[INACTIVE][TP] Nether v1.2 (2.0 in progress) - Super-Simple Nether Portals [1000]

Discussion in 'Inactive/Unsupported Plugins' started by SpaceManiac, Feb 14, 2011.

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    Nether - Super-Simple Nether Portals
    Version: v1.2
    Tested on: should work on all RBs 450+; tested on 766. DOES NOT work on 1060.

    I'm updating Nether very soon to work on 1060+ and also adding some nifty new features!

    I use Bukkit, but have no plugins except a bit of my own tinkering installed. When multiworlds came out I decided that the denizens of my server could use some Nether action, but every plugin I could find came with too many frills, so I wrote up a simple one to use. There is no configuration and no commands. Figured I'd post it here in case somebody found it useful. It's basically designed to be used when you just want to add a classic Nether to your currently single-world server.

    • World coordinates are scaled 8x like in single player.
    • No configuration, commands, or persistent storage - drop and go!
    • Teleportation is smooth and usually lag-free (especially when the chunks on the other side are already loaded)
    • Portals are auto-created when teleporting through a new portal, carving a small cavern and placing a platform if needed.
    • Dying in the Nether teleports you back to the Earth spawn!
    Known Issues:
    • Portal frames are not detected, only active portals, so if you try to portal through to an inactive portal, a new portal might be generated a few blocks off.
    • Both sides of a portal must be uncovered or there is a risk of suffocation when teleporting in.
    • The area carved around new portals can sometimes cut into existing structures if you're not careful, though this is unlikely.
    • Ghast noises can still be heard on Earth in some cases (Bukkit bug).
    Download: Nether v1.2
    Source code: GitHub (MIT License)

    Version 1.2 (April 13)
    • Portals no longer make a giant platform and air bubble and instead seek vertically for a suitable location (thanks Acru).
    • The Nether world name is now configurable (thanks Acru).
    • The Nether world is now loaded on startup instead of first portal use.
    Version 1.1 (February 25)
    • Removed some vestigial debugging methods.
    • Dying in the Nether now respawns players on Earth.
    • Fixed TSLPC.
    Version 1.0 (February 15)
    • Initial release.
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    Cool, good to know. I'll give it a shot this evening.
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    I have a bug, i cant see the ghast shoot, their fireballs, i only see(and hear) the explosion when it touch something im running on build 499, i've tryed to reinstal the plug but i does the same... is there something i can do?
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    its a bukkit issue, nothing Nether 1.1 can fix
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    ok :'( maybe later ^^ if i take bukkit 5xx it will help me?
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    No, its probably not an issue that is gonna be fixed anytime soon.
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    Hey! I'm using Nether 1.1 with Bukkit 497 and it worked great...I can teleport to the nether and back. The problem is that the nether world that it generated sucks :p -- it basically was solid netherrack blocks. I found one small tunnel a long ways away, but no mobs, no lava...nothing interesting at all.

    Can I have it regenerate my nether world, but keep my existing world, by turning off the server, deleting the netherworld folder, and restarting the server? Or am I forever stuck with this nether?

    Great mod, thanks!
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    That method should work. Also, check any command plugins you have, as some of them may have world creation and deletion commands already available. Then all you'd need to do is make sure no one was in the nether at the time. (For example, mine lets me use /deleteworld <worldname>)
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    Works great. Besides invisible ghast fireballs, which as I understand is a bukkit issue.
    Simple, easy to use plugin. CB v493.
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    My WorldGuard regions show up in the nether so players can't remove blocks most of the time D:
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    Generating and travelling to the netherworld works great, but I have trouble getting back. If i quickly go back into the portal, there's no problem. If I wait some seconds, the old chunks are unloaded, and when I travel back, the world begins to load while I fall to the bottom of the world and die. Is this something that can be addressed with the plugin, or is it an issue with minecraft/bukkit?
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    I did encounter a spawn protection chunk there too. Away from the actual spawn, for some reason. No WorldGuard or anything.
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    I'm having the exact same problem, and my users are complaining daily about this. Would anyone happen to have a workaround or fix for this?
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    What Craftbukkitbuild? Stop reporting issues without at least posting your CB-Version!
    If you CB-Version is <440 update and the issue should be fixed. Otherwise I cant help ;)
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    I'm having a problem where if the server is stopped the restarted the players who were in the nether end up in the normal world when they log back in.
    CB-Version 497
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    Suggestion: Force it to always be nighttime in the netherworld. This will prevent blue fog from showing up. Black fog doesn't ruin the look so much (until we get a client fix allowing the red fog)
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    dwnlewd lnk dsnt wrk srryz to bug u about it. (BAD SPLELING FTW!)
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    I have 2 questions and a request.. how big is the area carved out to make room for the portal? And is the area carved out only when the plugin creates a portal? or when you arrive at a portal too? By that I mean, after an area is carved out, could you go back and build there? or does that area permanently get wiped?

    My request is to add the ability to enable or disable the 1:8 scale. In my server I'd prefer the scale to be 1:1 you could keep the "drop and go!" aspect of your plugin by making the default 1:8, if people like the 1:8 as far as their concerned it is "drop and go" but could you make a folder in the plugins folder with a text file where you can enable or disable the portal scaling? A feature like that would be awesome, thats the only thing your plugin doesn't have that I want.
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    just use one of the other 20 plugins then..
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    Can I make it, without monster?
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    I assume you are asking "Can I stop any mobs from spawning in the nether world", in which case the answer is to install a different plugin that handles mob spawning, such as Crowd Control. You can use it to disable ghast and pigman spawning in the nether for example.
    Another request: Multiworld support. I use your plugin because it is the most reliable and simple nether plugin I could find. The others were either missing stuff, buggy, or had too many features. So sorry for asking you to add another feature :)

    Say I have two worlds, 'world' and 'desert'. I want nether portals built in either world to go to the nether, and this part does work right now. But the return portals always go back to 'world', regardless of where you came from.

    Basically, currently:
    portal in world -> nether. Return portal --> world
    portal in desert -> nether. Return portal -> world

    Instead I wish for:
    portal in world -> nether. Return portal --> world
    portal in desert -> nether. Return portal -> desert

    I think this might be more complex to code -- I think you would need to track portals when they are created to determine which world they should link back to.
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    Is the original author even developing this any more?
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    Doesn't seem like it. Maybe busy with life outside of this, or something
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    I haven't gotten a reply yet to my offer of code, and until I get a request to remove it, you can find my build of the plugin here:


    Note the modified version string so you can tell it is a fork. No warranties and all that, but I use this on my server fine~
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    Thanks, any features/changes we should know about?
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    You can look at my fork of the source here:

    Lets see..., it has the following changes:
    • Nether world name from a configuration file, defaults to 'netherworld'.
    • Portal creation is more compact, and smarter about making a platform/roof near the portal.
      • Properly lands portals on most handy surfaces, rather than midair or in solid rock.
      • Uses the native rock material for any platform or roof, and then only if needed.
    • Warp destinations are 1-2 blocks on either side of the portal, and won't pick places you'll die.
      • If there is no space to warp, you get pushed out of the portal again.
      • If you put a solid wall on both sides of a portal, you will effectively have a 1-way portal.
        • This should work with lava/etc too~!
    That about covers it. I haven't tested it with newer builds though, so let me know how it goes.
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    So if I make a portal that would normally make one floating in midair over a lava lake, it will instead plop it down on the surface of the lava lake? If so that's amazing.

    And I'm still using 493, so I'm not really testing it on a newer build xD
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    Very nice.

    I have an "optional" feature request Buuuut I think it might fit better as it's own mod

    Basically when you open a portal it slowly starts transplanting blocks to each world based on what surrounded it in the other world, up to a certain radius.
    My crappy crappy crappy drawing skill illustrate: http://i.min.us/ika2L4.png
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    "Interdimensional cross-contamination"? Say, within a set distance square around the portal? I've been toying with that idea on my server, though I've had to replace the blocks manually. I like to make them look like veins. :D
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    Yep >:3

    Can you imagine how awesome it would look if you threw up a portal in the corner of a castle and eventually that entire corner of the cobblestone castle had turned into netherack/soulsand/glowstone? It'd be :D
    Side question, does this have permissions support? If it doesn't, can you add it? I'd like only my admin and mod group to be able to create portals, but let anyone use them.

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