|Supported MC Versions||1.16, 1.15, 1.14, 1.13, 1.12, 1.11, 1.10, 1.9, 1.8, 1.7|
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NOTICE: If you use FAWE with " tick limit per chunk " option, generation of walls with falling blocks (such as SAND) may case incomplete walls.
Since there is not any instant wall generator plugin which does what I wanted, I made this...
How it works:
You first obtain an instawall bucket (with a certain material such as COBBLESTONE, OBSIDIAN), then you pour the material as you place the block. The material will start run down as long as AIR space underneath or no Sponge blocks nearby. The pouring will stop once the material hits the non-AIR block.
You can give players/groups permission nodes to use any particular types (material types) of InstaWall buckets.
You can also specify the worlds where the use of InstaWall buckets is disabled.
If there are sponge blocks nearby the path of a block being dropped, the material pouring will no longer proceed. Just like the regular behaviour of the sponge against water. However, sponge blocks will not be able to absorb already materialised blocks.
with "LeaveSource: true"
Supported region protection plugins:
- Factions (other forks like SavageFactions should use this keyword)
- PlotSquared (v3, v4, and v5)
- WorldGuard v6
- WorldGuard v7
Commands: (alias: iw, insta)
- /instawall | /instawall help : displays the help menu
- /instawall reload : reloads the configuration file.
- /instawall give <player> <material> <amount> [dir:d|h|u]: gives <player> an instawall bucket for the <material>, that can be used <amount> times. if dir: option is provided, you can specify the direction of wall generation (d: down, h: horizontal, u: up)
- /instawall buy <type> <amount> [dir:d|h|u].
- instawall.reload : allows you to reload the config file.
- instawall.give : allows you to execute "give" command.
- instawall.<material_type> : allows you to use the instawall bucket of <material_type>. <material_type> should be in lowercase. (ex. instawall.cobblestone, instawall.obsidian)
You just install InstaWall.jar into "plugins" folder.
NOTE: Do not make the interval value too small. If you do, falling block based wall might collide itself during the generation.
Messages: ErrorMsg : "&c[InstaWall] : Some error occured." GiveMsg : "&a[InstaWall] : %amount% of InstaWallBucket for the &e%type% &awas given to %player%." NoPermissionMsg: "&c[InstaWall] : You do not have a permission to use this bucket." CannotUseMsg: "&c[InstaWall] : You cannot use it here!." NoValidMaterial: "&c[InstaWall] : No such material exists." NoValidAmount: "&c[InstaWall] : Amount is not valid." NoValidCost: "&c[InstaWall] : Cost is not valid." BoughtMsg: "&a[InstaWall] : You've bought &e%amount% %type% &ainstawall budcket for &e%cost%&a." NotEnoughFund: "&c[InstaWall] : Not sufficient fund." NotWB: "&c[InstaWall] : WorldBorder has not be set in this world!" IncorrectOption: "&c[InstaWall] : It seems that one of option in config.yml is not set correctly (%option%)." EnemyNearby: "&c[InstaWall] : You cannot use it when your enemy is nearby." UseCostMsg : "&a[InstaWall] : You've used &e%type% &ainstawall budcket for &e%cost%&a." HelpMessages: banner: msg: "=== &e[&aInstaWall Commands List (%version%)&e] &r===" help: msg: "&a/instawall help : displays this help menu." reload: msg: "&a/instawall reload : reloads config file." permission: "instawall.reload" debug: msg: "&a/instawall debug <true|false> : turn on / off the debug mode." permission: "instawall.debug" give: msg: "&a/instawall give <player> <type> <amount> [dir:d|h|u]." permission: "instawall.give" buy: msg: "&a/instawall buy <type> [amount] [dir:d|h|u]." permission: "instawall.buy" # PlayerEmptyBucketEvent priority # if you have another plugin which might be processing the PlayerEmptyBucketEvent # before this plugin (that might cause this plugin not to work), then # you can set this option to lower priority such as HIGH, NORMAL, LOW, LOWEST. # The default is HIGHEST # # adjust these event priority if those event processes from this plugin # interfere with other plugins' event processes. EventPriorityMap: PlayerBucketEmptyEvent: "HIGHEST" PlayerInteractEvent: "NORMAL" # the display name for the InstaWall bucket. # %type% : material type # %buildtype% : Vertical (top-down), Scafold(bottom-up), Holizontal BuildType: Vertical: "Vertical" Scafold: "Scafold" Horizontal: "Horizontal" DisplayName: "&e%buildtype% &aInstaWall for &b%type%" #DisplayName: "&aInstaWall for &b%type%" # the custom lore Lore: - "You can place water/lava" - "next to a block to start" - "pouring blocks!" # the interval of material running down. default 20 ticks. Interval: 20 # Only in your own territory OnlyInOwnTerritory: false # ASkyBlock, Factions, FactionsUUID, Feudal, GriefPrevention, Kingdoms, LegacyFactions, NovaGuilds, PreciousStone, RedProtect, Residence, Towny, uSkyBlock TerritoryPlugin: FactionsUUID # # if this option is true, only a user with instawall.<Material_name> # can use the insta wall bucket. <Material_name> should be in lower case. # for instance: instawall.cobblestone, instawall.obsidian UsePermissionNode: false # disabled world # you can list the world you would like to disable the instawall bucket. Disabled: # - plotworld # disabled worldguard region # you can list the world you would like to disable the instawall bucket. DisabledRegions: # - spawn # Bucket type : LAVA_BUCKET, WATER_BUCKET BucketType: LAVA_BUCKET # leave the source material # if this option is true, the source material such as Lava/Water will be left behind LeaveSource: false # if this option is false, the resoruce will not flow like a liquid. It only flow downwords, # right underneath of the poured block. LiquidBehavior: true # if this option is true, the empty bucket after using up all # instawall bucket will automatically be removed. RemoveEmptyBucket: false # if this option is false, falling block like SAND won't fall. # the option only affect instawall falling blocks. # Deprecated FallingBlockPhysics: true # use glow effect UseGlowEffect: false # Basic shop capability # # [iw-buy] # make sure to pick something unique (not like [buy] like Essentials # 64 # amount # WOOL:4 [H] # material type:data value (e.g. Yellow wool). If it has ' H', it indicates horizontal bucket. # $500 # cost ($ + value) # # if you put [iw-buy] in the 1st line, it will be replaced by the string below BuySign: "[IW-Buy]" # Case insensitive MoneySign: "$" # # Recipe # if you want a player to craft his/her own IW bucket, you can specify the recipe here # Recipe: cobblestone: material: COBBLESTONE #bukkit material name shape: - "***" - "BMB" - "*B*" ingredient: '*': AIR 'B': BUCKET 'M': COBBLESTONE cobblestoneH: # horizontal cobble bucket material: COBBLESTONE #bukkit material name shape: - "*B*" - "*MB" - "*B*" ingredient: '*': AIR 'B': BUCKET 'M': COBBLESTONE cobblestoneU: # upward cobble bucket material: COBBLESTONE #bukkit material name shape: - "*B*" - "BMB" - "***" ingredient: '*': AIR 'B': BUCKET 'M': COBBLESTONE obsidian: material: OBSIDIAN #bukkit material name shape: - "***" - "BMB" - "*B*" ingredient: '*': AIR 'B': BUCKET 'M': OBSIDIAN obsidianH: # horizontal obsidian bucket material: OBSIDIAN #bukkit material name shape: - "*B*" - "*MB" - "*B*" ingredient: '*': AIR 'B': BUCKET 'M': OBSIDIAN obsidianU: # horizontal obsidian bucket material: OBSIDIAN #bukkit material name shape: - "*B*" - "BMB" - "***" ingredient: '*': AIR 'B': BUCKET 'M': OBSIDIAN # # Economy support # UseEconomy: false DefaultAmount: 16 Prices: # per bucket. DEFAULT: 5 # if the price for a material tyep is not set, this will be used. COBBLESTONE: 10 OBSIDIAN: 100 # use prices # if this section is set, each bucket use will incure the specified cost # depending on the material. UseCosts: DEFAULT: 0 # if the price for a material tyep is not set, this will be used. # COBBLESTONE: 20 # OBSIDIAN: 200 # # infinite option # Infinite: false #defualt faulse # # If there is any enemy player is in this block radius, you won't be able to use the bucket. # If the value is set to -1, this function won't be used. # EnemyNearByRadius: -1 # # This is the max length of the horizontal DefaultHorizontalLimit: 256 # # default : true StopAtLiquid: true StopAtNonSolid: true