Inactive [ADMN/GEN/INFO/TP/RPG] MyWorlds v1.48 - Multi-world plugin with a touch [2320]

Discussion in 'Inactive/Unsupported Plugins' started by bergerkiller, Aug 15, 2011.

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    You may wonder, why so many tags? Well, that is because this plugin simply contains a lot of features that fall under those tags! I originally made (parts of) this plugin for our server, but it proofed to be a 'publishable' plugin as well. :)


    This plugin features everything related to worlds. Features:
    • Load, unload, copy, delete, save and create worlds
    • 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
    A nice tutorial by FrozdY

    BukkitDev page

    For configuration, commands, etc, look on the BukkitDev page under Links.
    All documentation pages are now on Bukkit Dev.

    Known bugs:
    - None
    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...

    - Different inventories per world? No, you can use World Inventories for that.
    - Or try MultiInv while it is still maintained.
    - Repair ruined your world? Backup of region files can be found in the region folder, simply restore.

    Important links:

    Download the MyWorlds.jar from GitHub
    Look at the source at GitHub
    BukkitDev page


    Show your appreciation for my plugins by donating
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    Hello again bergerkiller, i have a challenge for you, if you're up for it?
    try and make so that you can link your world to another server, let's say that i want my other server to run just that world and another server should run the world1 and by server i mean computer. easier to maintain a laggfree server that way, ALSO makes it that much easier to associate with other servers aswell, hell, you can have a gateway that in the ind leads to ALL the servers, with this feature the possibillities is endless, also if you could do like an in-game count so it shows up on the signs that sais how many players it is on that world/server example:
    | "world/server" |
    |{custom message}|
    |{custom message}|
    | Players: 50 |

    this is just a suggestion, if you're not up to it then i won't hold it against you, i can't even immagine how hard that would be to set up, but anyway, would be really nice if you could make it a reality.
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    @FrozdY I thought of that too, but unfortunately I have no idea how you can teleport a player from one server to another, this appears to be pretty much client-side related. (The client has the stream to the server, the server can't influence this) Unless someone comes up with a way to do it, I am afraid I'm stuck. :(
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    @bergerkiller i have a rather large issue with this plugin it seems that it insists on making my nether map called Nether into a normal map every time i restore a backup it just makes a new map over the top of it as a normal map.

    I named it Nether to keep the names short and not hard to type for my players I should not be forced to use map_nether to make your plugin stop changing my map. i do not need to have the nether linked with any map as it is the nether for 3 other maps.

    Please add a fix for this.. or tell me how i can stop it removing my dam map. clearly using a remade map that is of type nether dose not detect that it is of that type instead thinking the plugin knows better and assuming it should be of type normal because it dose not end in _nether then recreates the map as normal.... Stupidity. at least add in a fail safe check before proceeding to remove an existing map like an are you sure you want to remove this map and make a new 1 with the same name?

    My players will not be 2 impressed lost 2 weeks mining in the nether lucky no1 had build a grate deal in there.
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    Ye it gets the environment type from the world name, and it checks if the world ends with _<environment>. In your case this fails, so it loads the world as normal, possible regenerating it. (Which is kinda weird though).

    I could make it so it will use the environment when the environment is in the name instead, like SkyLands1, if you want.
        public static Environment getEnvironment(String worldname) {
            for (Environment env : Environment.values()) {
                if (worldname.toUpperCase().endsWith("_" + env.toString())) {
                    return env;
            return Environment.NORMAL;

    Looked into this plugin for inspiration, but it would be overkill for my plugin. It basically handles the launch of servers while storing a handle to it, allowing interaction and player exchange. Without some sort of handle I can not interact with other servers, so a handle is required. (which ends up in overkill).

    If you want to have multiple servers too, use that plugin. No advertisement btw. xd
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    Seems like a smooth plugin, but I'm having just one issue. When I place a portal they always turn in the long direction, like If I'm facing North, I want the larger faces of the portal facing north and south, not e/w, anyway to fix portal placements?

    Also, anyway I can get a separate on the other worlds? Like PvP disabled on a main world, but enabled on the second.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    @Zaydene I'll look into both of them tomorrow, portal placement could be fixed by fixing the portal into a direction the player is facing. Pvp requires a bit more work; need to store the worlds that have PVP. (which will override in the end)
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    what about the player count then? and is it possible to do:
    is it possible to do the player count then for other worlds? if you do like a sign that sais:

    and then if you put a sign directly above the command sign(should preferly be a maximum of 10 blocks above the command sign) then the first targeted sign that is above the command sign will say:
    |players: 5|


    players: 5
    do you think that's possible berger?
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    @FrozdY It's possible, but it's more a thing for a different plugin I guess. There are sign plugins that display the online players, they only have to add an option to show the world they are in, on the sign.

    Ok updated to v1.04 which adds 'water portals' and a PvP toggle command. I did not add a spread blocker for the water; that would only cause lag in this case.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    You are the best! Just an easier way to position portal blocks (didn't change orientation based on where I was facing on the last build) and this is golden.
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    @Zaydene yeah that was impossible unfortunately. The direction of the block is up to the client; it calculated that based on nearby portals. Couldn't fix it server-side...
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    I have a slight problem, whenever I go into a waterfall it teleports me to one of my portals even though the waterfall isn't near any portals.
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    @MustyRunner list the portals using /world portals and see if you notice portals that should not exist. If this is the case, place a new portal with the same name and remove it. Could be a plugin like Worldedit removed the sign, and it didn't get removed in the plugin. (it does check in onChunkLoad if they exist though)
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    all waterfalls are teleporting me aswell :/

    i checked and there is no extra portals, is there anyway i can just disable the water portals? so the i can only teleport using the propper portals?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    I checked the portals and they are all suppose to exist, and also the worlds unload when I restart the server any solution to these problems would be greatly appreciated.
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    i have the same problem :/
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    Guess it's time to debug it a bit...with an option to enable and disable the water portals. That it teleports in waterfalls is obvious; that is basically how it works. I'll try to add a restriction that two sides must be non-air.

    Also got the idea it mistakes the world spawn as a portal, I'll see if this is the case.

    @MustyRunner You mean after stopping the server and then starting it again? Because for worlds to stay loaded; you need to have a portal there. Guess I'll add a settings file containing the worlds to load... :)


    Ok it now saves the loaded worlds in onDisable and loads it from file in onEnable. The same worlds are loaded after you restart.


    Also adding a mcregion fixer is obvious not only the level.dat is damaged. :)
    Rather leave this to a *real* tools, re-reading and re-writing this is pretty dodgy and can result in destruction of the data instead of recovery.

    @pubepube @MustyRunner Fixed your issues. For 'water falls' to teleport you, they need to have non-air blocks at the sides of the stream, and air at both or one of the other sides. The worlds that require loading are stored in a flat file (LoadedWorlds.txt). Other than that I improved the tpp command a bit more, added a very simple portal readout (very near, near, far, other world), moved some code around so worlds are not loaded in the getPortal(name) function. Now updating to v1.05. :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 18, 2016
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    hey berger, do you think you can fix so that i can have a command like /mwsave all or /world save all? i'm planning about 30 extra worlds for my server and sitting and saving all of them individually is a hassle(/save-all only works for the world the /setspawn is on for some reason)

    Sorry for beeing such a hassle myself but i just love this plugin and i wanna give you ideas and tips to make it even better
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    @FrozdY no problem, I'll add it in the next update. I'll make it so you can use /world save * or /world save all (if no world matches all) to save all worlds, else I need to add yet another command to the mix. :)


    Or simple use world save in the console, it also does that then. If the sender is a Player it will use the world he is in.
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    okay, thanks :D
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    thanx alot dude :) great plugin btw :)
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    If i write /world Create abc 4883469976 will my world that i have on my server be gone or?
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    If 'abc' already exists it will prompt you this is the case and does not allow you to create the world, so no, this world will not be gone. You can have multiple loaded worlds on your server; it will not unload/delete other worlds to load or create a new world.
  24. How do i make portals O:
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    I made a video in the main post. Place a sign under the ground, first line [portal], second line a portal name, third a portal or world name to teleport to using that portal. To activate the sign, place a portal block nearby, or use a water stream surrounded by non-air and non-water blocks.
  26. I love the plugin but i run it for a hr. or something and it just CRASHES no lag nothing it sucks can i cant tell what build i run im running a dedicated so i cant tell me build if u could link me to plugin to tell my build. im using a load of plugin's that are from 1000 to 1060 but this is the only on that makes it crash PLEASE HELP ME :(
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    Well if you do nothing, MyWorlds does nothing, it's simple as that. Only listener that is heavily used is onPlayerMove, so you could try disabling the water portals. If it still happens I don't really have solution, if it had no error whatsoever. Maybe a lack of RAM to run multiple worlds?
  28. well I know its not ram because we are running 16 gigs ok well we had 20 people in each world and we were only running 2 worlds no nether and no skylands, oh a other thing can u make skyland worlds ?
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    Yep you can, /world create [anyworldnamecontainingskylands] [seed]
    When skylands is in the name it will create or load the world as being a skylands environment.
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    Berger, could you add commands that toggles mobspawning/animals/always day/always night/always rain/always snow/always sun on/off for example:
    /world mob on/off [worldname]
    /world animal on/off [worldname]
    /world day on/off [worldname]
    /world night on/off [worldname]
    /world rain on/off [worldname]
    /world snow on/off [worldname]
    /world sun on/off [worldname]

    If you could do this that would be really awsome :D
    Makes it that much easier to control everything.
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    @FrozdY I already wanted to add those, but there seem to be no mob/animal spawn SET. I guess I'll have to add listeners on EntitySpawn and deny/allow them myself. Weather control is a good suggestion, but rain and snow are basically the same thing. I can not block only snow and let it rain; snow IS rain. Time control also possible, although it would probably be easier to use CommandBooks commands for that. (/time -l day to keep it day)

    I'll add the following:
    - Weather control: hold weather on/off & change weather
    - Mob and animal spawn (entitySpawn listener & cancelling)

    For time control I need a bit more input if it is needed; reinventing the wheel is possible but not always necessary. :)


    Also, setting animal/mob spawn will not replenish health. (it will not set it to peacefull)
    If you want that too, I'll add an option for that too.


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