Copy WorldEdit Selection to a World

Discussion in 'Plugin Development' started by silthus, Oct 21, 2013.

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    I am currently trying to create a plugin that can be used to instantiate worlds per player or group of players, kinda like the World of Warcraft instance system.
    I am trying to make it so that you can select a region with WorldEdit and then create a separate world out of that selection, which will be used as the "template world" and copied over if a player starts the instance.

    The problem I have is that somehow the copied world is always full of void chunks. I am using a custom WorldCreator to make new chunks void, but I dont know if this will make existing chunks void too?

    I am using the WorldCreator.copy(World) function and then a copy of the WorldBorders trim task to trim out the chunks.

    Does anyone have an idea how to make this work or how to copy and trim a world in general?

    Thanks in Advance!
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    Look into using schematics.
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    Here is the method I use:
        public static void loadSchematic(World world, File file, Vector origin) throws DataException, IOException {
            EditSession es = new EditSession(new BukkitWorld(world), 9999);
            CuboidClipboard cc = CuboidClipboard.loadSchematic(file);
            try {
                cc.paste(es, origin, true);
            } catch (MaxChangedBlocksException e) {
    The vector is the x,y,z values. You'll have to use worldedit as an external jar for this, by the way.
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    chasechocolate AGuyWhoSkis

    Thanks, but I already had it working with schematics and the problem is that the selections get far too big when trying to copy over the selected dungeons. They completly lag out/crash the server.

    Selections are sometimes bigger than 500x500 blocks. Also I need a fast and clean way to copy the entire template world over, since the players would be stuck in the instance entrance for too long when I, e.g. use AsyncWorldEdit.
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    If these worlds don't have to be generated every time a player enters a dungeon (or whatever is happening), you could simply generate it once, then save an original of it, and copy that for every player. I think that would be faster.
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