[ADMN/TP] Wormhole X-Treme Worlds - Multi-world management & protection v0.509 - Moved to BukkitDev!

Discussion in 'Inactive/Unsupported Plugins' started by lycano, Jul 1, 2011.

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    Wormhole X-Treme Worlds v0.509
    Lightweight multi-world management & protection for bukkit powered servers
    Craftbukkit 1846

    This project has been moved to BukkitDev
    Please visit the new project page located on BukkitDev http://dev.bukkit.org/server-mods/wormhole-x-treme-worlds/

    Project moved to BukkitDev

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    i dont know how to do bukkit plugins.

    but thanks for finally updating

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 17, 2016
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    Does this have a feature for isolating player inventories between worlds? I'd like my players to be able to go to a creative world and then be able to come back to the survival world without bringing back items.
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    @Drillgorg what happens if you go from one world to another via /wxw go?
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    please update your thread title here and at wx - ppl think it's outdated :) but I'm using both on #1337 with great pleasure :)
  6. Could you tell me why the autoload function isn't working. I explicitly setted this variable to false in the xml-File of the world. But the World gets loaded anyway. I have tried using XcraftGate, but if I unload a world there, and reload it again, the Portal leads me into solid rock.
    So please make the NOT-autoload function working and implement an unload-world command. I need it because my computer doesn't has the power to run 3 worlds parallel. Your plugin is really great, I especially like you stargates and the custom shapes, but the incompatibility to other multiworld-manager is extremly annoying!

    EDIT: Everytime I unload the world, your plugin forgets where the portal is/was. They are like one-way-gates. Everytime you load the world you need to recomplete them then. (I am using XcraftGate right now, because I can unload worlds there)
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    @_Belkar_ The autoload works fine as long as you add it as autoload ;) Per default new worlds are getting added with default values only. You have to config it as autoload if you want it to.

    Setting it via xml file while the server is running does not work because it will overwrite those values with the values loaded in ram (which is still set to true in your case).

    Please use the correct commands for that. See /wxw modify -na worldName for details.

    Also i will implement unload World correctly but this could be a bit tricky cause currently any gate that is in the db gets loaded thus the world will be auto-loaded as well, regardless if there is a worldmanager active.

    Plus if you use WormholeXTreme World for management then it will autohook into WormholeXTreme cause it doesnt make sense having this bridge disabled but using them seperately when Womrhole is active (double code)

    Furthermore make shure that you dont use another worldmanager between WormholeXTreme Worlds. Its not that the plugin itself is incompatible with other plugins but it if its there it will be used...

    "re-create gates when unloading the world"
    Well if you unload the world the object will be destroyed as this wasnt inteded (unloadWorld isnt implemented 100% in this plugin) A normal /wxreload should do it, cause it will re-init all gates. You dont need to manually re-complete them cause they are still in the database... only the unloadWorld event isnt fully implemented.
  8. At First I really thank yor for your fast reply.
    I checked my config several times, the value in the xml is set to 'false' but it gets loaded anyway. I also modified it again after shuting down the server.

    "any gate that is in the db gets loaded thus the world will be auto-loaded as well". Does this mean, that a world gets auto-loaded as soon as a gate is placed there?

    I have just tried to start the server without the gates on the other worlds. If there are no gates on them, the world isn't loaded, but as soon you define one there, the world gets loaded on server start.

    EDIT: To make the thing clear: I don't want the worlds to be loaded.
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    @_Belkar_ in fact when you start your server without the plugin the gate would still exist but wouldnt do anything cause it would be a bunch of dead blocks.

    To answer your question first: Yes, as soon as the gate gets loaded it would first check "Is the world loaded, if not load it". Im currently thinking about changing this and let a worldmanager handle this completely. (**)


    Whenever the plugin gets loaded it walks through the database where the gatenames are stored. Each gate has a location and worldname which is also saved.

    With that information the gate can be "activated". Thats why the plugin itself has native world load support to make shure that you can reach all your gates. It connects to WormholeXTreme Worlds when found to use those methods instead of the native ones.

    (**) Native world loading was implemented to make shure all gates gets loaded. I could simply skip those gates that cant be loaded if the world is not loaded OR check if wormholeXTreme Worlds is loaded and check the autload flag BUT if i do this anyone who dont use wormholeXTremeWorlds would not have a gate loaded in other worlds than the default one even when they have multiworld or something cause most likely they dont have hooks to use externally ^^


    Anyways i will check why the world gets autloaded when you dont set it to "autoload". If its confirmed that the plugin loads the world when the gate was loaded (im pretty shure of it) then i can implement the check based on wormholeXTreme Worlds. "Requirements: Support enabled to use WormholeXTremeWorlds".

    --> In that way any "autoload: false" set world would not be loaded when loading the gate.
  10. I have thought about a feature that loads the world as soon someone tries to enter it and unloads it after the world isn't used for about 5min.

    EDIT: You can also make the gate to abort or deny the connection if the world is not loaded with the reason, so the users can ask the admin to load the world or load them with a command on their selfs.
    I'd really appreciate this because I don't have the resources to run 4 worlds parallel.
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    Deleted user

    [ADMIN/TP] in title has to be changed to [ADMN/TP] for it to be found in the ADMIN section of plugins.bukkit.org.
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    @ShootToMaim whoops, thanks for this info!

    @_Belkar_ hmm dynamic world loading and unloading... Well i could do that but i hope other plugins listens on unload event ^^ But be aware that if its implemented and the world unloads after 5 min and someone else is trying to go there after the timeout it would be loaded again. This way someone could overload your server if you set this to a low value because unloading and loading would trigger unload / load world events which may result in high cpu / mem load when other plugins process this event.

    Request load / unload system ... adding to list.
    _Belkar_ likes this.
  13. Can I expect an update with those new features soon? Or do you need to contact your developers first?
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    @_Belkar_ this is currently a one-man-show but yeah it will be soon. At least the option to unload a world manually.
    _Belkar_ likes this.
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    How do you disable mobs on the added worlds? It says you can but I can't for the life of me find out how in the help section.

    Update: Had to manually go into worlds/name.xml and found a boolean toggle there :D
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    This is a great plugin. I'm only seeing one annoyance on a 1.0.0 server. When I travel to a different world, the player suddenly has no experience levels or experience. When returning to the original world, the experience is restored. The inventory is maintained across worlds as expected.

    Any thoughts?

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    Is it possible to load an existing world into a multi-world with this plugin? My friends made the initial world something that I wanted as an extra world, and I tried to make it a branch world by transferring the world files into a world folder named by a WXW generated world that I created, but it didn't work. Also, I cannot do /spawn. If I could set the spawn in a different world, I'd be fine.
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    @oneru This plugin is untested against MC1.0. As soon as there is a CB RB for 1.0 this will be implemented.

    @mfswim5 there is no /spawn ... if you want to set the spawnpoint with wxw execute "/wxw setspawn" and your spawnpoint will be set to your current location.

    Also if you just want to change names you can just copy the whole directory to another folder when your server is down. After that name your new world, start the server and use /wxw create to import the new world.

    If you just want to copy some objects from world A to world B i suggest you use worldedit for that with CUI. Its easy to use and you can copy paste it to another location.
  19. hmmmmm. Looks like this plugin finally went inactiv. What a pitty :(
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    @_Belkar_ looks like the current maintainer has a job and cant work on the plugin full-time. Also i do have other plugins that needs to be updated. I can work on each plugin only one to two hours a day (currently).. not that much and on most days im that tired from work that i dont even start my home computer. So it ends up doing stuff on weekends.

    Current Workqueue:
    1) TelePlusPlus (should be done till friday)
    2) WormholeXTreme (minor update to the DB cause the world IDs changed to UUID)
    3) WormholeXTremeWorlds (removing Environment.SKYLANDS replacing with THE_END, updating some fallback checks against DB inconsistency (worldID)) ...

    Well all this isnt that easy to do be finished over night but "inactive" .. no! I would let you know if I drop any of my plugins. Im not the person who just "disapears" and leave it up to the community to eat it.
  21. Thats a good thing.
    I would really like to have your plugin back on my server 'cause I like the WOOSH effects ;) and especially the simple-to-use-but-extremly-functionable concept of this plugin.
  22. were waiting patiently for you to update lycano, i have a 1.0 test server up and wxw dont work at all, so were happy playing on our 1.8 worlds for now :)

    keep up the good work really appreciate you taking the time to keep the WX stuff running!
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    @Sithnar thanks! Ill do my best to release an 1.0 version
    _Belkar_ likes this.
  24. erm one question, if your removing skylands, what happens to current skyland worlds? do we have to start again with them?
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    @Sithnar when i release the next version that would be 1.0 compatible that would mean you cant use this plugin with pre-1.0 CB builds. In detail, yes skyland worlds shouldnt be used any longer. I would also check world configs against this string so that it would be flagged as "invalid world".

    Thats because skylands was removed since THE_END was added. Plus the generator doesnt exists any longer. I didnt analysed it in detail but maybe i can make it at least "loadable" but the world beeing created as SKYLAND will definetelly not look like a skyland when moving to not generated chunks. Which means yes skylands is gone since 1.0 vanilla.
  26. Ok, will see about moving all the stuff we have on sky to another world before we move. :)

    thanks for clearing that up lycano

    is it possible to create an empty world? no blocks or anything. that's basically all we use sky for.. roller coasters n fun stuff like that :)
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    @Sithnar well this plugin is not about generating stuff =) Maybe later, when the other components of WXW are updated (yes there are components WIP xD)
  28. aye its more about world management :)
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    So does this plugin work fine for 1.0 RB on all but Skylands?
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    I wanted to suggest maybe adding the ability to teleport to specific coordinates, that way you can have finer teleporting detail.

    EDIT: Also I'm having an error on startup.

    20:17:54 [SEVERE] javax.xml.stream.XMLStreamException: ParseError at [row,col]:[
    Message: Premature end of file.
    20:17:54 [SEVERE]      at com.sun.org.apache.xerces.internal.impl.XMLStreamRead
    erImpl.next(Unknown Source)
    20:17:54 [SEVERE]      at com.sun.xml.internal.stream.XMLEventReaderImpl.nextEv
    ent(Unknown Source)
    20:17:54 [SEVERE]      at de.luricos.bukkit.WormholeXTreme.Worlds.config.XMLCon
    20:17:54 [SEVERE]      at de.luricos.bukkit.WormholeXTreme.Worlds.config.XMLCon
    20:17:54 [SEVERE]      at de.luricos.bukkit.WormholeXTreme.Worlds.config.XMLCon
    20:17:54 [SEVERE]      at de.luricos.bukkit.WormholeXTreme.Worlds.WormholeXTrem
    20:17:54 [SEVERE]      at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftS
    20:17:54 [SEVERE]      at org.bukkit.craftbukkit.CraftServer.<init>(CraftServer
    20:17:54 [SEVERE]      at net.minecraft.server.ServerConfigurationManager.<init
    20:17:54 [SEVERE]      at net.minecraft.server.MinecraftServer.init(MinecraftSe
    20:17:54 [SEVERE]      at net.minecraft.server.MinecraftServer.run(MinecraftSer
    20:17:54 [SEVERE]      at net.minecraft.server.ThreadServerApplication.run(Sour
    20:17:54 [INFO] [WormholeXTremeWorlds][v0.505] Loading ompleted
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    I'd like to suggest variations of the "go" and "spawn" commands, allowing admins to move other players. This would be a serious boon to those like myself that administrate from the console--at current I can't find any way to move players around, like I could with MultiVerse.

    I wanted to compliment the creators on some of the available settings, too. The always-night option let me get rid of another plugin that did only that. It's also easier to prevent mob spawning in bulk, than it is in WorldGuard that requires every mob be specified individually.

    I'd really like the weather option, too... but I set one of my world to "storm" and it's not working. =/

    Now back to trying to figure out why my permission setting isn't working right... sigh.
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