Inactive [TP/MECH] Nethrar v2.3.1 - No-command minecart supporting Nether / multiworld portals [1.3.1]

Discussion in 'Inactive/Unsupported Plugins' started by akrieger, Apr 1, 2011.

  1. Offline

    akrieger

    Nethrar - Unrestrictive Nether / multiworld portals, with ridden and riderless minecart and boat support, and many options for the power server admin.

    Version: v2.3.1 (Dev v2.3.2a)

    Nethrar is a Nether portal implementation that aims for simplicity and as unrestricted usage as possible. Portals are created and used almost exactly like in SSP. Build a portal, light it on fire, and go! No commands, no required Permissions, and nothing else meta-gamey to use. Spatial compression is implemented, with configuration settings allowing varying ratios, even a Nether which is larger than the Normal world it is attached to! Portal pairs are automatically created, and even saved between reloads.
    Nitty gritty details (open)
    A somewhat conservative heuristic is used to link portals in the smaller world to portals in the larger world (the Nether is the 'smaller' world, usually), to avoid portal spamming the larger world. Additionally, portals will never destroy a pre-existing portal; rather, they will simply link to that portal.
    Stepping into a portal in one world will first try to find a portal to link to in the destination world, then build a new one if none is found. The tl;dr version of this search is "Is there a portal in the destination world, that, if newly created and stepped into, would link to this portal in this world?" If so, link to that portal, otherwise build a new one. What determines whether a portal in one world links to one in the destination world? Essentially, if the hypothetical 'perfectly positioned' counterpart, in the destination world, to the first world's portal would conflict / intersect with an existing portal in the destination world, then the already-present portal is chosen as the destination. Note that this overall strategy is to prevent creating portals unless absolutely necessary, but can make generating distinct unique portal pairs in close proximity difficult.
    If you really want to know what the name comes from, you can ask, but it's really not important.

    Features:
    • Drop-and-go: defaults provide full, basic SSP-like functionality for most servers. Just drop the .jar file into your plugins directory. Nethrar should now be able to guess most parameters, but if there is any doubt, check the generated worlds.yml file. **Current bug: due to changes in the way configurations work, the default worlds.yml file is no longer generated. This will get fixed in the next release.**
    • Total multiworld support. Whatever arbitrary world configurations you wanted, now you can have them.
    • Portals 'remember' their destination, so world loops are possible. For example, if I have it set up that portals from world A go to world B, and portals in world B go to world C, and then finally portals in C go to A, what would happen if I build a portal in A, which leads to B, and then step back through it? I will go back to A, not to C. This 'memory' is preserved with clean server shutdowns.
    • Facing, orientation, and when applicable velocity, are preserved going through the portal, for the smoothest transition possible for players.
    • Minecarts carrying players function seamlessly. Minecart tracks should lead to and from the portal on both sides, on the same elevation, for minecarts to work properly.
    • Minecarts can now go through portals riderless! Powered minecarts are not supported, but empty minecarts and storage carts both go in and out unassisted. For best results, use with the force-chunk-loading feature.
    • Boats can be driven through portals too! If you are linking between two water worlds, or a water and normal world, you can now paddle through between the two.
    • Chunk keep-alive: For servers strapped on disk IO, or lower-performance servers, teleporting can be a real bummer for everyone on the server. Nethrar can be configured to keep chunks loaded in a radius around portals, increasing RAM usage, but decreasing the amount of resulting lag from teleporting through portals.
    • World blocks: Each world can have a 'world block' assigned to it, like wool or a gold block or stone. If you create a portal with a particular world's world blocks in the top two corners, then that portal will link to that particular world. This lets you make permanent 'special' portals that go places regular ones won't.
    • Custom world generator support for any world.
    • Configurable settings include:
      • whether to use permissions or not.
      • whether to redirect respawns or not.
      • how many chunks around a portal to keep loaded.
      • whether to allow riderless vehicles.
      • how much debug logging to print (currently there is very little even at the most verbose setting, this is more for helping me with debugging).
    • It works.
    **** Important Note: You should turn off the default Nether functionality if you are going to use Nethrar. Failing to do so can cause random and unpredictable double teleports, teleport loops, or worse. Set "allow-nether=false" in server.properties, or add it at the end. This will notdelete your existing Nether, it will just prevent the portals from teleporting you if you stand too close for too long. ****

    Download Nethrar (.jar, config, worlds) (.tar.gz, .zip)
    Dev build: (.jar). Changes: see my post.

    Source (github) (LGPL licensed)

    Configuration / Installation, most people: Download Nethrar.jar. Put it in your plugins/ directory. For most people, this is enough.

    Configuration / Installation, fewer people: If you had trouble with worlds not being what you expect, or if you want more power, then do the following. The plugin will put a config.yml inside a directory called "Nethrar" in the plugins/ directory. Set the following parameters in config.yml for your particular server. Also, edit worlds.yml to describe the world setup YOU want for your server. Assign the relevant Permissions nodes as you see fit.
    config.yml (open)
    Code:
    # Set to true to use Permissions, otherwise everyone gets
    # all permissions.
    usePermissions: false
    # Set to false to use builtin vanilla respawning behavior.
    listen:
        respawn: true
    # Set to some number > 0 if you experience server-wide lag
    # when anyone teleports.
    forceLoadRadius: 0
    # Set to true to allow minecarts / boats to pass through a
    # portal without a Player passenger.
    riderlessVehicles: false
    # Set to 1 or 2 to increase the amount of console messages
    # Nethrar will show.
    debugLevel: 0
    
    worlds.yml (open)
    Code:
    world:
            environment: normal
            destination: world_nether
            scale: 8
    world_nether:
    # Note that the environment field is *required*
            environment: nether
            destination: world
            scale: 1
            peaceful: false
            respawnTo: world
    # Add more worlds here, or edit the ones above as you see fit.
    # For example, to make a loop of normal -> Nether -> SkylandsPlus -> first normal, do the following:
    # world:
    #        environment: normal
    #        destination: world_nether
    #        scale: 8
    #        worldBlock: 57
    #        ^ Any portal made with diamond blocks in the corners will link to 'world'.
    # world_nether:
    #        environment: nether
    #        destination: world_skylands
    #        scale: 1
    #        peaceful: false
    #        worldBlock: 42
    #        ^ Any portal made with iron blocks in the corners will link to 'world_nether'
    # world_skylands:
    #        environment: normal
    #      worldGenerator:
    #              name: SkylandsPlus
    #              args: if there were any args to pass to your world generator, they would go here
    #        destination: world
    #        scale: 8
    #        worldBlock: 41
    #        ^ Any portal made with gold blocks in the corners will link to the 'world_skylands'
    # Note that to make a SkylandsPlus world, you'll first need the SkylandsPlus mod, which you can get [URL='http://dev.bukkit.org/server-mods/skylandsplus/']here[/URL].
    Permissions (open)
    Code:
    # Allows usage of Nethrar portals.
    nethrar.use
    # Allows usage of Nethrar teleportation.
    nethrar.tp
    Commands (open)
    Code:
    # Teleports the invoking player to the destination world.
    # Places a single block of glass at the destination under the feet.
    /nethrar tp world 
    Not issues:
    • "I'm using MinecartMania and when I go through a portal I don't keep moving!" Obsidian is the default "minecart stopper" block in MinecartMania. Either power the obsidian block on both sides of the portal with redstone, or change the stopper block to be something other than obsidian.
    • Transitioning between worlds can be a little laggy. I am trying to mitigate this, the Bukkit devs and community are making great progress making teleports suck less, but there is nothing we know of that we haven't done to make things better. Sorry.
    • "Help I fall and sometimes die when I teleport between worlds!" Best thing I can say is: make sure you're running an up-to-date build of CraftBukkit, and it's lag-related, but it's nothing I believe I can solve any more than I have already tried.
    • "Why didn't I respawn at my bed?" Recent versions of CB should fix this, and Nethrar will support this soon as well even with respawn redirects.
    • "Help I am always respawning in the default world." Unless you are using Nethrar respawn redirects to keep people who die in one world to respawn in the same world, this is working as the Bukkit devs seem to want it to work.
    Known issues:
    • Chunks can sometimes, but less commonly with newer (860+) builds of CB, fail to load when transitioning between worlds, and only load on relog. Portals can also stop functioning when this occurs. Set "forceLoadRadius" in config.yml to something greater than 0 (reports say that 4 tends to work, I would recommend something between 2 and 4).
    • Camera orientation is not preserved when travelling through a portal in a minecart. I suspect some deeper issue with the server when putting a player into a minecart.
    Potential future development (open)

    • Pre-emptively generate or load chunks in the Nether which are 'known to be needed.'
    • Allow minecarts with any passengers to teleport between worlds. Works best with force-loaded chunks to enable physics with no players present.
    • Enable teleportation of *any* entity - animals, mobs, mobiles, etc.
    • Auto-link / generate nether for new normal worlds, as option.
    • Teleport delay. Obviously incompatible with vehicles.
    • Per-world End support., if possible.
    A note about future development: This is a side project first and foremost. Development was primarily driven by my and my friend's needs on our personal server, and future development will be heavily influenced by that. If there is sufficient demand by the general public and users, then I can implement other features, but I am not compelled or otherwise forced to do so. Just FYI.
    Changelog:
    Version 2.3.1:
    • 1.2.4-R1.0 support.
    • No major changes besides updating to remove deprecated API usage.
    Version 2.3:
    • 1.1-R3 API support.
    • Added support for custom world generators. Environment is still required, add key values worldGenerator.name to specify a world generator plugin, worldGenerator.args for additional args for the generator.
    Older changes (open)
    Version 2.2.1:
    • Removed 'physics!' spam.
    Version 2.2:
    • 1.0.1-R1 support.
    • Added support for teleporting to The End. Set the target world's enviroment to 'the_end' or the equivalent. Portals might not be able to be reignited once in The End, so beware!
    • Misc fixes and logging.
    Version 2.1:
    • Implemented world blocks. World can have an optional "worldBlock" property, an integer, defining a block ID for that world's "worldBlock." Any portal made with that block in the top two corners will link to that world.
    • Updated to use Bukkit builtin permissions. You must use a compatible permissions plugin to use this. Read http://forums.bukkit.org/threads/permissions-faq.25080/ for more information.
    • Still uses sync threads to do teleportation.
    Version 2.0:
    • Added easier drop-and-go installation code and support.
    • Added true multiworld support. See worlds.yml for syntax and examples.
    • Added per-world custom destination world.
    • Added per-world custom destination world for respawns.
    • Added command "/nethrar tp world"; Use it as a server admin to get between worlds to set up portals for people.
    • Added portal destination persistence to help with more complicated world setups.
    Version 1.5.1:
    • Fixed teleporting when riding a minecart so that everything happens in a thread, instead of half in a thread and half synchronously (it's not okay to be a passenger of a vehicle in another world, eh?).
    Version 1.5:
    • Fixed "moved too fast" issue causing disconnects. Unfortunate side effect: teleports exhibit just a wee bit of lag before actuall occuring once you hit a portal. Depends on the server's load at the time. This will have to wait for if/when the Bukkit team fixes the checks around that disconnect.
    • Riderless minecart teleportation! Hidden Netherworld logic, long-distance unassisted storage cart teleportation, possibilities abound! Supposedly will work great with Evercart.
    • Boats! Now you can enable your crazy multiworld water coaster. Not tested as thoroughly as it should have been, buyer beware...
    • Various refactoring to help prepare for Nethrar v2.0.
    Version 1.4:
    • Added option for it to always be night in the Nether (default true).
    • Changed Permissions support to default to false, change to true if you want to use Permissions.
    • Added chunk loading prior to teleporting through portals, to help alleviate more transition issues.
    • Nethrar now generates a config file if one is not found.
    • Added some checking around where Nethrar determines which block a player has interacted with, due to people reporting a situation where a player can be "in a vehicle" but either the vehicle, or it's location, are null. This will help prevent NPEs.
    Version 1.3:
    • Added configuration option to enable a 'peaceful' Nether, empty of Ghasts and Pig zombies.
    • Switched to using a more polite chunk unloading function.
    Version 1.2:
    • Added configuration option to keep chunks loaded in a variable sized radius around portals. Set "forceLoadRadius" in config.yml to > 0 if you are having issues with falling or with chunks not loading after transitioning.
    • Added "NethrarMinecartTeleportEvent" which is called after a player is teleported with a minecart. Plugin devs, listen for this event if your plugin does things with minecarts, and needs to know when minecarts suddenly move or get added/deleted.
    Version 1.1:
    • Added Permissions support for permission node "nethrar.use" - give users this permission to enable use of Nethrar.
    Version 1.0:
    • First release, with minecarts and conservative portal linking and configurable spatial compression, etc.



    If you like this, and you use Bitcoins, and you feel like being generous, send some my way at 1Lwcw5awgpHyrhpWd4qc3dKPaDHpttm1Vh . It doesn't have to be more than 0.001 BTC, I'm very much a penny BitCoiner, but the thought is appreciated :)
     
    iWeirdo, Lizardbones, woodzy and 6 others like this.
  2. Offline

    akrieger

    I know, I've been really busy at work this week and I haven't had a chance to debug, or even reproduce, this :(. My few attempts to do so didn't work, so I need to block off a good hour or so to reproduce the problem. I'm also taking a redeye flight tonight, so tomorrow maybe I'll manage to get some time to debug before I pass out from not sleeping the whole night :/
     
  3. Offline

    akrieger

    Apparently newer builds of Nethrar magically fix this. Give https://www.dropbox.com/sh/i09pljt0cxnb560/3dz0FzEorT/Nethrar.jar a try and see if it fixes the problem. There will be debug output in the console, you have been warned.

    Updated for 1.2.4-R1.0. No big changes, but things should still work. Let me know if they don't.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 13, 2016
  4. Offline

    Lizardbones

    This can also happen using the Essentials teleport commands like "/home" or "/back". It just seems to be something that happens, not something that happens with Nethrar.
     
  5. Offline

    Don Redhorse

    hi,

    I really like the simplicity of this and especially that I can use a "normal" gate to get into the nether, so the player doesn't has to do anything special.

    Would that also be possible for theEnd?

    Atm the gate activates but I can't pass through to the End as the "play" world with nether isn't the default world.
     
  6. Offline

    akrieger

    I had some issues getting portals to End-type worlds to work. Have you tried making a world with environment "THE_END" and linking to it, using world blocks or whatever other mechanism? It'll probably be the same End as for the real world, but I haven't tested that in a while.
     
  7. Offline

    Ross Gosling

    Feature Request:

    Disable portal creation but not destruction in configured worlds.

    eg Fred can make a portal in 'world1' but when he goes through and appears in 'world2' he cant build a new portal, only relight and destroy existing ones.
     
  8. Offline

    akrieger

    Build/destroy how? It's very hard to prevent a player placing obsidian in a gate-like-shape, given the huge variety of ways this can happen. Similarly, if the server restarts, it can be very easy to 'forget' where a portal used to be, so a player wouldn't be able to rebuild a portal there if one was destroyed before the reset.

    Would an acceptable compromise be "only allow lighting a portal if there already exists a counterpart in the destination world"?
     
  9. Offline

    Don Redhorse

    nope... but for that I would have another portal plugin.. I was looking for the "normal" way to enter the end..
     
  10. Offline

    akrieger

    Yeah, try editing in another world, call it "world_the_end" set the environment to THE_END, give it a worldblock, and try lighting a portal to it.
     
  11. Offline

    Don Redhorse

    will try... need to find the End portal first..
     
  12. Offline

    akrieger

    Don't need an end portal. Add something like this to worlds.yml:

    Code:
    world_the_end:
          environment: the_end
          destination: world
          scale: 1
          peaceful: false
          worldBlock: 42 # or whatever item id you want
    Then build a portal with that block in the top corners and step through.
     
  13. Offline

    Don Redhorse

    I know... but that is want I want... a normal endportal, triggered the normal way, going to a specific world..

    like with the default nether portal.
     
  14. Offline

    akrieger

    Oh, ok, I misunderstood what you were asking. I'd have to extend Nethrar functionality to end portals instead of nether portals.
     
  15. Offline

    Don Redhorse

    I think though... just if you want.. would be awesome though :cool:
     
  16. Offline

    Mishrathium

    I have a normal "nether" portal going to my end. Works fine - don't bloat plugin please ;)
     
  17. Offline

    akrieger

    There wouldn't be bloat - it would enable multiple worlds to share a single End. Basically, just a custom destination for end portals. Believe me, the last thing I want is bloat :p
     
  18. Offline

    Mishrathium

    Hmm... well in that case!

    What about linking Nether portals together in same world with a sign on the side but only need to walk into it to teleport to another location on same world ;)

    And.. is there any 1.2.5 updated needed? My nether is horribly laggy - only difference is now on 1.2.5 jar. I doubt nethRAR has anything to do with this but I use no plugins for the nether at all.
     
  19. Offline

    akrieger

    No, sign-linking and the like is where I draw the line at 'bloat.' If it can't be done via the config file, then I won't do it intrinsically. Worldblocks was even a stretch for me.

    The world being laggy is not my problem, it's going to be a bukkit thing. Nethrar *only* handles teleporting between worlds. Period. Zippo. If you're having lag issues, try turning down or off the forceLoadRadius option, but I doubt that'll fix things.

    If I had to guess, https://github.com/Bukkit/CraftBukkit/commit/718017b2fad1b0533fa95590bad33c1ae68ecdeb probably added some lag.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 13, 2016
  20. Offline

    Mishrathium

    Thank you Akrieger!
     
  21. Offline

    dxwarlock

    Using the new version, its not generating the world.yml. I need this for the corner block options of other worlds.

    is it ok to create it? or will that cause issues?
     
  22. Offline

    akrieger

    I thought I fixed that. It is totally okay to make your own. You can also download the sample one linked to by world.yml in the description and edit that one.
     
  23. Offline

    dxwarlock

    sounds good. I can create it, no big deal. just wanted to check before doing it.
    do you know what I need to set the nether ratio to? since Id be creating my own, I don't want to break everyone's current nether portals it made. as its working without the worlds.yml for normal nether portals, but not sure what its making the ratio.
     
  24. Offline

    akrieger

    Like the example and the default, normal world set to 8, nether to 1.
     
  25. Offline

    Zath137

    Dont work for 1.2.5 D:
     
  26. Offline

    akrieger

    Sigh. Usual spiel, any errors in the error logs, does nothing work or do only some things work, do you have some sort of special setup, etc. etc. I'll take a look at some point.
     
  27. Offline

    jsschmitt

    Has there been any change in the generation of portals when leaving the Nether?

    It seems more apt to forcibly match the y axis, as opposed to finding a portal in the general vicinity.
     
  28. Offline

    akrieger

    The y-coordinate matching code hasn't changed, but I think the counterpart-validation code did change which made it more likely to consider whatever portal it was linked to to be 'invalid.' If it doesn't have a valid portal, it'll forget it and start over. I couldn't pin down this behavior, and I seemed to have resolved it in my testing, but since I've had a couple reports from people that it hasn't been working out I'll dig into that part of the code again.
     
  29. Offline

    akrieger

    Dev build of Nethrar available at https://www.dropbox.com/s/i09pljt0cxnb560/Nethrar.jar, supports the following changes:
    • Added world parameter height: <number>, which defines a maximum height that world can have. If you have issues with a 256 high normal world and a 128 high nether, add this parameter to the nether world's block in worlds.yml
    • Supports permissions nodes nethrar.goto.<worldname>. If you are using Permissions, players must have that permission for every world they are allowed to portal to. So, if you want to create one-way portals to the Nether, you could give every player the permission nethrar.goto.world_nether, but deny permission nethrar.goto.world.
     
  30. Offline

    Ross Gosling

    So can you make this feature? only allowing lighting of a portal if there already exists a counterpart in the destination world?
     
  31. Offline

    akrieger

    If my compromise sounds good, yes, I can do that.
     

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