My Worlds

Version: 1.65 | Craftbukkit/Spigot: CB 1.5.1 R1.0 / CB 1.6.1 / CB 1.6.2
Description
This plugin features everything related to worlds. Features:
- Load, unload, copy, delete, save and create worlds (Read more...)
- Show information of worlds and list available chunk generators and worlds
- Set world game mode, difficulty, time, weather, autosaving, PvP
- Set world mob spawn restrictions
- Evacuate worlds to clear them from players
- Repair broken worlds to some extend
- Make portals cross-world, one-way, simple, no commands needed
- World-specific chat rooms using permissions
- Automatically load worlds when the server starts and persistent settings
- Extensive permission system, you can even set who can enter what world
- Can act as a tool for other plugins to teleport players from one world to the other
- Simple teleportation commands
- Set OP lists for specific worlds to make players operator on certain worlds
- Easy-to-remember commands: with aliases and chat-message help
- World inventory separation, merging and disabling (clear)
- Main world where players spawn can be configured
- Can set to re-spawn all players on the main world at all times
- Remember the last known position of a player on a world, and teleport him to it (Read more...)
- Auto-import the configuration from Multiverse (Read more...)
Separate inventories?
Yes, MyWorlds now supports per-world inventories. This feature is by default disabled, to enable it, set useWorldInventories to true in the config.yml. By default no worlds share inventories and player inventories are saved and loaded per world. To share inventories, use /world inventory merge followed up by the world names to merge. Split (or detach) gives all worlds specified a separate non-shared inventory. You can use /world inventory enable or disable to disable inventories for worlds. Enabled inventories will save data, disabled won't and result in all items being cleared.
Advice for having plugin-generated or flat worlds
The main world loads (and generates) before My Worlds enables. The Bukkit plugin architecture makes it impossible to load My Worlds before worlds load, since that causes some other incompatibilities. Anyway, if you want to have a 'main' world that is not a nether/the_end/overworld Vanilla world, you will have to do the following:
- Set up the main world to be anything you like (even if you don't use it on your server...you need one)
- Create a new world for the world type you want (flatworld, custom chunk generator, etc.)
- Stop the server and open up the config.yml of MyWorlds
- Change 'mainWorld' to your newly created custom world
- Start the server again and notice how new players join your custom world
- Optionally: disable the 'keep spawn in memory' for the 'server' main worlds (you are not using)
Just to avoid any confusions: it is impossible to let My Worlds alter or replace the main worlds generated by the server. If there is any fix to this or you know 'some way' to do it, let us know. We do consider halting the server enabling process asking for you to create the main worlds, after which enabling continues as usual. But for this, we need to disable the default main worlds from loading up.
Links
For more information:
For help with loading, creating, saving, unloading, etc. worlds.
Look at the changelog
Disclaimer (because things CAN go wrong)
I am not responsible for world damages done by this plugin or by certain commands this plugin performs. If you, for example, loaded 20 worlds and hosted it on a buggy computer with 30 players, odds are the server (and your computer) will crash and worlds become corrupted. Repair can fix worlds, but this does not recover damaged chunks, so don't think you are always covered. Also, never forget to make backups of your worlds, but I guess this is common sense... Just a warning for those that blame their own mistakes on the plugin developer :)
Metrics
This plugin sends server count statistics to MCStats.org. You can (globally) opt out in the PluginMetrics/config.yml file.







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Posted May 31, 2013Question: Would it be possible to set it up to auto-load and auto-unload based on a timed parameter?
For example: If I have a world that nobody has used in 7 days, I'd love for it to unload and then load when someone tries to go to it from a portal.
Maybe the parameters can be set to read as follows: 9w9d9h9m or you can set it up more pretty. Basically this would help manage many multiworlds and prevent too many ones being online that isn't active.
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Posted May 29, 2013good, it works very well (except the portal for end of course). thank !
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Posted May 27, 2013So far everything works great! the new way it detects portal facing is fantastic too!
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Posted May 26, 2013Ah interesting. Thanks so much for the quick update on the dev build! I'll start running it through tests immediately. And yes, I can tell a vast loading improvement on the new builds :)
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Posted May 26, 2013@Moxiesan Hmn I think it always faces the same direction, but for some portals it is correct and for some others it isn't. I'll add some simple check so you face the right way if you really want to. [edit] fixed that too. :) (now off to bed)
Also, I updated BKCommonLib so it properly sees ghasts and golems as monsters, because it was preventing MyWorlds from blocking those easily.
MCPC+ is Minecraft Port Central - it ports plugins to work on the Force Minecraft client mod<>server combination. Basically, it allows BKCommonLib and it's dependencies to function alongside Forge.
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Posted May 26, 2013works like a charm! except one thing... it faces the portal wall when you tp in instead of the open side... a minor thing to fix, but yeah... lol
EDIT: Oh and what's MCPC+ anyways?
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Posted May 26, 2013@Moxiesan I have been working on getting MCPC+ supported on BKCommonLib, I have one more hour today and I'll see if I can get to fix the portal issue. I have had it happen too so I know it's not that random.
EDIT
See if the latest dev-build makes a difference. I found that it teleport to 20 instead of 20.5, resulting in collision with the walls of portal, and thus teleporting all up.
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Posted May 24, 2013ok they finally got bkcommonlib back up, so I tested the new myworld dev build, and it didn't fix the whole on top of nether portal thing, at least it didn't on my world. and on top of that, some of the chunks were missing in one of the worlds, but i was able to use world edit to regenerate those missing chunks so it wasn't a huge issue.
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Posted May 22, 2013Oh and another thing. If they remove BKCommonLib permanently and stop updating it, are you going to be building it into the MyWorlds plugin? BTW this is one of my absolute favorite plugins. Great job with it!
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Posted May 22, 2013i was going to try the dev build of MyWorlds, but I cannot update BKCommonLib... it's gone... missing! WHY IS THIS HAPPENING!?
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Posted May 22, 2013@Moxiesan The spawning in the air only happened to be after I crashed the server by messing up the MyWorlds jar files or aborting the server process while disabling. I do have to look at the default portal teleportation thingo, as it doesn't seem to find custom-made portals well.
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Posted May 22, 2013it has something to do with the default spawning points and nther portals... my server is doing the same problem..
but also i noticed that the spawn points generated by MW is way up in the air, a simple fix would be as follows:
run set auto default spawn point as a column of air and at the first non leaf block+1 (move over one if hit wood)
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Posted May 16, 2013<<reply 1496821="">>
I'm having the same portal positioning problems as rafale21. I'm using MW 1.62 and BKLib 1.52-SNAPSHOT on CB 1.5.2-R0.2-20130512.060215-4
We have several portals which were all placed and sync'd before I installed MW. When MW is installed we usually end up on top of portals, or if the portals are embedded then on top of whatever they are embedded in (which fits with looking for a safe spawn point I suppose!)
When MW is removed the problem goes away and everything returns to normal.
We have a bunch of other plugins but nothing relating specifically to portals.
Plugins (13): PowerNBT, CoreProtect, BKCommonLib, OpenInv, HungerRestore, PermissionsEx, PlayerHeads, LWC, PlayerHandler, Essentials, Essentials
Protect, EssentialsSpawn, VanishNoPacket
Happy to provide any other info you need to track it down.
Cheers.
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Posted May 16, 2013@rafale21 Build #25 on the CI server was supposed to fix your issue, and I was unable to reproduce it afterwards. But if it's still there, I'll see if I can build some more portals and retry. I did not fix the ender teleport issue yet, I am switching back and forth between projects a lot.
@bluecojiro If you are using Libigot, use the current latest BKCommonLib build. There was an issue of the package paths being hardcoded to a specific version, which caused it to fail on Libigot.
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Posted May 16, 2013Well this is strange. Everything is installed correctly and updated. MyWorlds and BKCommonLib are in the plugins folder but Bukkit is not recognizing that it's installed. I've used this in the past and haven't had any problems! Any clue what might be wrong?
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Posted May 16, 2013@bergerkiller
I tested repeatedly on 2 servers and the problem (of nether's portal) is still here. This is version 1.62?
Thank you anyway, there remains the problem of the ender's portal. :)
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Posted May 16, 2013@softvelvet Yes
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Posted May 15, 2013Does this support LARGEBIOMES as a type?
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Posted May 15, 2013@rafale21 Your issue has been fixed on the latest MW dev-build.
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Posted May 12, 2013On another note: dev-builds for 1.5.2 are in the making, which reduce the amount of memory leak issues with blocking entity spawns on worlds. Latest BKC is required. I also added an 'ignoreEggSpawns' setting in the config.yml to exempt (temporarily) egg-spawned creatures from spawning.