Fixed NPE in yCoordHelper, Other Bugs, Reimplemented Limbo Decay #52

Merged
SenseiKiwi merged 8 commits from 1.4.1fixes into master 2013-07-26 19:32:37 +00:00
SenseiKiwi commented 2013-07-26 05:31:31 +00:00 (Migrated from github.com)

(This pull request is the same as a previous one. I reopened the PR from a branch instead so that I could stop tacking on new updates to this one every time I push to my repo.)

I believe I've fixed the cause of a NullPointerException that some players have been experiencing. It seems to have been caused by unregistered block IDs being present in Limbo. Possibly because people removed mods and they had generated structures in Limbo. Or the players had placed blocks and then removed the mods, or changed block IDs around.

This fixes issue #47.


Also fixed a few other bugs around the code. I found that there were simple ways to circumvent Limbo decay as it was implemented, so I reorganized the code in CommonTickHandler to be more readable and wrote a new implemention of Limbo decay. Most of the logic is in its own class, LimboDecay. Please read the commit for more details.

(This pull request is the same as a previous one. I reopened the PR from a branch instead so that I could stop tacking on new updates to this one every time I push to my repo.) I believe I've fixed the cause of a NullPointerException that some players have been experiencing. It seems to have been caused by unregistered block IDs being present in Limbo. Possibly because people removed mods and they had generated structures in Limbo. Or the players had placed blocks and then removed the mods, or changed block IDs around. This fixes issue #47. --- Also fixed a few other bugs around the code. I found that there were simple ways to circumvent Limbo decay as it was implemented, so I reorganized the code in CommonTickHandler to be more readable and wrote a new implemention of Limbo decay. Most of the logic is in its own class, LimboDecay. Please read the commit for more details.
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Reference: apex/DimDoors#52
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