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 Jun 16, 2013I noticed a bug and I don't see it posted anywhere.
When you don't have any signs near a waterfall and you enter the waterfall it'll still say: No Destination Found... hehe
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Posted Jun 16, 2013Is this plugin supported? - -> Ticket #86
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Posted Jun 8, 2013@CheeseBallz03 I will add some standard spawn point updating on init and deinit of a world so it is no longer possible for spawn points to go crazy.
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Posted Jun 8, 2013I think there is a problem, where if you reload the server and when people did /spawn they would just float in mid air, just in a random place like a chunk error.
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Posted Jun 7, 2013@PhatMale I am working on getting the *-nodes working right, keep track of the BKCommonLib builds. Next build will have this fixed, or at least, made compatible.
EDIT
Now fixed.
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Posted Jun 7, 2013I was figuring I'd have to express each permissions after publishing the earlier post. Idk all that much about permissionsex however it seemed like the easiest to set up and was fairly straight forward.
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Posted Jun 7, 2013@PhatMale Hmn yeah the issue here is that the '*' permission automatically grants permissions for *EVERYTHING*, and it can not be negated using - permissions AFAIK.
So I fear your best option, for now, is to hand out all individual permissions instead of wildcarting. Does PermissionsEx support *-permissions by default? Because I have my own support for it in BKCommonLib, and I may have to perform per-permission plugin checks.
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Posted Jun 7, 2013what am i doing wrong? seems like it should work, right?
other plugins i have running are; WorldEdit, WorldGuard, bkcommlib, autosaveworld, and then PermissionsEx.
groups:
Guest:
default: true
prefix: '&2[GUEST] &6'
suffix: '&a'
options:
rank: '1000'
permissions:
- myworlds.world.chat.*.*
- modifyworld.*
Admin:
prefix: '&1[ADMIN] &4'
suffix: '&3§o'
options:
rank: '1'
permissions:
- -'myworlds.world.ignoregamemode'
- -'myworlds.world.keepinventory'
- '*'
inheritance:
- Guest
users:
phatmale:
group:
- Admin
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Posted Jun 7, 2013@PhatMale You need to disable the 'myworlds.world.ignoregamemode' permission.
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Posted Jun 6, 2013i have a slight problem, i have set-up admin permissions with '*' well however on my server i have a lobby, then creative and survival map independently. luckily all none admins will change their game mode correctly, though when admis enter creative map their still in survival mode, how can i fix this? is there a permission i should disable or world specific permission that i should include?
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Posted Jun 5, 2013@Cal_Of_Duty I honestly do not know as I don't run Essentials locally, it conflicts with too many plugins in functionality so I want to avoid that. Maybe try looking into disabling the world spawns set by essentials?
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Posted Jun 4, 2013@bergerkiller
Thanks for your reply. However, I also use essentials for the spawn...and when players die they always go there, despite setting the world spawns. I tried deleting the spawn, but that brought problems of its own regarding new players, permissions etc...I set a warp there instead, and made /spawn an alias for /warp spawn, but it still didn't fix the new players issue. How would I get around this? (PS it is more awkward as the default world for me is not 'world'.)
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Posted Jun 4, 2013@bergerkiller
This is happening with non OP's as well. In fact, I also reversed the scenario I did - ^mcmmo.all basically in the main world, and allowed it on the other. The problem was reversed. main world kept it off through reloads and relogs, the other world wasn't holding it on. I have opened a ticket with bPermissions and I will see how that goes.
I did update the BKcommonLib from the dev builds last night in my tests. I will do more tests as non OP and see what I get. Thanks for your help!
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Posted Jun 4, 2013@Azurago Try the latest BKCommonLib development builds, I made changes 2 days ago. Permission Defaults of TRUE or OP can not be set false using a '-' permission in a permissions plugin, simply because the plugin does not store 'remove, do NOT have that' permissions, only permissions the player DOES have. So if you don't want all OP players or everyone (TRUE) to have a permission, change the default in PermissionDefaults.yml to FALSE.
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Posted Jun 3, 2013I am using the dev build #32 from June 1st.
I am not sure who's at fault for this issue but I will ask here if I may. I use bPermissions and the perms are only working on the default world. if I deny a perm from another world, it will still default to the main world permission set. This happens on login and if I reload permissions it will accept the correct file. But if I log out and back, it goes back to using the main worlds permission set.
I am asking here because I am not sure if its the way this plugin treats multiple worlds or what. I am assuming it is bPerms fault since it hasn't been updated for 1.5 yet. I wanted to ask you if you had any light on the subject. Sorry if I am bugging you with something that is out of your control. Thank you for your time.
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Posted Jun 3, 2013@DoctorFox Providing multiverse stores inventories in the default players playername.dat format, then yes. You may have to convert from multiverse's format to the default format if this is not the case. MyWorlds abides the player.dat format and simply changes what files to access to split inventories. In theory, it's possible.
@Cal_Of_Duty You can set the respawn point of another world to another world. First, go to the desired respawn position in world x, then use:
For world a, just go to the desired spawn point in world a and use /world setspawn. The /world setspawn x example can also be done without x, as /world setspawn sets the spawn point of the world you are in.
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Posted Jun 3, 2013How would I make it so that it can be like this: The spawn is in world x. When players die in world x, I want them to respawn in world x. Also in worlds y and z, I'd like them to respawn in world x. However, when a player dies in world 'a', I would like them to respawn in world a, but not world x. How would I do this?
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Posted Jun 3, 2013Unfortunately I found your plugin years after we created our worlds using multiworld. Is it possible to use the multi-inventories aspect of this plugin with the worlds we have already created?
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Posted Jun 1, 2013The latest development build has the the_end -> normal/other teleportation fixed. To fix it, I did have to use the Bukkit portal teleport event, which means that the loading screen is now visible again when entering portals. (be it for a split second)
If this is a big issue to some people, I can attempt to work around the loading screen in Bukkit, but no guarantees!
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Posted Jun 1, 2013@Moxiesan That's a bit too specific to be managed by one plugin, that should be done by a separate plugin running on the server. That plugin will have to interact with MyWorlds to load the world though, otherwise settings are missing.