Overview
This release adds some new features, bug fixes, and official support for Minecraft 26.2.
Features were more focused on CreativeGates in this release, but a few changes for the other plugins were made.
Changes/Features
MassiveCore
- Minecraft 26.2 support has been added.
- Previous builds were not compatible with 26.2 because MassiveCore's version check at startup would fail (due to the fact that 26.2 only has two "segments" and all Minecraft builds prior always had three - i.e. 26.1.2, 1.21.11, etc.). This has been accounted for and should not be an issue any longer.
- On Paper, you should no longer see warnings about usage of the PlayerLoginEvent as it is no longer being used. This went through extensive testing so I'm fairly confident there are no problems, but, as always, if you experience any issues, please let me know.
- We no longer allow version mismatches. If you update MassiveCore and don't update the other plugins (or vice versa), the plugins will fail to load. This should prevent any issues from happening due to mis-matched versions. An error will be logged in the console in those cases.
Factions
- Minecraft 26.2 support has been added.
- Sulfur Cubes and Sulfur Cube Buckets are now officially supported for land protection/mob spawning protection.
- The
/f flagcommand has been enhanced and now operates similarly to the/f permcommand that was recently updated./f flag listshows a list of all the available flags/f flag managehas been added and has a clickable table for easy management of flags for a faction. A new permission nodefactions.flag.managehas been added./f flag showis now an alias for/f flag view- this command was renamed to be consistent with all the other similar commands/f flag viewis basically/f flag managebut you can't modify anything - it's just the "view" version of that table. It allows you to see all flags enabled/disabled for a faction.- Due to this rename, the permission was also renamed:
factions.flag.view
- Due to this rename, the permission was also renamed:
- In some cases the
/f perm managecommand would have incorrect click commands (when you were bulk managing ranks through/f perm manage ranksor bulk managing relationships through/f perm manage rels). When clicking the actions in that table, it would then show you the wrong table. This has been corrected. - Teams API Integration: The minimum version has been updated to 2.4.0. If you use any older versions of Teams API, it will not hook into Factions3 - please update.
- PlaceholderAPI updates:
- A new variant of modifier has been added. Previously, we had
lp,rp, andbp, which stood for "left padding", "right padding", and "both padding". They add a space to either the left, right, or both sides of a placeholder. A variant of these now exist:lpN,rpN, andbpN- whereNis a number. It will addNnumber of spaces in those cases. So if you wanted two spaces to the left of a placeholder, you could uselp2. - Note that the rules for how the modifiers work have not changed - just that you can now specify the number of spaces that should be added in those cases. Please see the Wiki for more details.
- A new variant of modifier has been added. Previously, we had
FactionsChat
- Teams API Integration: The minimum version has been updated to 2.4.0. This allows Faction Prefixes to work when using the Teams API integration. If you use any older versions of Teams API, it will not hook into FactionsChat - please update.
- PlaceholderAPI updates:
- A new variant of modifier has been added. Previously, we had
lp,rp, andbp, which stood for "left padding", "right padding", and "both padding". They add a space to either the left, right, or both sides of a placeholder. A variant of these now exist:lpN,rpN, andbpN- whereNis a number. It will addNnumber of spaces in those cases. So if you wanted two spaces to the left of a placeholder, you could uselp2. - Note that the rules for how the modifiers work have not changed - just that you can now specify the number of spaces that should be added in those cases. Please see the Wiki for more details.
- A new variant of modifier has been added. Previously, we had
CreativeGates
- You can now use Lava for CreativeGates in the Nether instead of Water
- This is controlled through the new setting
useLavaInNether. Note that this ONLY works ifusingWateris also enabled. Lava just takes the place of Water in the Nether.
- This is controlled through the new setting
- A safety check has been added to CreativeGates. If the exit location of a gate is blocked, we will not allow the player to go through. If there are other gates in the network, they will be taken to the next gate in sequence. Otherwise they will see a message letting them know that the gate is blocked.
- Horizontal Gates have been added to CreativeGates!
- This allows you to place gates on ceilings or floors.
- These will automatically be enabled by default. You can disable by setting
horizontalGatesEnabledtofalse. - By default, Horizontal Gates will preserve velocity when you go through them. This means that if you fall through a floor gate, you will go shooting out the receiving end gate (if it is also a horizontal gate). We do not (currently) preserve velocity if you are going out of a regular vertical gate (this may be added later!).
- Players will shoot out in the direction of the gate exit block. So when you create the gate, be sure to stand in the spot you want the gate to shoot the player out towards.
- This can be disabled by setting
horizontalGatesPreserveVelocitytofalse.
- You can think of this similar to the game
Portalin how the physics work. However, we do cap the velocity, so there is an upper limit to how fast/high you will shoot out of the gate on the other end. - Note that if the player is not going at a high enough velocity to clear the gate's area, they will not go shooting out and will just be placed at the gate exit block.
- Note that players will not take fall damage when they go shooting out of a horizontal gate.
- Note that Horizontal Gates will always use water/lava as Minecraft does not allow nether portal blocks to work in horizontal rotation.
- The teleportation sound is now configurable. This is done through the new
teleportationSoundsettings.- You can set
teleportationSoundto any valid sound found here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html - the default isENTITY_GHAST_SHOOT - You can modify the pitch and volume with
teleportationSoundPitchandteleportationSoundVolume
- You can set
- Bug Fixes:
- In some cases, the teleportation sound was not playing correctly. This has been fixed.
- Sometimes players would be taken to the Nether when using standard portal blocks in their gates instead of water. This occurred mainly when the player was in Creative mode. This should be fixed now.
- A longstanding bug (that has been around for years since before I took over maintenance of this) existed where item frames hanging nearby a portal would be broken when a portal was destroyed. This has been fixed.
Thanks to those who have reported issues and continue to support my plugins! Please continue to file issues or reach out to me if you experience problems!