2.18 Bundle or Shulker Box Incineration.No, destroy them too and don't need to check conditions for performance,īecause it seems we can't ensure we can detect all of that.Īlso when TNT explodes and breaks the block under it, it would trigger this. THEN whenever a block of that type is broken allow the item to spawn. The absolute only way to achieve this would be to check whenever an entity is spawned check its type, and if its a rail or carpet then destroy the entity. If this entity is rail or carpet, destroy it, no mater how it spawns. These 3 situation would lead to "an entity" that refers an item drop able to pick, right? I'm thinking there are the following situations: I'm not pretty sure my explain is clear and easy to understand or not I may do some testing to see if preventing them from ever spawning is feasible but that is a lot of different avenues to have to maintain for a redstone mechanic that can be worked around. Also when TNT explodes and breaks the block under it, it would trigger this.Īs far as the grand scheme of things is concerned for the vast majority of the servers I think the best option is to block them. ![]() Unless someone try to dupe, they have no reason to be dropped to the ground I would say, at least for rail and carpet, Erase ALL of themĪnd provide a way to let player retrieve their rail the event way ![]() I just erase it to prevent player or anything to pick up it. we can't confirm what is actually broken,īut how about deny ANY of them, I don't care who caused this cursed rail appears here, (coreprotect plugin have a demonstration in inspector mode) If no inventory space left, cancel the break eventĪnd send notification about inventory space. Not via pick up drop, but add into inventory directly The player can only retrieve these via hand or specified tool to break So finally we should have a bunch of working duplicator pistons,Īnd also normal Redstone machines that allow for running (not remove pistons).īut they do not generate any rail or carpet able to pick up (Also be deleted, but add to inventory via player break event asynchronous) (no matter piston or anything), delete them directly,Īnd if that was broken by a player, put it into the inventory There is also plugin can detect "fast break" cheating(break event)Ĭombining those I think we just simply deny any rail or carpet to natural drop.The drop item directly put into the player's inventory.Anything block break by the player have no drop.I see people creating a plugin that does the thing: To allow the rail and carpet can only be break by player Preventing the duped item from ever entering the world is far more efficient than trying to scan for and remove one that may or may not have already made it into the Then maybe an extra module can hack into this case If you didn't do expensive distance checks there would be no way to tell if the carpet/rail on the ground came from the machine or not, thus if a player dropped a carpet/rail and the machine activated the dropped item would get deleted because there's no way to tell if the item came from the machine or from a block being broken, or if it was dropped by a player. So you would have to also check nearby chunks, further increasing the calculations and loads. Then players would just build the duper on a chunk border and part of the dupes would fly off into another chunk and avoid being detected. If you don't do a distance check then it would just eat any dropped carpet / rail it found on the ground anywhere in the chunk. Distance checks are very expensive as far as cpu usage goes so one of these machines built as a flying machine or one that just runs constantly is going to put a constant cpu drain looking for a potential duped carpet/rail. So any time a machine capable of possibly producing a carpet / rail dupe is triggered it would be required to scan the entire chunk, and scan every single entity, AND then check the distance from each entity to the moved block to see if it was possible it came from that piston.īut then hoppers and hopper minecarts could scoop them up then you've got to check for hoppers in the vicinity or at least the distance from a hopper to the machine provided they're in the same chunk. This does not happen normally as no block is actually broken so we can't detect WHY the rail/carpet dropped item was created, so IllegalStack can't cancel / or remove the invalid item when it appears because it's undetectable from a coding standpoint. However when this bug happens (a carpet / rail dupe) an entity is created (DROPPED_ITEM) with a type (Material=CARPET) or rail. ![]() When a block is moved it totally does go into a list, thats how we can detect/modify which blocks are moved.
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