Multiverse-Core

Core | Portals | NetherPortals | SignPortals | Inventories
Multiverse Core Resources:
Wiki | Source | Feature Request | Bug Report
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Advanced command structure with full tab-completion and flags (Try out all the commands and see!)
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Improved respawn handling with auto overworld linking and new config options
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Built-in PlaceholderAPI support (no need for ecloud extensions)
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Restrict all types of entity spawning, including non-living creatures such as armor stand! (those can be such a spam)
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Teleport to world destinations with a command or allow others to teleport their self or others (with per-world permissions)
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Improved performance with many internal changes and support for async teleport
- Create multiple worlds of different environment, seeds, single biome, super flat and with Custom Generators
- Set the game mode per world (creative, survival or adventure)
- Restrict users from going to specific worlds by using permissions
- Economy support with entry fee!
- Custom world aliases with rgb colors! (Leave your folder names alone! use an alias!)
- Purge all those unwanted entities from your world!
- Show which users are in what worlds with `/mv who`
- Have separated players stats and inventories per world or per group of worlds.
- Choose what each group of worlds share: Inventories, Last location (in a world before teleporting), Hunger, Health, Exp, and Bed Spawns.
- Make custom portals to go to any destination!
- Restrict users from using specific portals using permissions.
- Charge users to use specific portals!
- Launch users through the air when they enter a Multiverse Portal! (with cannon destination)
- Allow minecarts/boats through Multiverse Portals.
- Automatically link your nether and end to the correct overworld!
- Have nether and end portals in a world custom linked to a specific world
- Custom World Scaling when using NetherPortals! (All types of worlds, normal, skylands and nether supported! Even custom generators!)
Before making a review:
Please do not use the review comments below as a way to seek help, report bugs or suggest features. Utilize the Multiverse wiki. A lot of documentation for each plugin is there. If you still need help:

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Posted Dec 28, 2011@JPieMC Hey try the dev build. It is pretty stable.
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Posted Dec 28, 2011Do you have a rough timeframe or percentage for an AB for 1.0?
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Posted Dec 28, 2011@Megalanias
Im having the same problem as this, ill do teh command /mvim World_nether_PvP nether
it says it imports successfully but when i type /mv list it doesnt show up. i try mv tp World_nether_PvP Multiverse does not know how to take you to: World_nether_PvP. im trying to do this: PVE world PVP world Spawnhub PVE Nether PVP Nether Market World. Currently have: PVE/PVP world PVE Nether Market and it wont let me add anymore.
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Posted Dec 28, 2011dev build downloads not working
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Posted Dec 28, 2011@BetaStream
Look in the permissions section
https://github.com/Multiverse/Multiverse-Portals/wiki/Permissions
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Posted Dec 27, 2011Hey is there a perm node that makes it when a player has it and enforcegamemode is on when this player goes to a worlld with survival mode and he is with creative to not change his mode?
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Posted Dec 27, 2011@LC98
You just go to http://ci.onarandombox.com/ and select Multiverse-Core.
@nitr0burn
Also Multiverse-core just alone on CB 1617 (I think the firstworldspawn thing is something being implemented in next release of CB) worked. I'm giving some thorough tests and seeing if its a plugin related issue with other plugin incompatibilities.
I'll post back here to give an update and let you guys know whats up :)
EDIT: 2 hours later. Tested with CB 1597 and CB 1618. I manually added in every single plugin from a vanilla bukkit server with the latest Multiverse-Core 2.2.jar (build 423) and I found that all the plugins that did NOT use Spout, upon player relog, Mutliverse didn't send players back to spawn. Rather the Multiverse intention of checking whether a player joined before or not was working!
So I tested putting every plugin into the plugins folder and all the spout-enabled plugins in after multiverse. Didn't work. I thought it was just an issue between a specific spout plugin and multiverse, took out one by one. Didn't work. Finally just made a test with JUST Multiverse- 2.2 (build 423) and Spout (build 644) and the respawning issue commenced.
All in all, I found that the respawning issue is solely between Spout and Multiverse 2.2 (build 420+). Now I'm not sure whether its an issue that Spout isn't playing nicely with Multiverse or the other way around but definitely something that should be looked into if the devs aren't doing so already.
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Posted Dec 27, 2011@botskonet
@Botskonet: Have you tried using build 419 of Multiverse-Core before "firstworldspawn" was added?
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Posted Dec 27, 2011FYI TO PEOPLE WITH PERMISSIONS ERRORS
I've found that it appears the latest dev builds only see my world permissions when they're lower-case. So if my permissions used to be "multiverse.access.SomeWorld" it only works now with multiverse.access.someworld.
However, we also are having the "join at spawn" issue.
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Posted Dec 27, 2011Downloaded newest dev build.
If i create a world with "/mv create test normal", teleport to the world, find a stronghold and activate "the end" portal, nothing happens when i go through it (no errors)?
I can do a "/mvtp world_the_end" with no problems.
Edit: It is not an permissions error!
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Posted Dec 27, 2011Hello, just a quick heads up, but I tried to download the Core Dev build and got a code 404. I don't know if others are experiencing this or what. I was able to download Muliverse Portals just fine but just not the Core.
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Posted Dec 26, 2011@gabizou
@gabizou: Try using build 419 of Multiverse-Core. I had the same problem and that was the last build that worked for me without teleporting users back to the main spawn.
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Posted Dec 26, 2011Sorry to post at such length here:
Sorry, but I was growing impatient with being stuck with MV 2.1. I downloaded the MV 2.2 dev build (core, nether portals, portals, NOT SignPortals), ran it on my test server with default configs and everything seemed fine, except when relogging in there's this error to verify whether the player logged in before. I left that aside.
I am having problems though when using this now on my main server (went under UltraBans Lockdown mode so that players don't suffer from any glitches/bugs) where whoever relogs into the server, they get teleported right back to the spawn of the main map. Is there something I'm missing here? I even flushed a config to see if that was the issue, but all I'm getting is: a) Upon logging in for the second time, the player (no matter what permission group they are in) is logging in at the mv Spawn point of the MAIN map. Even upon proper logging out, no matter how far, no matter which world they log out on, they are logged back in at the main world's mv spawn. b) Not getting any console errors that MV was receiving upon player relog on my test server.
Here's the code the console on the main server is getting upon relog: 27.12 01:39:54 [Server] WARNING [Multiverse-Core] Loc: Location{world=CraftWorld{name=kraft},x=-936.0,y=99.0,z=-20.0,pitch=0.0,yaw=0.0}
Here's the code from the test server upon relog:
20:42:11 [SEVERE] Could not pass event PLAYER_JOIN to Multiverse-Core java.lang.NoSuchMethodError: org.bukkit.entity.Player.hasPlayedBefore()Z at com.onarandombox.MultiverseCore.listeners.MVPlayerListener.onPlayerJoin(MVPlayerListener.java:108) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:265) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:339) at net.minecraft.server.ServerConfigurationManager.c(ServerConfigurationManager.java:129) at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:113) at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:80) at net.minecraft.server.Packet1Login.a(SourceFile:59) at net.minecraft.server.NetworkManager.b(NetworkManager.java:226) at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:46) at net.minecraft.server.NetworkListenThread.a(SourceFile:94) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:527) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425) at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
I know it's a dev version, but I just don't get how this isn't working.
If it helps, I do have Herospawn PEX, Spout, PersonalChests, VanishNoPacket, HeroChat, ScrollingMenuSigns, and some others, but nothing that would really be worrisome to Multiverse.
Edit: If I did post in the wrong area, please direct me to where I should post this.
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Posted Dec 26, 2011@Megalanias
I'm having the exact same issue!! O_O
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Posted Dec 26, 2011Thanks Fille1116
Also I added the perms for members to go through the 2 portals I made as well as access the 2 worlds that I made but still they can't go through the portal? I tested it on Admin and it worked. I am using Permission EX and here's my config. file for member group (the image):
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Posted Dec 26, 2011I have put in a rly big world into my server, i type /mv import Yggdrasil normal it imports the world properly but then it doesn't show it on the world list and portals that i made say "this portal doesn't go anywhere. you should exit now" i don't get any errors ... what's wrong ? Need Help Lg Mega
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Posted Dec 26, 2011@Acecreativity
There is a plugin for this called MultiInv, it seperates inventories for each world, and it's fully configureable if you do want some worlds to have same inventory.
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Posted Dec 26, 2011Hello I love this plugin but I have a question. Is there a way of making it so when a player goes from 'Regular' world to 'Creative' the players inventory gets saved? So lets say creative has obv. creative on but once he goes out of the world he won't keep the items that are in his inventory in the 'creative' world but will get his 'regular' world items back? Please help
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Posted Dec 26, 2011@sepukacheekray
Most permissions plugins can do this for you. this would not be something that the multiverse plugin should do. group manager, pex, and bpermissions can do this for sure.
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Posted Dec 26, 2011Is there a way to restrict build rights on a per world basis, except for the admins of course? Or is there a good mod that will do this?