Preparing for 1.7 (new world), have ??s

Discussion in 'Bukkit Help' started by p0wd3r, Nov 8, 2013.

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    p0wd3r

    While I wait (impatiently! lol) for the awesomesauce that will be CraftBukkit 1.7x, I would like to get a head start. I'm going to be generating a new world on a seed that I like for 1.7.2, and I want to build up a world spawn area with a spawn village with shops and all that stuff for new players so they can spawn at night and not die immediately, and possibly have some options to get them started, etc... I have all of my plugins configured and tested and working on 1.6.4, and I'm soon going to merge them into a vanilla 1.7.2 jar to see what works and what doesn't.

    1. My question is, am I wasting time putting the plugins in place before the bukkit release comes out?

    Assuming I'm able to get the plugins to work, at this stage I'll be mostly focused on creating the spawn area, but I would like to get the shops and all that made as well, so I'm not waiting another week after the bukkit release is out to complete a bunch of busy work.

    2. Will the new Bukkit continue to split the world into 3 folders (overworld, nether, end)?

    If it does split it up, will it be just the same as it was before? Or will there be some new way that is more difficult to split? Or, can this question even be answered at this point? I'll also need to reconfigure Overviewer to render the different folders in separate map options.

    3. Should I just begin working on my new world without any of the mods and convert it to bukkit once the stable release is out?

    I know this is the simplest option at this point, because plugins can be added at any time.

    Please let me know what you think, and if a dev might be able to answer any of those questions, that would be extremely helpful.

    Thanks for all you do! :)
     
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    watteffer_Jr

    Hopefully no for the plugins. Unless it will be affected by the new features of 1.7.
    For my server, as I have already built a pretty decent spawn, I have disabled everyone from walking out of spawn. The chunks haven't been updated outside spawn and if I'm correct, once the update is out the new biomes will generate in the chunks that haven't been loaded. I so hope that this will work for me
     
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    Bobcat00

    The only potential problem is the world generator will be different with 1.7, so the newly generated areas may not line-up with your spawn.
     
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    p0wd3r

    The Bukkit 1.7x will generate worlds differently than the Vanilla version? If so, this kinda sucks, and defeats the purpose of Bukkit. With all the other version of MC or Bukkit, the versions would generate the maps identically... Or are you thinking that I'm using a bukkit 1.6.4 to make a 1.7.2 world? Cuz I'm not, I'm using 1.7.2 vanilla while I wait for the bukkit release...
     
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    Lolmewn

    p0wd3r It does not. He means that old worlds (from before 1.7) could be generated differently, therefore misalligning with generation of 1.7
     
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    FinalFred

    Bukkit 1.7 should line up with Vanilla 1.7, like you said. It would be extremely odd if it didn't.

    I think Bobcat00 thought you meant you were using Bukkit 1.6.4.


    I think working on the vanilla version is a fine idea. Regarding #2, Bukkit will probably do whatever Vanilla does. The only issue I could image is if one of the plugins you plan on using creates some data while the world is generating. I can't think of a plugin that does that off the top of my head, but I'm sure there are some out there.
     
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    p0wd3r

    Lolmewn FinalFred
    Ah, ok good, that's what I thought as well about the map generation bit. I'm starting fresh, but I'm impatient, so I want to get it going.

    I think it may be more of a hassle to implement the plugins, just to do it again when Bukkit is ready, so I think I am leaning toward setting up a vanilla server with no plugins, set up a whitelist, and get my core staff together to get things rolling on the spawn area portion. no reason to cause my self extra trouble for nearly no reason... :)
     
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    Bobcat00

    That's what I thought you were doing. Sorry I misunderstood. You should be fine.
     
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    LHammonds

    Using vanilla 1.7 to go through different seeds until you find one you like is a good idea. Gives you a head start and you can just copy the world folder over once craftbukkit 1.7 is released.

    However, you could go ahead and develop your craftbukkit 1.6.4 server with the plugins you want and build up your structures the way you want and use worldedit to save buildings into schema files. Once you go over to your 1.7 world (in bukkit), you can use worldedit again to load up your schema files and paste them into your new 1.7 world.

    I have 3 worlds. The initial spawn world is a FLAT generated land and worldguard setup to disallow mob spawning. Everything is contained inside castle walls....shops, info signs, etc. So this world, even though generated in 1.6 will persist in 1.7 because there is no need to regenerate it for 1.7 because there will be no 1.7 features in it. :) The other 2 worlds which players play in will be reset and I'll be using worldedit to load up my schematics that I saved, thus reducing the time it takes to re-build the spawn points for those worlds.
     
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    Bobcat00

    That's a really good idea!
     
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