAPSHOT)
EHM version:
ExtraHardMode version 3.7.2
EHM Configuration:
####################################################################################################
# ExtraHardMode Config #
# #
#1. The config cleans itself, so if something resets you probably did something wrong #
#2. Generally if you can specify a block you can add meta after an @ #
# F.e: STEP@3 = cobblestone slab. STEP@3,11 matches normal&upside cobble slabs #
# If you specify meta it will only match cobble slabs and not the other slabs. #
# If you don't specify meta it matches all slabs. #
# You can use numerical block ids as well, they will be converted to bukkit names #
#3. If your empty lists reset, put [] instead #
#4. This config changes regularly, so you might want to revisit it after an update. #
#5. Lots of the configuration is user requested so if you need something just ask #
#6. Remember to use /ehm reload after you changed the config instead of /reload #
# #
# Happy Configuring! #
####################################################################################################
ExtraHardMode:
Config Type: MAIN
# If the big text on top of the config should be printed
Print Config Header: true
# If comments like this should be printed
Print Comments: true
# Set the worlds you want ehm active here. F.e. [world, world_nether]. "@all" enables ehm for all worlds
Enabled Worlds:
- '@all'
Bypassing:
# Disabling this disables all checks for bypass permissions.
Check For Permission: true
# Disable ehm for creative mode players. Useful for building.
Creative Mode Bypasses: true
# If activated ops automatically bypass. Disable if you want your ops to be able to play with ehm.
Operators Bypass: false
World Rules:
Mining:
# Hardened blocks require certain tools to be broken and will wear those tools down quicker
# This is to encourage caving, by making branch mining unprofitable
Inhibit Tunneling:
# If hardened blocks can only be broken by specific tools
Enable: true
# These blocks will be treated as hardened
Hardened Blocks:
- STONE
# Block players from placing ore next to stone to soften the stone when mining the ore.
Block Placing Ore Next To Stone Exploit: true
# Block sneaky players from trying to tunnel using pistons. This will block movement of stone and ore blocks with pistons.
Block Moving Of Stone Blocks With Piston Exploit: true
# List of tools that can mine stone. If a tool isn't in the list it can't mine stone.
# F.e. DIAMOND_PICKAXE@100 = Mine 100 stone blocks -> pick broken
Amount of Stone Tool Can Mine (Tool@Blocks):
- IRON_PICKAXE@256
- DIAMOND_PICKAXE@512
Breaking Blocks Softens Surrounding Stone:
# Cave-ins are a persistent threat. Mining ore softens the stone around it, which can then fall and injure the careless player.
# Dirt and grass, which is often compacted into a solid mass in cavern ceilings and floors, will also come crashing down when disturbed.
Enable: true
# If the softened stone blocks should fall. They do not have to be in additional falling blocks section for this.
Apply Physics To Weakened Stone: true
# Ore blocks that will soften surrounding stone blocks.
Blocks (Block@id,id2):
- COAL_ORE
- EMERALD_ORE
- LAPIS_ORE
- DIAMOND_ORE
- REDSTONE_ORE
- GLOWING_REDSTONE_ORE
- GOLD_ORE
- IRON_ORE
# Here you can specify custom stone blocks or change what stone softens into.
Stone Blocks (Stone@data-Cobble@data):
- STONE-COBBLESTONE
Torches:
# No placement of torches below Defined Value. Makes for scarier caves on the lower levels. Y: 0 to disable
No Placement Under Y: 0
# Soft materials include sand and dirt. Idea is that players don't litter the landscape with torches.
No Placement On Soft Materials: true
# When it rains there is a chance that torches will be removed in a chunk.
# Any kind of block above the torch is enough to protect the torch
Rain Breaks Torches: true
Play Sounds:
# A lava fizz when a torch's placement has been blocked.
Torch Fizzing: true
# A Ghast shriek when a creeper drops tnt.
Creeper Tnt Warning: true
# Tunneling in the nether will randomly set a fire. Players have to be careful
# to not set themselves on fire.
Breaking Netherrack Starts Fire Percent: 10
# Blocks jumping and placing a block directly beneath you and branching out with no blocks to support
Limited Block Placement: false
# The trunk and branches of a tree will fall and potentially injure you.
# It makes it easier to chop trees, but you have to watch out a little for the falling logs.
# Also by making logs of branches fall down most treetops should decay naturally.
Better Tree Felling: true
Player:
# Apply effects and damage multipliers to players
# Bukkit effect names: http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
# or effect ids: http://minecraft.gamepedia.com/Status_effects
Enhanced Environmental Injuries:
Enable: true
Fall:
Dmg Multiplier: 1.2
Potion Type: SLOW
Duration (ticks): 40
Amplifier: 2
Explosion:
Dmg Multiplier: 1.0
Potion Type: CONFUSION
Duration (ticks): 60
Amplifier: 3
Suffocation:
Dmg Multiplier: 2.0
Potion Type: NONE
Duration (ticks): 0
Amplifier: 0
Lava:
Dmg Multiplier: 1.2
Potion Type: NONE
Duration (ticks): 0
Amplifier: 0
Burning:
Dmg Multiplier: 1.0
Potion Type: BLINDNESS
Duration (ticks): 20
Amplifier: 1
Starvation:
Dmg Multiplier: 2.0
Potion Type: NONE
Duration (ticks): 0
Amplifier: 0
Drowning:
Dmg Multiplier: 2.0
Potion Type: NONE
Duration (ticks): 0
Amplifier: 0
# Set the player on fire when he tries to extinguish fire with his bare hand.
Extinguishing Fires Ignites Player: true
# On death, a small portion of the player's inventory disappears forever,
# discouraging players from killing themselves to restore health and hunger.
# After respawn, the player won't have a full health and food bar.
Death:
Loose Items On Death:
Enable: true
# Percentage of all of the players items that will get lost on death.
Percentage: 1
# Damage some tools from the list instead of completely removing them.
# Encourages players to use more valuable tools as they won't completely loose them on death.
Damage Tools By Percentage: 5
# If an already heavily damaged tool should be kept or completely destroyed.
Keep Heavily Damaged Tools: true
# Tool settings apply only to these tools
Tools:
- DIAMOND_SWORD
- DIAMOND_SPADE
- DIAMOND_PICKAXE
- DIAMOND_AXE
# These items will never be removed on death.
Blacklisted Items: []
Override Respawn Health:
Enable: false
# Percentage of total health that the player will spawn with. Works with custom max health.
Percentage: 75
# How many food hunches a player will spawn with
Respawn Foodlevel: 15
# Adds a weight system to your inventory. If your inventory exceeds the weight you will be pulled down
# and eventually drown. This is to encourage players to use boats and make swimming up waterfalls harder.
No Swimming When Too Heavy:
Enable: true
# Set to false if you want to exempt players from drowning when swimming up 1x1 water streams.
Block Elevators/Waterfalls: true
# The maximum inventory weight you can have before starting to drown.
Max Points: 18.0
# One piece of worn armor would add 2.0 weight. So full set of armor adds 8.0
One Piece Of Worn Armor Adds: 1.0
# A stack of any item adds 1.0, half a stack add 0.5 so it calculates fractions
One Stack Adds: 0.8
# A tool is any item that doesn't stack, swords, axes, not worn armor, shears etc
One Tool Adds: 0.5
# Basically an esoteric percentage of how fast you drown. 35 actually doesnt really make you drown. 50 would make you drown
Drown Rate: 20
# If your inventory weight exceeds the max weight every weightpoint will add 2 to the drownrate.
# Weight = 25 => (base) + (exceeding) * (modifier) = 35 + 7 * 2 = 49 (new drown rate)
Overencumbrance Adds To Drown Rate: 2
Armor Changes:
# Enables slowdown of players wearing armor.
Enable: true
# Player speed with no armor. Minecraft default is 0.2.
# Slightly increased to 0.22 to give players with no armor an advantage.
Basespeed: 0.25
# How much percent players wearing a full diamond armor will be slowed down.
# This is the maximum slow down, the amount of armor points determines how much a player will be slowed down.
Slowdown Percentage: 1
General Monster Rules:
# This is an advanced anti monster grinder module. It will block drops if the monster
# spawned on an unnatural block, took too much damage from natural causes (falldmg etc.)
# cant reach a player or can not easily reach a player f.e. monster is in water.
Inhibit Monster Grinders: true
More Monsters:
Max Y: 55
# A simple multiplier to increase spawns under ground by increasing the packspawning size.
Multiplier: 2
Monsters Spawn In Light:
Max Y: 50
#0-3: bats spawning, 0-7 normal mob spawning, 8-11 mobs are hostile but don't burn, 12+ mobs burn
Max Light: 8
# Spawns monsters at locations where player has been previously.
Percentage: 10
Horses:
Block Usage Of Chest Below: 55
# Instead of speeding Zombies up, a Zombie will slow a player down for a few seconds when the player is hit by a zombie.
# Zombies may resurrect when slain. They will respawn after a few seconds and might ambush a player.
Zombies:
Slow Players:
Enable: true
# Effect to apply to the player when he is hit.
Effect:
Potion Type: SLOW
Duration (ticks): 200
Amplifier: 1
Stack Effect:
# If the effect strength should be increased when a player is hit in succession
Enable: false
# Maximum strength of the effect that can be achieved.
Max Strength: 4
Reanimate:
# If zombie heads should be placed at the location where a zombie will resurrect
# Breaking the head will result in the zombie not resurrecting.
Place Skulls: false
# What percentage of the placed skulls should drop as an item, when broken before the zombie respawns.
Placed Skulls Drop Percentage: 5
# Percentage for the 1st respawn to occur. To reduce the amount of consecutive respawns the percentage reduced by 1/n respawns.
# F.e 1: 50%, 2: 1/2 of 50% = 25%, 3: 1/3 of 25% = 7.5% and so on
Percent: 2
Skeletons:
Shoot Snowballs:
Enable: true
Percent: 25
Blind Player (ticks): 60
Shoot Fireworks:
Enable: true
Percent: 25
Knockback Player Velocity: 1.25
Shoot Fireballs:
Enable: false
Percentage: 35
Player Fireticks: 50
Shoot Silverfish:
Enable: false
Percent: 50
Kill Silverfish After Skeleton Died: false
Limit To X Spawned At A Time: 5
Limit To X Spawned In Total: 15
Deflect Arrows Percent: 10
Silverfish:
Cant enter blocks: true
Drop Cobble: true
Show Particles To Make Better Visible: true
Spiders:
Bonus Underground Spawn Percent: 40
Drop Web On Death: true
Creepers:
Charged Creeper Spawn Percent: 5
Drop Tnt On Death:
Percent: 1
Max Y: 50
Charged Creepers Explode On Damage: true
Fire Triggers Explosion:
Enable: true
Firework Count: 3
Launch In Air Speed: 0.5
Blazes:
Near Bedrock Spawn Percent: 50
Block Drops In Overworld: true
Bonus Nether Spawn Percent: 20
Drop Fire On Damage: true
Bonus Loot: true
Nether Split On Death Percent: 25
MagmaCubes:
Spawn With Nether Blaze Percent: 100
Grow Into Blazes On Damage: true
PigZombies:
Always Angry: true
# This simple multiplier allows you to reduce the damage of PigZombies. They are a bit too tough otherwise.
Dmg to players percent: 50
# Add netherwart to the drops of pigzombies.
Always Drop Netherwart In Fortresses: true
Percent Chance to Drop Netherwart Elsewhere In Nether: 50
Spawn on Lighting Strikes:
Enable: true
Ghasts:
# Reduce the damage arrows do to Ghasts to make fights with Ghasts more challenging.
Arrows Do % Damage: 10
Exp Multiplier: 10
Drops Multiplier: 5
Endermen:
# No more easy killing by standing under a 3 high roof! An enderman may teleport a Player. Makes fights with enderman challenging and dangerous.
May Teleport Players: true
Witches:
# Includes spawning of baby zombies, explosions and teleporting
Additional Attacks: false
Bonus Spawn Percent: 20
EnderDragon:
Respawns: true
Drops Dragonegg: true
Drops 2 Villager Eggs: true
# Dragon summons minions including blazes and zombies. Can also aggro nearby endermen!
Harder Battle: true
# Announces in chat when someone is challenging the dragon or has beaten her.
Battle Announcements: true
# Block building in the end to prevent players from building big protective structures.
No Building Allowed: true
Farming:
Weak Crops:
Enable: false
Loss Rate: 2
Infertile Deserts: true
Snow Breaks Crops: true
Cant Craft Melonseeds: false
No Bonemeal On Mushrooms: true
No Farming Nether Wart: false
Sheep Grow Only White Wool: true
Buckets Dont Move Water Sources: false
Animal Experience Nerf: true
Iron Golem Nerf: true
Additional Falling Blocks:
Enable: true
Break Torches: true
# Whether a falling block that is broken by an obstructing block should drop as an item
Drop As Items: false
# When a falling block lands it checks if the blocks around it should fall as well. Can cascade downwards infinitely.
Landed Blocks Can Cause Blocks To Fall: true
# Should a falling block damage players when it lands on them.
Dmg Amount When Hitting Players: 3
Turn Mycel/Grass To Dirt: true
Enabled Blocks:
- MOSSY_COBBLESTONE
- GRASS
- DIRT
- COBBLESTONE
- DOUBLE_STEP@3
- STEP@3,11
- MYCEL
Explosions:
# When enabled explosions will turn surrounding stone into cobblestone
Turn Stone To Cobble: true
Physics:
# Makes explosions uber cool by throwing blocks up into the air
Enable: false
Enable For Plugin Created Explosions: false
# How many of the blocks that would have been destroyed should go flying instead
Blocks Affected Percentage: 20
# Following 2 variables basically determine the angle and speed in what the blocks go flying
Up Velocity: 2.0
Spread Velocity: 3.0
# Blocks exceeding this radius will no be placed in the world to avoid explosions uglying the landscape.
# Set to 0 if you want blocks to not be placed at all
Exceed Radius Autoremove: 5
# Determines where your surface is located. You can have seperate settings for the surface and caves.
Border Y: 10
Creeper:
Enable Custom Explosion: false
Below Border:
#3 = default creeper, 4 = default tnt, 6 = default charged creeper
Explosion Power: 2
Set Fire: true
World Damage: true
Above Border:
Explosion Power: 2
Set Fire: true
# Disabling worlddamage allows you to have explosions that damage players above ground, but doesn't make a mess.
World Damage: true
Charged Creeper:
Enable Custom Explosion: false
Below Border:
Explosion Power: 2
Set Fire: true
World Damage: true
Above Border:
Explosion Power: 2
Set Fire: true
World Damage: true
Tnt:
Enable Custom Explosion: false
# Creates 3 explosions at random locations close to the original tnt
# Makes for more natural looking craters.
Enable Multiple Explosions: false
# Change recipe to yield 3 tnt instead of 1
Tnt Per Recipe: 2
Below Border:
Explosion Power: 3
Set Fire: true
World Damage: true
Above Border:
Explosion Power: 3
Set Fire: true
World Damage: true
Blazes Explode On Death:
Enable: true
Below Border:
Explosion Power: 3
Set Fire: true
World Damage: true
Above Border:
Explosion Power: 3
Set Fire: true
World Damage: true
Ghasts:
Enable Custom Explosion: false
Below Border:
Explosion Power: 2
Set Fire: true
World Damage: true
Above Border:
Explosion Power: 2
Set Fire: true
World Damage: true
Do you use any logging plugins? Ok you use LogBlock, I saw similar issues like this related to logging plugins.
Also, can you elaborate on:
Attempt to jump into the empty area, and you will be glitchy. Place a different block where the first block fell from, and it will turn into the different block.
Also, are results different when you relog before performing these actions?
Either way, this looks like an outdated LogBlock plugin, as it's using the old getOnlinePlayers method. Feel free to re-open if this still occurs after updating LogBlock. See this LogBlock commit for the 1.9 update change: LogBlock/LogBlock@1f1483e
I’ve updated to the latest build of LogBlock, and this solved the issue.
Thank you for taking the time to help me with this one.
Cheers!
--
Jayson Sperling
Sent with Airmail
On April 5, 2016 at 8:49:24 PM, RoboMWM ([email protected]) wrote:
Closed #29.
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