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.







-
View User Profile
-
Send Message
Posted Dec 1, 2012@0Deminth0 Works on R0.2 as well.
Public announcement: Permissions 3.0 support will be removed, instead I will add support for Vault. If you use Permissions 3.0, install Vault as well and tell Vault to use Permissions 3.0 for permissions. Using Vault will allow me to standardize permission plugin settings for all my plugins, including MyWorlds.
-
View User Profile
-
Send Message
Posted Dec 1, 2012Update to R0.2, R0.1 is a broken build.
-
View User Profile
-
Send Message
Posted Nov 29, 2012Well I don't know what fixed the portal bug, but it works now without some real configuration (spawning was enabled on both worlds).
The server runs with Linux as OS, anything wrong with that? =/
-
View User Profile
-
Send Message
Posted Nov 29, 2012@iBaer Maybe monster spawning is disabled on the other world? By another plugin perhaps? The localization bug looks like a file format problem, what operating system do you run the server on?
-
View User Profile
-
Send Message
Posted Nov 28, 2012Okay, thanks bergerkiller, I'm going to use another solution atm for that problem. Though I have another problem as well:
I created a World and a Nether portal, both are connected. I can send animals (e.g. pigs) through the portal without any problems. But if I try to send hostile mobs through the portal, they just vanish from one world and don't spawn on the other.
Of course I set "onlyPlayerTeleportation: false", is there another command I'm missing?
EDIT: Also after the first (!?) restart the localization.txt bugs itself and creates ? (questionmark) where these ยง should be for color codes. I'm using Java 7 :/
EDIT2: The Mob through portal seems to work now for whatever reasons, though the localization.txt bug still exists.
-
View User Profile
-
Send Message
Posted Nov 28, 2012@iBaer Yeah it's a TODO and also a ticket. I had to force-teleport to the world spawn instead of to the same position in the nether/normal world because not doing so caused instabilities on the main world. I will add to-position (configurable) teleporting at some point.
-
View User Profile
-
Send Message
Posted Nov 27, 2012Hello, my normal Portals (portals to the nether) work now, but they won't create a "realworld" portal on the nether world like it's normally the case. Any simple way to fix this? I simply get teleportet to a 0/y/0 position in the nether
-
View User Profile
-
Send Message
Posted Nov 26, 2012@Sarge661
That was fixed on the lat bkcommon lib build https://dl.dropbox.com/u/3681706/BKCommonLibVersion.png
-
View User Profile
-
Send Message
Posted Nov 25, 2012I realy realy need some help, when i try and change the /world spawn or portal perms to builder it dosent work and often what i edited just resets HELP :(
-
View User Profile
-
Send Message
Posted Nov 24, 2012I'm still having the falling out the world issue with players being teleported to 0,0,0...
-
View User Profile
-
Send Message
Posted Nov 24, 2012this plugin made me fucking lose all my servers enderchest data
-
View User Profile
-
Send Message
Posted Nov 23, 2012@Stuntweed
Not fixed for me, did you have the same issue/
-
View User Profile
-
Send Message
Posted Nov 23, 2012@MrMime22 Looks like this is fixed: http://dl.bukkit.org/downloads/craftbukkit/view/01605_1.4.5-R0.3/ https://bukkit.atlassian.net/browse/BUKKIT-2907
-
View User Profile
-
Send Message
Posted Nov 23, 2012MAJOR ISSUE* Myworld is spawning players in my old 1.2 world, even after resetting spawn points and etc in essentials and myworlds! PLEASE HELP!
-
View User Profile
-
Send Message
Posted Nov 23, 2012@iBaer %text% + " if useInventories is enabled in the configuration. I'll add that then :)
-
View User Profile
-
Send Message
Posted Nov 23, 2012Thanks bergerkiller, that helped a lot. Though you should set it as default since you wrote "By default no worlds share inventories and player inventories are saved and loaded per world."
-
View User Profile
-
Send Message
Posted Nov 23, 2012@Pr07o7yp3 Then use NoLagg? It has a separate monster spawner limiter. Don't see why not, because you can disable anything else in NoLagg you don't want to use. (you can enable JUST the spawn limiter and be done with it)
@iBaer Did you set 'useWorldInventories' to true in the config.yml? If that doesn't work, try using /world inventory split [world] to try and split an inventory.
@seriosbrad Yes, it overrides the internal logic to use a different .dat file for the items. Their items are still *somewhere* in a world though, it doesn't delete inventories like that. You can try changing the 'folder' for inventories in the inventories.yml file to point to the world where their inventories are.
-
View User Profile
-
Send Message
Posted Nov 22, 2012Does My Worlds inventory system totally override vanilla/bukkit? I have linked world with world_nether and world_the_end and used /world inventory enable on all of those worlds, but everyone that previously had an inventory lost all their items in those worlds.
-
View User Profile
-
Send Message
Posted Nov 22, 2012Splitted inventories don't really work. Even when I didn't change anything and the default shouls already split the inventories, it doesn't to anything. I don't get any errors either.
EDIT: I suppose they have to change something in the worlds.yml but they don't. Only keep inventories works. Any way to add it manually or a way to fix it?
-
View User Profile
-
Send Message
Posted Nov 22, 2012@Pr07o7yp3
You can use nolagg and only config spawners, everithing else disabled or with very huges numbers... like Chicken limit "200000000"