HomeSpawnPlus
HomeSpawnPlus (HSP) / SpawnControl: the most advanced Home/Spawn plugin for Bukkit. HSP has flexible events and strategies that you can customize for your unique needs. If you just want dead-simple home/spawn management, HSP can do that too, but you might find some other plugin easier to setup or understand. If you want full control and maximum flexibility to do whatever YOU want and not be limited by just basic /home and /spawn functionality, then HSP might be for you.
HSP's events and strategies, custom commands and integrations with plugins like WorldGuard and Multiverse allow you to completely control every aspect of spawns and homes, so that unique edge or setup you want, chances are good that HSP can do it for you.
Please read the FAQ before posting questions or tickets (especially Essentials users). Also there are Examples.
Versions
- Official releases are on the Files tab of this page
- Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk. Jenkins
HomeSpawnPlus has these Features:
- Multi-world homes (one-home per world, multiple homes per world or even just one global home, your choice)
- Specific control as to what happens on events such as player login, player death, typing /spawn or /home commands using strategies. Should the user always stay on the same world? Spawn at the nearest of multiple spawns (ie. graveyard concept)? Maybe they always go to a specific group spawn on that world (for PvP factions, perhaps)? Your choice.
- Ability to set a one-time new player spawn point
- Cooldowns and warmups Can be set to cancel on movement or damage. Advanced details here.
- Economy support (via Vault) to optionally charge players for commands
- Home limits, definable per-group or per-permission. More documentation.
- Configurable per-world or per-permission for just about every option (events, cooldowns, warmups, costs, homeLimits)
- Define your own custom commands Documentation here
- WorldGuard region-spawn support (allow people to spawn at WG region spawn when inside that WG region)
- Ability to visit homes other people have set, on any world (controlled by Permissions)
- Language localization Also you can customize any message in HSP. Details here.
- Home invites - documentation here
- Set homes by clicking on a bed: read bed-related options documentation.
- Dynmap integration built in, very configurable to meet your own needs
- Persistence choice: Sqlite (default), MySQL or YAML
- Standard YML config.yml: with live reloading in-game (/hsp rc)
- Import home data from other plugins (Essentials 2.9, CommandBook 2.1 and SpawnControl v0.8)
Installation:
- Download HomeSpawnPlus.jar and put it in your Bukkit plugins folder
- Startup Bukkit, HomeSpawnPlus will automatically put the default config.yml into plugins/HomeSpawnPlus/config.yml
- Configure config.yml to your liking, then either '/hsp rc' to live reload the config, or restart your server.
Additional info
This plugin was designed to work with Vault, WEPIF, PEX, Permissions 2.x/3.x, or any Superperms-compatible plugin. Please read more about permissions here.
Under the hood: How HSP works
Examples
Spawn strategy documentation
Advanced Cooldown and Warmup information
User Command Reference
Admin Command Reference
Permissions
Changelog
Source Code
Metrics plugin
This plugin utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
A unique identifier The server's version of Java Whether the server is in offline or online mode The plugin's version The server's version The OS version/name and architecture The core count for the CPU The number of players online The Metrics version
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true.
Have an issue? Got a new idea?
If you find a bug or have an enhancement request, please create a ticket so I don't lose track of the request or issue in a comment stream. If you have a basic question, feel free to post in the comments here or visit the forums on forums.bukkit.org.
Thanks to @Timberjaw for the awesome work on SpawnControl that gave me a great base to start from!
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Posted Jul 7, 2012@thernztrom
Have you slept in a new bed since the update? The problem is that Bukkit now looks for a bed at the *exact* point your Bukkit "home" is set to, and HSP lets you record your home a few blocks away. The fix is that when you set your home, HSP now sets your Bukkit home to the exact bed location, which makes Bukkit be quiet about the message. So when you sleep in a bed after the upgrade, the message should go away.
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Posted Jul 7, 2012Im still receiving the "Bed was missing or..." message after updating from 1.5.5 to 1.6. :S
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Posted Jul 7, 2012@andune
oh thank you so much, I suppose what I will do is for the world in question, have multiverse enter into an isolated box or something, then force the players to use /spawn to start playing.
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Posted Jul 6, 2012@tremor77
Yes, as per the strategy documentation: "spawnLocalRandom: choose a spawn at random in the player's local world to spawn the player". This means HSP will choose a random spawn location out of the ones you've setup with "/setspawn" (I'll update the docs to be a bit more explicit about this behavior). You say it always sends them to the same location, so if you type "/spawnlist", I'd bet you only have one spawn setup for that world.
It sounds like what you want is the newly added "spawnWorldRandom" strategy. This will spawn the player at a completely random location in whatever world they are in. Please note if you have WorldBorder intsalled, this will spawn within the WorldBorder limits, otherwise it defaults to a 1000..-1000 square area. You can also use the spawnRegionRandom in conjunction with WorldGuard regions to narrow down the random spawn area if you like.
Regarding taking over MV portals, that seems fraught with peril as far as development and Bukkit go. I will think on it some more, but for now, I'm going to say that's not easily possible.
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Posted Jul 6, 2012Trying to use random spawn and getting this.
appears random is working as the spawn type, but it's always the same exact location.. i type spawn again and again and.. its already at the same spot. Also, anyway to make HSP take over spawn location for multiverse, i'd love to use a portal into a world and get a random spawn location.
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Posted Jul 6, 2012@Thunder7102
overwrite multiverse spawn? I've worked with the MV devs and there should be no problem with MV overriding HSP due to the way the priorities are set between the two plugins. Follow the FAQ to turn on verboseStrategyLogging to find out what's happening.
CommandBook import is supported and documented on the admin commands page.
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Posted Jul 6, 2012Have you figured out a workaround for the first spawn for new players to overwrite multiverse's spawn?
Also, is there a way to import homes from Commandbook?
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Posted Jul 6, 2012@bearbear12345
There are two ways to accomplish this. First, you might be using a permission system and want to align the spawns to specific groups (run /groupquery Notcher; we'll assume it returns "groupA"). If this were the case, you can "/setgroupspawn groupA" and also for your other groups, then in your config:
(you'll probably want some other strategies after it, in case a player isn't in a group that has a group spawn set, but that's up to you)
However, let's assume you don't want to align to group names, maybe because you have a spawn called "spawnA" and you want 2 different groups to use the same spawn, plus you might want to assign the permission to individuals and not just groups. In this case, you would do something like so:
In this example, anyone with the permission "hsp.group.1" will be sent to "spawnA".
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Posted Jul 6, 2012Not sure if I forgot to read something but,
How can you make a player spawn after death to specific locations with permission nodes.
Ok to me that didn't make much sense soo.
Example:
Notcher in area 1 dies. Notch respawns into spawn 1 because he has the permission hsp.group.1
Herobrine is in area 2. Herobrine dies and respawns in area 2, not area 1 because he has the permission hsp.group.2
If there is something like this, please inform/help me
Thanks, bearbear12345
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Posted Jul 5, 2012Yeah, Update works great, nice Dynmap ;)
Thanks.
Check your PNs, new german locale file.
Request
• Config Option:
Dynmap-only default-Homes: true
• Auto Complete Names on /homeo etc...
Possible to show the worldguard-region-spawns too?
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Posted Jul 5, 2012@andune
wow that was fast! Thank you very much!
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Posted Jul 4, 2012@KillahKiwi
Sure, I've added it as part of the development towards the next release, strategy "nearestHomeOrSpawn". You can download a dev build from link in the Changelog dev notes.
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Posted Jul 4, 2012Thanks man i've set the core.safeTeleport to false... i'll see when some new player enters if it works fine :)
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Posted Jul 4, 2012First, I have to say this plugin is amazing and the cooldown/warmup system is working like a charm!
Having said that, is it possible to have a combination of a graveyard system and the home and last bed; basically using all spawns and all of a players homes and finding the nearest?
From the documentation I guess I can only use either "homeNearest" or "spawnNearest". When I use both, the plugin would first try to send them to the nearest home (including bed) and if there is none it sends them to the nearest spawn. Now, what I want is to get players send to whatever is nearest; no matter if it is their bed, their home or a graveyard spawnpoint.
Is this achievable with the "mode*" rules? If so, could you give an example on how to use them? If it is not yet possible, would you be so kind to add a strategy for that?
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Posted Jul 3, 2012@Wizzy86
I have no idea what regios is or does, but yes, HSP works with WorldGuard regions. You just have to include the appropriate strategy to use it however you want. For example, if you wanted a player to spawn in a WorldGuard spawn (set by "/wg flag region spawn" or somesuch) if in a region and otherwise to spawn at their home and if no home, to spawn at the world spawn, it could look like so:
Review the strategies guide for all your event strategy options. Recently added was the ability to spawn at a completely random point inside a WG region using the "spawnRegionRandom" strategy.
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Posted Jul 3, 2012Is this compatible with regios? like you can set spawns in worldguard regions, Same with regios?
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Posted Jul 3, 2012@GamingG
I added reset cooldowns upon death in 1.6, read the changelog and look at the new "config_defaults.yml" for details. Enjoy.
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Posted Jul 3, 2012@Mayhem777
Read the FAQ. The first step is to use verboseStrategyLogging. Turn that on, look at the output. If that doesn't help you figure out what's going on, then pastebin the output and your config.yml and put links here.
With the lack of any details to go on that you've published so far, my only guess could be to try setting "core.safeTeleport: false". This has been on by default since 1.5.5, however there were some changes to the safe teleport algorithm in 1.6 that include fire avoidance and some efficiency improvements. It's possible that's created a bug that's triggered by your particular spawn setup.
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Posted Jul 3, 2012No ican't enter my own server even being op because it says "moving too quickly, hacking?" and kicks me out..
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Posted Jul 3, 2012Whith the new version i have:
onJoin: - spawnLocalWorld - spawnNewPlayer
So registered players usually spawn on the /setspawn location and NEW players spawn on the /setfirstspawn location, but with the new version they spawn on the middle of nowhere, in the ocean... and usually die.
EDIT: when players join or use /spawn they spawn UNDER the real spawn set wih /setspawn, so the coords are not working fine, i'm using previous version meanwhile you solve this issue :)