Posted on 31 July 2014 - 11:41 PM
Please, just read it all.1: Spawners not droppable or destroyable by tnt
2: Block placing lag, I presumed it was to do with u checking that it wasn't sand at y255 but mastergberry said he thought u went for entities breaking above y254 or something.
3: Water not protecting blocks. REALLY. I'm not going to lie, This is just fucking ridiculous. I actually messaged masterg, pika & archy about this, then thought I must be wrong & there must have somehow been holes in the base & someone scattered. So I basically said don't worry. Turns out I was right & someone did abuse a glitch. How u managed to fuck this up is beyond me. Its vanilla minecraft ffs. All the defences everyone is building is pointless. I'm guessing you made water destroyable in obby breaker for some reason.
4: Spawners not spawning. I checked the area for entities.
Not in the video:
- Normal mob spawning is broken. Mobs should not spawn within a 24 block radius of a player.
Something I didn't check is whether mobs despawn immediately outside 128 block radius or randomly outside a 32 block radius.
@MasterGberry
@Pikaoku
@Archybot
Also I can tp you to the cannon that abused the glitch so u can log it & ban the faggot.
Posted on 01 August 2014 - 03:06 AM
Didnt we fix some of these things already?Posted on 01 August 2014 - 03:32 AM
MasterGberry wrote
Possibly spawners spawning correctly as I haven't checked. However the rest I just checked before uploading & posting this. You MUST stop water from being blown up by tnt like any other server owner would probably close the server & stay up for a day straight until they fixed it. That is by far the most important bug to fix right now!
@MasterGberry
Edit: number 3, water does protect blocks, but water is destroyable & shouldn't be. This means any cannon can just scatter a base for a very easy raid. My best guess is that water is set up in obsidian destroyer plugin, even though it shouldn't have to be & in the config its probably destroyable by tnt but protected by water. Hope this helps. Also you might have to check both source block & running water. Not sure.
Posted on 01 August 2014 - 03:50 AM
The thing that happens is that the tnt blows from 1 wall to the second wall, split the walls with 2 blocks between each (make 2 water layers between each wall)
Recorded on mac so the quality is shit etc.
Posted on 01 August 2014 - 04:04 AM
CallmePyrus wrote
The thing that happens is that the tnt blows from 1 wall to the second wall, split the walls with 2 blocks between each (make 2 water layers between each wall)
Recorded on mac so the quality is shit etc.
I have no clue what your trying to demonstrate in that video, also having walls with 2 thick water wouldn't work as the blast radius of tnt is 8 so you would have to protect from a single tnt blast with 1 wall 8 water 1 wall. If there was a scatter it could go even further than 8 blocks. Its definatly a bug & theres no saying otherwise. If your more worried about roof cannons than this your delusional.
Long story short water protects blocks if the tnt is in the water.
Water does NOT protect blocks if the tnt is out the water.
THIS BASICALLY MEANS THERE IS NO NEED TO HYBRID. I hope I am getting my point across. I don't think people understand how serious this is.
@MasterGberry When no one is worried about this I really get the feeling no one has a clue about factions. Could you please just trust me & make it so water can't be destroyed by tnt.
Posted on 01 August 2014 - 04:11 AM
VertX_ wrote
CallmePyrus wrote...
I have no clue what your trying to demonstrate in that video, also having walls with 2 thick water wouldn't work as the blast radius of tnt is 8 so you would have to protect from a single tnt blast with 1 wall 8 water 1 wall. If there was a scatter it could go even further than 8 blocks. Its definatly a bug & theres no saying otherwise. If your more worried about roof cannons than this your delusional.
Aight, so blast radius is 8 on here. Gontroller is 6 from what I know, daegonner is 6 or 7. Swag-craft is 4-5.
It's different from all servers I play.
Posted on 01 August 2014 - 04:19 AM
@CallmePyrus blast radius has nothing to do with the problem, Im just explaining all those 10 walls you built are fucking pointless as you dont even need to stack sand ffs. The blast radius is definitely 8 on gontroller & daegonner. You might be thinking of the radius of damage tnt does in cobble?Posted on 01 August 2014 - 04:36 AM
TnT has been broken by Mojang in 1.7.10 and we did NOT know this. We are currently investigating what we can do (either fix it ourselves or revert to 1.7.9 on factions - either way is going to take a few hours)Posted on 01 August 2014 - 08:20 AM
Mojang does so many awesome things nowadays!!Posted on 01 August 2014 - 08:24 AM
We've fixed this and fixed the mob spawnersPosted on 01 August 2014 - 09:05 AM
Archybot wrote
Thankyou
Posted on 01 August 2014 - 07:23 PM
Archybot wrote
No you haven't. Just tested both. Spawners still don't drop when hit by tnt & water is destroyable. Who set up the obby destroyer config?
@Archybot
Posted on 01 August 2014 - 08:33 PM
VertX_ wrote
Archybot wrote...
No you haven't. Just tested both. Spawners still don't drop when hit by tnt & water is destroyable. Who set up the obby destroyer config?
@Archybot
Between this post and your first post you're starting to piss me off. No where in your first post did you mention ANYTHING about water being breakable - you said TnT being able to destory blocks while in water, which we did fix - and news alert: IT HAD NOTHING TO DO WITH OBBY BREAKER. We also fixed something relating to mob spawner spawning and when we tested tnt dropping spawners it also worked. Spawners only drop when blown up my TnT if someone with silktouch permission is within 10-15 blocks of the spawner block when it blows up, and this was working when I tested it yesterday.
Also, if you make assumptions, you make the developers waste time and lead us in the wrong direction. And I quote
Anonymous Quote
This bug has existed since the server upgrade 2 nights ago. Guess what, it has nothing to do with obby breaker, so don't make stupid guesses if you have no idea. Now let's quote something inside of this post that was actually the problem
Anonymous Quote
MOJANG CHANGED TNT IN 1.7.10 WITHOUT MENTIONING IT DING DING DING - exactly, that's how tnt works in 1.7.10, that's exactly how it NOW works in a full VANILLA server with no plugins in 1.7.10. You coming on the forums and accusing us of fucking up and blaming us when we had literally nothing to do with it is a good way to get on the developers bad side.
Now, with that said - if this stuff is still broken (I believe you about water because of what mojang did with tnt - I just cannot reproduce it) I need to see a demonstration on how to emulate this water blowing up and spawners not dropping when blown up with tnt. If you wish to not waste your resources in game, just contact a mod in game and I'll come online and set you up an area to show me.
Posted on 01 August 2014 - 11:34 PM
Archybot wrote
Okay well first off I phrased my reply rudely as I was also pissed of from the fact that no base is secure & people including myself spend along time on factions. I would also like to add I am only trying to help & I shouldn't even have to report bugs really. However I am sorry If I came across as rude.
Now on to the main part, I said nowhere that TNT is able to destroy blocks while in water, I said that water is not protecting blocks. Which is true if the tnt isn't inside the water. I didn't realise this was due to the fact that the water was being destroyed as it flowed back quicker than I noticed (also with explosion particles in the way). As soon as I figured this out I said it in a post below tagging mastergberry who was the only person to reply at that time. I don't feel this is my fault.
Next you say that this bug happened when the server was updated 2 nights ago.
- If you are talking about water being destroyable I'm 90% sure that it was around before the server update and was the reason for my base getting blown up. So I'd advise you don't look at the plugins you modified / added 2 days ago but rather the ones implemented before. This is why I presumed it was the obsidian destroyer plugin was/is setup incorrectly and as much as you will hate me, I still believe this is the most likely thing to be causing it.
- If you are talking about a bug with 1.7.10 TNT, I didn't even know this existed.
To clarify I have no clue what bug you have fixed with TNT in 1.7.10 nor do I presume that this bug was because of obsidian destroyer. I was not reporting this bug at all. Although could I ask what the bug was & what was changed to tnt in 1.7.10 just as I'm curious for factions.
Archybot wrote
This was not caused by 1.7.10 TNT, it could be an issue with whatever you run the server on, but I think It was before the server update, so more likely to be a plugin. The original video I posted demonstrates the water being blown up & I just tested it the exact same way. TNT must be in an air block. Here is a link to the time of that clip: http://youtu.be/KKxRXp6c4ws?t=1m3s
The clip of spawners not dropping by TNT is also in the video & hasn't changed. 1st clip. http://youtu.be/KKxRXp6c4ws
If it works for you maybe the permissions weren't rolled out to donators correctly? I'm not telling you what is wrong or what to fix, but that could be my guess if it worked for you.
I tried to make it all as clear as I could. Anyway I hope this helps you figure out the problem. (:
@Archybot
Also If you want to ask me anything else, or would like me to demonstrate in game, just ask me in game or message me or something.
Posted on 02 August 2014 - 12:59 AM
TnT should be 100% fixed now (as this was game breaking), I'll look into spawners not breaking and combat tag in a bitPosted on 02 August 2014 - 01:11 AM
Archybot wrote
Just did a quick test with the TNT & can confirm it seems to be fine now. Thanks archy!