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 Jul 3, 2013[Server] SEVERE Could not load 'plugins/MyWorlds.jar' in folder 'plugins'
Why can't it be loaded? I'm guessing it's outdated and it needs an update?.. Well, hurry D:
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Posted Jul 3, 2013I am finishing off BKCommonLib for 1.5.2 today, then I will start working on a 1.6 compatible build of BKC. ETA: around this week, probably a stable fully-functioning build in the weekend.
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Posted Jul 2, 2013@Moxiesan
RT
I need it!!!
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Posted Jul 2, 2013when will you update?
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Posted Jul 1, 2013any ETA on a 1.6 compatible version b/c the heart of my server cannot operate without this plugin <3
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Posted Jul 1, 2013Plugin has broken on 1.6.1 Bukkit Beta Builds!
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Posted Jun 30, 2013@GorroRojo You can set the main world in the MyWorlds config.yml, but I recommend you set it in the bukkit.yml instead unless loading the world requires a specific world generator or similar.
@AmicusMCS Yeah I can add your plugin to the loadBefore list, it's the only workaround that works for now. Do need the plugin name then...but for future's sake, it's better you store portal information offline (by world name instead of world) and enable them as worlds load and unload using the WorldLoadEvent. It's tricky, but definitely worth the trouble.
@Simonsigge What version of MyWorlds are you using? If you are running MC 1.5.2, see if downloading the current latest development builds of BKCommonLib 1.5.2 and MyWorlds 1.5.2 from the build CI server fixes your issue. I just made some additional changes to hopefully fix your problem.
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Posted Jun 28, 2013Hey!
When I do /world inventroy merge SkyBlock SkyBlockPvP it works fine. But when I restart the server there is still seperate inventorys. ;(
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Posted Jun 27, 2013how do i mark a world as a main world?
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Posted Jun 26, 2013@bergerkiller
Is it possible to make My Worlds have very high priority so it's loaded first, then?
I've been reading about plugin.yml stuff and I can probably make my plugin have My Worlds as a softdepend, but another plugin that I use already does and it still has a similar issue.
EDIT: Perhaps I can make My Worlds load before (using loadbefore in plugin.yml) the first plugin to load after worlds load? Just trying to come up with something.
EDIT EDIT: I added my plugin to "loadbefore" in My Worlds' plugin.yml and the issue is fixed.
EDIT EDIT EDIT: It fixed all my other problems. Hallelujah.
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Posted Jun 26, 2013@AmicusMCS That is a flaw in Bukkit: there is POSTWORLD and PREWORLD plugin loading, but I can not load new worlds during PREWORLD loading. As a result, I can not cater worlds to load prior to other plugins enabling. https:bukkit.atlassian.net/browse/BUKKIT-2623
It's an old issue.
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Posted Jun 26, 2013@bergerkiller
Hey, I have a plugin that creates inter-world portals, but it seems that if a world does not exist when the plugin initializes, the portal is moved to the corresponding coordinates in the main world (which does load before the plugin initializes) because a "null world" is returned for the still unloaded world.
Is it possible to force all worlds to initialize when the main worlds do (i.e. world, world_nether, world_the_end)? Even the main worlds do not load until after half of my plugins initialize, but this does not cause an issue.
My Worlds loads the custom worlds about 2-3 seconds after the nether finishes loading, in which time many plugins initialize.
EDIT: I believe that this issue (if my findings are correct) causes problems with several plugins. "Could not pass event" errors occur for many of my plugins that initialize before the custom worlds are loaded and all of these plugins interact with multiple worlds. It is to my understanding that some plugins are told to wait until worlds load before initializing. If this is the case, those plugins recognize the nether loading as the last world which needs to load and begin initializing, BUT My Worlds has not loaded the custom worlds.
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Posted Jun 26, 2013@cooltiger94 Just in case my bugfix fixed it: try if with the latest BKCommonLib development build that is now on the build server this is fixed. There was a chunk saving bug when BKC disabled.
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Posted Jun 24, 2013@Matt19901 It already is, install Vault. Support for this is in BKCommonLib.
Also: Fixed the water teleport nodestination messages in the latest dev-build. Also added an option in the config.yml to configure the portal-sign searching distance (default 5)
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Posted Jun 24, 2013It is possible for you to make it compactable with PEX?
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Posted Jun 24, 2013@softvelvet There is, large_biomes is supported just like the_end and nether. Append it to the world name to use that sort of environment.
@cooltiger94 @Moxiesan I already read them a while ago, but just for confirmation: they are noted. Once I have time I'll fix these issues.
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Posted Jun 19, 2013Hey! Awesome plugin, love using this. Will you enable the vanilla option of a LARGEBIOMES environment when creating new worlds? Also, perhaps an option to separate scoreboards and teams?
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Posted Jun 17, 2013Ok for Myworlds I create a world and as I log off I come back on and I am floating in mid air with no chunks and I have to go back to /spawn and a sethome there to fix it
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Posted Jun 17, 2013Also, was kind of wondering if you could shorten the distance that a water portal is set up through a sign... as of right now... i think it's 5 blocks away? maybe 3 would be better and here is my reasoning... i have a water portal with a waterfall behind it a few blocks, so I ended up having to put the sign a little bit out in order to prevent it from teleporting in the waterfall lol. so maybe if 3 spaces (including the one the portal is on) would be good. Something like this:
p - portal
s - sign
x - spaces
pxxs
Anyways, that's all I have. Love water portals! (They're quiet xD)
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Posted Jun 17, 2013@Skrostrup See my comment on the ticket
@Moxiesan That is probable and will have to be fixed.