VERSION 2.16 RELEASED!
Heeeeeeeello everyone! It’s been a reaaaaaly long time since the last update and i hope you guys are fine and still have interest in the project. Now, i won’t go in too mnuch details about why this long absence but long short short: a lot of job in my real rile. But, now that i got some time, here we are with a new small release of UniverseGuard. This time we care about a core feature highly requested and a small tweak that could also be a fix. So, let’s dive straight into the version 2.16 changelog!
CHANGELOG (1.12.2 only)
BETTER CODE!: Improved the liquid flow flags source code to avoid some small errors. Those errors are believed to be the cause of some bug reports, mostly the “Could not pass MoveEntityEvent”. So, having more controls on what happens on those flags should now prevent these errors to spam the server console and cause lag.
NEW COMMAND /rg itemuse: With this new command you can allow or disallow an item to be used inside the Region. Note that this flag is intended to work with items, like bows, enderpearls, snowballs etc… You can disallow the use of blocks and items like boats or minecarts, however since there are already specific flags for them you might have some unpredictable results, like consuming the item without actually spawning the block or the entity. The command syntax is the follow: /rg itemuse [true|false] [modid:itemid], for example /rg itemuse false minecraft:apple will disable the use of apples, meaning no one in the Region can eat them (how cruel you might be to do that?)
Sponge Ore page: https://ore.spongepowered.org/Francesco_Jimi/Universe-Guard/versions/2.16
Download for MC-1.12.2: http://bit.ly/2y4T6Aq
If you find a bug please let me know in the comments here, on the official GitHub Issue tracker or via private message.
Aaaaaand that’s it for this version. Or… maybe not. The features itself are these, but i’m working to fix, once for all, the explosions problem. It has been noticed that some mods have some items that causes an explosion, like a rocket launcher or a granade. Now, in a normal scenario these would be handled just fine with the “otherexplosions” flag set to false, because the game understands that these are actually explosions. However, in some cases the code written in the mod is done so that neither Sponge or UniverseGuard recognize them as explosions, and therefore they bypass all the controls (or mosts of it). For example, the impact granades from the Modern Warfare mod are not recognized as explosions by Sponge, therefore they will explode causing damage to the terrain. I will look more into this to see if there are other conditions that can make the plugin say “this is an explosion”, if you have any suggestion about how can this be done please let me know in the comments down below or on GitHub (https://github.com/JimiIT92/UniverseGuard2/)
Please backup your server before using UniverseGuard, cause bugs are always around the corner and some of them may potentially break your world. If you find one of these, please let me know I hope you enjoy UniverseGuard2 Peace!