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Помогите OpenBlocks отключить могилки

Тема в разделе "Помощь", создана пользователем alx8787, 22 июн 2016.

  1. Автор темы
    alx8787

    alx8787 Активный участник Пользователь

    Баллы:
    61
    Добрый день,
    проблема банальна, пытаюсь отключить могилки в конфиге, но что отключаю, что нет, они всё равно продолжают работать, подскажите плз как правильно их отключить

    Сервер 1.7.10


    Код:
    # Configuration file
    
    additional {
        # List any mob names you want disabled on the server
        S:disableMobNames <
         >
    
        # Should player inventories be stored after death (can be later restored with ob_inventory command)
        B:dumpDeadPlayersInventories=true
    }
    
    
    blocks {
        B:autoanvil=true
        B:autoenchantmenttable=true
        B:beartrap=true
        B:bigbutton=true
        B:blockPlacer=true
        B:blockbreaker=true
        B:builder_guide=true
        B:cannon=true
        B:canvas=true
        B:canvasglass=true
        B:donationStation=true
        B:drawingtable=true
        B:elevator=true
        B:elevator_rotating=true
        B:fan=true
        B:flag=true
        B:goldenegg=true
        B:grave=true
        B:guide=true
        B:heal=true
        B:imaginary=true
        B:itemDropper=true
        B:ladder=true
        B:paintcan=true
        B:paintmixer=true
        B:path=true
        B:projector=true
        B:ropeladder=true
        B:scaffolding=true
        B:sky=true
        B:sponge=true
        B:sprinkler=true
        B:tank=true
        B:target=true
        B:trophy=true
        B:vacuumhopper=true
        B:village_highlighter=true
        B:xpbottler=true
        B:xpdrain=true
        B:xpshower=true
    }
    
    
    cartographer {
        # List of blocks that should be invisible to cartographer. Example: id:3,  OpenBlocks:openblocks_radio (case sensitive)
        S:blockBlacklist <
            "Natura:Cloud"
         >
    
        # Should invalid height map request be always reported
        B:reportInvalidRequest=false
    }
    
    
    crane {
        # Enable magnet turtles
        B:addTurtles=true
    
        # Use shift to control crane direction (otherwise, toggle every time)
        B:boringMode=true
    
        # Enable collision checking of crane arm
        B:doCraneCollisionCheck=false
    
        # Show magnet turtles in creative list
        B:showTurtles=true
    
        # Maximal distance from turtle to magnet when deactivating
        D:turtleMagnetDeactivateRange=3.0
    
        # Range of magnet CC peripheral
        D:turtleMagnetRange=32.0
    }
    
    
    cursor {
        # Amount of damage a cursor can take
        I:cursorMaxDamage=128
    }
    
    
    debug {
        # Show structures found by golden eye
        B:goldenEyeDebug=false
    
        # Dump extra amount of data, every time grave is created
        B:gravesDebug=false
    }
    
    
    devnull {
        # If true, /dev/null will require sneaking in addition to clicking air to open gui
        B:sneakClickToGui=true
    }
    
    
    dropblock {
        # Should elevator move player to center of block after teleporting   
        B:centerOnBlock=false
    
        # XP consumed by elevator (total amount = ratio * distance)
        D:elevatorXpDrainRatio=0.0
    
        # Disable limit of blocks between elevators (equivalent to maxPassThrough = infinity)
        B:ignoreAllBlocks=false
    
        # The elevator will ignore half blocks when counting the blocks it can pass through
        B:ignoreHalfBlocks=false
    
        # The elevator will try to pass through blocks that have custom collision boxes
        B:irregularBlocksArePassable=true
    
        # The maximum amount of blocks the elevator can pass through before the teleport fails
        I:maxPassThrough=4
    
        # The range of the drop block
        I:searchDistance=20
    
        # Defines blocks that are handled specially by elevators. Entries are in form <modId>:<blockName>:<action> or id:<blockId>:<action>. Possible actions: abort (elevator can't pass block), increment (counts for elevatorMaxBlockPassCount limit) and ignore
        S:specialBlockRules <
         >
    }
    
    
    egg {
        # Can golden egg pick blocks while hatching (may lead to glitches)
        B:pickBlocks=true
    }
    
    
    fan {
        # Maximum force applied every tick to entities nearby (linear decay)
        D:fanForce=0.05
    
        # Range of fan in blocks
        D:fanRange=10.0
    
        # Is fan force controlled by redstone current
        B:isRedstoneActivated=true
    }
    
    
    features {
        # Explosive enchant can break blocks at level 3
        B:explosiveEnchantGrief=true
    
        # Id of explosive enchantment
        I:explosiveEnchantmentId=211
    
        # Id of flim flam enchantment
        I:flimFlamEnchantmentId=213
    
        # Should every player get info book on first login
        B:infoBook=true
    
        # Id of last stand enchantment
        I:lastStandEnchantmentId=212
    
        # Storage in mB needed to store single XP point
        I:xpToLiquidRatio=20
    }
    
    
    glasses {
        # 0.0 - no visible change to world, 1.0 - world fully obscured
        D:opacity=0.95
    
        # Use texture for obscuring world
        B:useTexture=true
    }
    
    
    graves {
        # Can grave spawn single block of dirt when it has no block under?
        B:canSpawnBase=true
    
        # Try to overwrite blocks with graves if no suitable place is found on first try
        B:destructiveGraves=false
    
        # Spawn rate, range: 0..1, default: about 1 per 50s
        D:skeletonSpawnRate=0.002
    
        # Size of cube searched for spaces suitable for grave spawning
        I:spawnRange=10
    
        # Should grave randomly spawn skeletons
        B:spawnSkeletons=true
    
        # Frequency of special action on grave digging, 0..1
        D:specialActionFrequency=0.03
    
        # Store contents of spawned graves into separate NBT files (can later be restored with ob_inventory command)
        B:storeContents=true
    
        # Should grave try to spawn when player died by falling into void? (false -> legacy behaviour)
        B:voidFix=true
    }
    
    
    guide {
        # How builder guide should react to redstone. 0 - not sensitive, 1 - powered == on, -1 - inverted
        I:redstoneSensitivity=1
    
        # Square of guide maximum render distance
        D:renderDistanceSq=65536.0
    }
    
    
    hacks {
        # Enable experimental features that may be buggy or broken entirely
        B:enableExperimentalFeatures=false
    }
    
    
    imaginary {
        # Speed of imaginary blocks fading/appearing
        D:fadingSpeed=0.0075
    
        # Number of newly created crayon/pencil uses
        D:numberOfUses=10.0
    }
    
    
    items {
        B:cartographer=true
        B:craneBackpack=true
        B:craneControl=true
        B:crayonGlasses=true
        B:cursor=true
        B:devnull=true
        B:emptyMap=true
        B:epicEraser=true
        B:filledbucket=true
        B:goldenEye=true
        B:hangglider=true
        B:heightMap=true
        B:infoBook=true
        B:luggage=true
        B:paintBrush=true
        B:pedometer=true
        B:pencilGlasses=true
        B:seriousGlasses=true
        B:sleepingBag=true
        B:slimalyzer=true
        B:sonicglasses=true
        B:spongeonastick=true
        B:squeegee=true
        B:stencil=true
        B:tastyClay=true
        B:technicolorGlasses=true
        B:wrench=true
    }
    
    
    ladder {
        # If true, ladders will behave in old way: single item will place ladder all the way down, but it will not drop when broken
        B:infiniteMode=false
    }
    
    
    loot {
        B:donationStation=false
        B:paintBrush=false
        B:sonicGlasses=false
        B:stencil=false
        B:technicolorGlasses=true
    }
    
    
    magnet {
        # Can crane magnet pick block?
        B:pickBlocks=true
    
        # Can crane magnet pick entities?
        B:pickEntities=true
    }
    
    
    radio {
        # Music merchant id (-1 to disable)
        I:radioVillagerId=6156
    
        # Should tuned crystals sell records too
        B:radioVillagerSellsRecords=true
    }
    
    
    scaffolding {
        # The rate at which scaffolding should break. 0 - fastest
        I:despawnRate=4
    }
    
    
    sponge {
        # Sponge block range (distance from center)
        I:spongeRange=3
    
        # SpongeOnAStick use count
        I:spongeStickUseCount=256
    }
    
    
    sprinkler {
        # Consume rate of bonemeal (ticks/item).
        I:bonemealConsumeRate=600
    
        # 1/chance that crops will be fertilized with bonemeal
        I:bonemealFertilizeChance=200
    
        # The range in each cardinal direction that crops will be affected.
        I:effectiveRange=4
    
        # 1/chance that crops will be fertilized without bonemeal
        I:fertilizeChance=500
    
        # Capacity (in mB) of internal tank.
        I:internalTankCapacity=50
    
        # Consume rate of sprinkler (ticks/mB).
        I:waterConsumeRate=20
    }
    
    
    tanks {
        # The amount of buckets each tank can hold
        I:bucketsPerTank=16
    
        # Should filled tanks be searchable with creative menu
        B:displayAllFluids=true
    
        # Tanks will emit light when they contain a liquid that glows (eg. lava)
        B:emitLight=true
    
        # Should tanks try to balance liquid amounts with neighbours
        B:tankTicks=true
    }
    
    
    tomfoolery {
        # You know, THAT thing! That you shouldn't do in public!
        B:doItWhileTyping=false
    
        # Blacklist/Whitelist for effects used by flim-flam enchantment
        S:flimFlamBlacklist <
         >
    
        # If true, flim-flam blacklist will become whitelist
        B:reverseBlacklist=false
    
        # Allow only flimflams that don't cause death (or at least very rarely)
        B:safeOnly=false
    
        # 0 - lore hidden, 1 - visible only with pressed ALT, 2 - always visible
        I:sillyLoreDisplay=1
    
        # Are you serious too?
        B:weAreSeriousPeople=true
    }
    
    
    trophy {
        # The chance (from 0 to 1) of a trophy drop. for example, 0.001 for 1/1000
        D:trophyDropChance=0.001
    }
    
    
     
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    <
  3. ipv2007

    ipv2007 Активный участник Пользователь

    Баллы:
    88
    Имя в Minecraft:
    ipv2007
    В конфиге и отрубаются, поставь graves на false.
    Если не робит, значит версию OpenBlocks меняй.
     
  4. Автор темы
    alx8787

    alx8787 Активный участник Пользователь

    Баллы:
    61
    Спс!!! Всё сработало, 1 но, не graves в конфиге, а grave
     

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