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Investigate WorldEdit Dependency Requirements #2174
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Mine compiles just fine without having a .bukkit or .core |
So you import in the entire WorldEdit project, including Core, Bukkit and Sponge there. So it probably does make more sense for us to just import Bukkit and core then as we don't need the sponge code. |
Actually no, I deleted the sponge and forge project folders completely so it doesn't build those at all |
That would explain it then. If we keep those within TF-WorldEdit we will need to continue using sub-projects but if we wipe them out we can just use the main repo without sub-projects. |
After implementing the code, I was eventually able to compile it due to bukkit-classloader-check being removed from the sk89q repo. The version of bukkit that must be implemented with it is 1.8 as well as adding the new classloader check: com.sk89q.spigot:bukkit-classloader-check:1.8-R0.1-SNAPSHOT. As far as the new changes to WorldEdit, they added a new licensing plugin which needs to be removed to add the custom implementations. Also, repo.bukkit.org doesn't exist, so this can be removed. |
@tylerhyperHD you don't need to remove the licensing plugin, you just have to add the header. The new worldedit still compiles fine with 1.12 or 1.13 but is not compatible in game. I had issues with that class also, but the problem solved itself |
@Telesphoreo Weird - Once I added TF modifications for the 7.0.0 snapshot the licensing plugin spat out errors and since I didn't wanna deal with it I just removed it. Seems to work on my test server even if I removed it though. |
One of the things you can do to get the other version of WorldEdit to compile is to use the CodeMC repo. They have all of the NMS (for 1.12/1.13 that works properly) and has the old version of CB (1.6.4) on it. After adding that as a repo and replacing it with the spigot nexus one, it worked for me 100% of the time |
@Telesphoreo has flagged that on their builds of TFM they only need WorldEdit - Bukkit and not WorldEdit - Core as well.
I think WorldEdit - Core is where the custom changes were made, but we need to do some looking into this to make sure we're only importing as a dependency what TFM actually requires.
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