[INACTIVE][TP/FUN] NetherGate v0.56 - Just Like Single Player! [803]

Discussion in 'Inactive/Unsupported Plugins' started by NathanWolf, Feb 4, 2011.

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    NetherGate - A plugin that uses multi-world to create a completely automatic Nether experience.

    If you're using Essnetials, go no further.

    Essentials breaks NetherGate in strange and frustrating ways, I'm not going to support it anymore. I'll try and get this resolved by NG beta, at which point I'll remove this message.


    To use NetherGate, drop the required jars in your plugins folder.

    Then you can create and light a portal to travel to the nether!

    Grab elBukkit.zip to get all of my plugins- take out the ones you don't want.

    For more details on NetherGate, or for individual jar downloads, see the NetherGate entry on bukkit's wiki.

    Tip Jar
    If you really love my stuff, and you're feeling generous, I'd more than appreciate a donation.

    Go here if you're interested!

    View changelog on github
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    Thanks for this great walk-through! :D

    Good point!

    So, the problem is parsing- if you have 3 worlds, say, "world", "home" and "home world"- something like "/nether target world home world home" is a bit hard for a parser to grasp- it's a bit hard for me to grasp, even- though I could understand what you'd be trying to do, there, given the context of the available world names.

    One option is I could try to parse for quotes- but not everyone thinks to do that.

    Really, since these are folder names ultimately, it's best to keep them simple anyway... I'm not sure that apostrophes and such, for instance, are a good idea :)

    I'm going to add a customizable "name" field to WorldData- this would let you display whatever you want there, though for NG this really only applies to admin commands and messages. And you'd still identify worlds by their id (folder name)- there would just be a "friendly" name to display.

    Would that help at all?

    Yeah- it kind of sucks that you have to do this. It's probably something that could be handled by Bukkit internally in multiworld- but right now, they're focused on 1.3 fallout/bugfixes, of course.

    One cool thing I found is, if you don't do this- you'll end up with a "pristine" version of your world- it will create a new world using the same seed. So all of your mods will be gone, basically- kinda neat, if you do it on purpose (see: my "eden" world)

    For sure!

    And, since you've put together such a great walk-through, here's a fun "advanced step", at least until I get some portal commands in:

    /nether target world TheDragon'sDen AdminLand
    (... create a portal in a [I]secure[/I] location, enter it)
    /nether target world TheDragon'sDen nether
    You now have a one-off portal to AdminLand!

    I've tested this out, it seems to work okay. It will definitely be better once I've tightened up portal tracking- it took me a few tries before I got one to "stick" for whatever reason :p

    Obviously I need to do some debugging here...

    Ultimately, the plan is to have two new commands (well, to start with):
    /nether name portal <name> : Names the portal under your target reticle
    /nether target portal <from> <to> : Retarget a portal to another portal
    This will open up a world of possibilities... after that, the next step will be PortalAreas- but that will be post-1.0, and after I get back to work on Spells and Wand for a bit.
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    Just another update on the current Portal Tracking:
    click to zoom
    Portals are being created and spit out in mid air 50+ tiles away from anything else. I rescaled the worlds and the tracking just got much worse (originally placed portals at spawn prior to rescale). Would you be able to enlighten me as to the proper use of the center command?
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    Work with 450?
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    interesting issue can you tell me precisely what happened to cause this effect so that I can personally recreate it on my test server? I like the effect myself as I like to create stair wells to alternate places but also im interested in seeing just what part of the code is going rouge (Trying to learn java recently and am looking for quirks like happen in all languages).
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    Any possibility of using a previously created world that was not created with NetherGate?

    What I mean is, I have another server but would like to migrate them into one so I'd like to just copy and paste that world over and be able to /nether go <theworldfrompreviousserver> :p
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    woohoo! I finally got things working. Thank you for the step-by-step directions. That got me most of the way there. FYI, my experience was a little different than your steps:
    1. /nether create world AdminTest
    this did not create any world for me. I did not have a new AdminTest world until after #3
    2. stop server, change server.properties level-name=AdminTest
    3. java -Xmx1024M -Xms1024M -jar minecraft_server.jar nogui
    this DID create the AdminTest world in the new 1.3 format.
    4. stop server, change level-name back to 'world' (my default world), start server
    5. set portal targets: /nether target world world AdminTest & /nether target world AdminTest world
    6. enter portal.... nothing. But /nether go AdminTest works. ( drat, so close! )
    7. say some magic words of my own, then restart server
    8. enter portal with low expectations ... *poof* I have a (rather rough) landing in a brand new AdminTest world!

    nice! Now to play a little bit...
    NathanWolf likes this.
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    Your map.
    I must have it.

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    Usually when I made new worlds I actually had to teleport to the world before the first instance was created, but that did not hold true in ver. 0.44 it spawned it immediately oddly enough and I didn't know which way was correct previous spawn or create on warp, but either way the direction should at the very least get ppl up and running with any version they have at the time. Glad it all worked btw, if you guys want me to tinker more with these plugins and make tutorials I will gladly do so (maybe make the how to use section easier to understand if examples are given in the thread like this).

    As for the portals, I noticed sometimes that other plugins will conteract their working, what happened for me is that the portals did not have a destination when I had some plugins installed prior on one of my servers, to fix it I just manually targeted. If it is in fact a plugin interfering with it just run the server with just Wolf's plugins, if it works add plugins one by one and see if anyone of them kills the functionality. I do know that Essentials killed functionality for me, but the nether and spells plugins more or less replaced the functions I needed from essentials so its all good now.

    My main server runs :

    iConomy 2.2
    DynamicMarket 0.4.5
    Nether 0.46 (oddly the number was higher then the thread as usual)
    Persistence 0.52
    Groups (idk the ver)
    Permissions 2.4
    Spells (0.9 something)

    I keep wolfs plugins updated as I know he is good at what he does, however be careful with other ones as they tend to be scripted in a way that they can break other plugins, at least from my experience they do this quite often.
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    to start with i get no errors at any stage with this mod but the end result is i cannot travel the the alternate world i create. these are the steps i followed
    1 . log into my main serever and type /nether create world nether ("message nether world created' appears)
    2. type /nether go nether (in the console it says prepairing the spawn for world nether)
    3. type /nether target world world nether (my main world is named world and nether, nether and message appears saying world retargeted to nether or somthing)
    4. try to use nether portal and nothing happens and i get no errors or messages at all and typing /nether go to nether brings up a messages saying "going to world nether" then nothing happens and no other console messages apear
    5. tryed loging into the nether world using the server.properties then logging back into the normal world and still no effect

    any help would be great.
    iam running the following plugins
    permissions 2.1 (iam admin)
    essentials (spawn, god, tele, home, warp)
    minecart mainia and extras
    one more thing i notted was that i was running serverport and stargate and one of them stuffs the nether portal so you cant create one, i therefore removed those mods while testing this one.
    thanks in advance.
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    This is what was causing my problem. In the Essentials plugin folder open up the config file and change the nether settings to look like this:
    # Nether settings (switch between worlds with "/world nether" and "/world normal")
    # Sets whether the nether system is enabled, what folder to save the world in, and whether portals should teleport players between worlds.
      enabled: true
      folder: *netherworld name*
      portals-enabled: true
    It defaults to off iirc.
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    I found that Essentials was kind of redundant if you use the spells coupled with nethergate, the only real reason to use essentials was the god mode which if you set your nether spawn or your nether home really isnt a problem, unless for some god awful reason you like to swim in lava lol.
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    Every time when I go from the Nether to the normal World i got the message : Pixel moved wrongly !
    Why ?
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    NetherGate dont work on my server -.-
    I use the newest Core and the newest NetherGate. I get no error, but every time when i walk in a portal nothing happend.
    My Plugins are Essential,WorldGuard,WorldEdit,Permissions,Flashlight,MC,Elevator,Craftbook,and some minor ones
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    Hey, ive got a quick question about scaling.
    If i set my normal world to 8x, and my nether world to 0, does that mean the nether will be fast travel? just not completley sure lol.

    Also, my world list is... odd. its showing every link three times.

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    Does tihs require permissions?
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    Yes! I do this all the time- if you'll note, the help text for "create" says "load or create"- if you use the name of an existing world, it loads it in. You only have to do this once- but make sure you specify "normal" at the end of the create command! Unless you're bringing in a nether map- every world can be either nether or normal- and can actually have both at once, though it's not easy to switch back and forth.
    --- merged: Feb 28, 2011 2:44 PM ---
    Eek! Glad you got working!

    I wonder if multi-world is no longer capable of creating worlds as of 1.3???

    I have to admit, I'm not sure I've tried it! I usually do as I said above, and load in existing worlds... I'll test this out ASAP!

    Thanks for bringing that one up :)
    --- merged: Feb 28, 2011 2:46 PM ---
    That's just the most recent build of dynmap, believe it or not! 0.13 got a serious facelift, and it rocks my socks off now ;)
    --- merged: Feb 28, 2011 2:53 PM ---
    That's kind of a bummer if so! I wonder why it would interfere? Does it actually cause errors, or does NG just stop working? I'd be really curious to know why- I may have do DL essentials and play with it.

    That being said, I may make the next release a "general utility" kind of release. If the ghast problem is not fixed, I'll put nuke back in, and also just prevent ghast spawning for now.

    I'm also going to add a "/nether spawn" command- as you say, "there's a spell for that", but if Essentials is broken with NG, I don't think telling people to point to the sky with recall to get to spawn is a great solution ;)

    I'd also like to fix setspawn, which I had to disable for 1.3 - I never got a chance to go back in and find the new way to do it.

    Anything else you can think of that would be handy to have in here, let me know!

    I know some people feel NG is "bloated" already :)P!), but IMO these console commands are crucial. I know, at the very least, I need them for testing- but I really think you call could use them, as well.

    Thank you! I try.... quite honestly, I've been super busy recently on personal/work stuff, so I've put out a few "lemon" releases- portal tracking in 0.45 is broken and crappy, flat-out- now that I've had a chance to play with it. And I don't even know if Permissions support is working, since I can't make a frackin YML files that seems to work right.... so... yeah, glad I still have a semi-decent track record with you, at least :)

    Anyway, I do like to "play nice" with other devs' plugins, though- so I'll try and see why Essentials would break NG. Essentials is... well, essential, for a lot of people :) I don't want them to have to choose between that and NG, for sure.
    --- merged: Feb 28, 2011 2:59 PM ---
    I guess, until I fix it, you could probably do this by setting a non-zero Y value for the "center" of a world. Haven't had a chance to test this myself, so maybe we'll hear back from @gcgamo88.

    If you're curious about the rogue code in this case, have a look-see here:


    Now, I can't really point out what could be going wrong, since I didn't really look into it- I just jumped on gc's use of "center", since I don't think anyone's playing with that but me so it's super "beta" :)

    If you look in NM.java, the mapLocation function is what handles mapping a location from one world to the other- this would take into account each worlds' spawn and center locations.

    Now, in theory- after that happens, the Y value is ignored anyway, and a search is performed for a good Y given the mapped X,Z .... so.... really, the Y-value you give center should have absolutely no effect.

    The only other thing I can think of is that @gcgamo88 is actually having some sort of problem generating new chunks- and so, by recentering one or more worlds, things have shifted around such that a portal pointed to a "void" chunk or something.

    If that was the case, NG would actually detect that (I think!) by a findPlaceToStand failure- it would still TP you, but it would just toss you over there at your current Y value.

    Then, again- in theory, it would detect that it was going to drop you, and build a platform to catch you instead.

    So.... yeah, basically. I'm not sure what's going on here :)

    Feel free to play with "center" and let me know if you can get this to happen ;)
    --- merged: Feb 28, 2011 3:01 PM ---
    I'm guessing it's a Permissions issue- I haven't been able to get that working myself, exactly- I've mostly been testing with Spells, but I've seen it fail for NG as well.

    I really don't know what's wrong- if you're an OP, you should be able to use the "/su" command, and then everything should work- let me know if that's the case.

    That'll tell me it's a permissions issue, but it's obviously not a solution since your users can't "su".
    --- merged: Feb 28, 2011 3:02 PM ---
    Huh- interesting.... I would actually think you would want this off if you have NG installed? Maybe not?
    --- merged: Feb 28, 2011 3:03 PM ---
    Hm.... I can also throw in that invincible spell real quick if ya want ;)
    --- merged: Feb 28, 2011 3:05 PM ---
    That's a Bukkit bug, I think, with multiworld :(

    It's been around since the beginning- and if there's a way to work around it, I'd like to find out!

    And it does seem to an issue sometimes, where it actually affects your destination- you'll notice this now when you don't end up with a portal nearby. The portal actually got created, in the right place- you just didn't end up there.

    This can also cause you to get dropped, lava-deathed, suffocated, etc- it really kind of sucks, since I have no way to know where you're really going to end up.

    I'm considering doing another TP or something, if I detect that you didn't really end up where you were supposed to be on the next player move- I just have to add a little bit more state for that.

    But, really, I keep hoping this'll get fixed :(
    --- merged: Feb 28, 2011 3:06 PM ---
    Sounds like Essentials prevents you from going to the nether unless you change some settings- see the helpful posts from others above :D

    I haven't had a chance to try this out yet, myself.
    --- merged: Feb 28, 2011 3:10 PM ---
    Close! :D

    A "0" for any world's scale will disable fast travel to/from that world. So, make that "1" and you should be good to go.


    I've seen that happen- it doesn't persist that way (fortunately- well, at the very least I guess the PK's on the table would squawk) - but apparently there are duplicate in-memory worlds. This does cause some screwy stuff, too.

    What version of Persistence do you have? I thought I'd fixed that in 0.51, but there could be issues there.

    I do know that I have some Persistence bugs, still, that I'm working through- this is a lot of what's keeping portal tracking for working well, at least through reboots.

    There is also a lot of code I need to write- I'm going to completely re-write the "findPlaceToStand" function, it's actually going to be a new version entirely, like findPlaceToPortal.

    It'll be smarter about looking for enough space to stick a portal structure, and it will try multiple locations when scaling down (going from a fast-travel world). It also needs to be a lot smarter, obviously, about finding existing portal structures.

    And, I also realize now that in single-player, the algorithm varies depending on nether/normal! I recall knowing this, but I guess I forgot- now that I've really gotten to do some heavy exploring in my nether world (Thank you, dynamp! Did you notice I set up 3 "slices" in my nether? SO FREAKING COOL!) ....

    Anyway, I've noticed that all my portals are much "higher" than they should be- like on a completely different tier of the nether.

    The nether "find" algorithm is supposed to start from the bottom and go up- the normal worlds start from top and go down.

    Just one of those things :)

    So... yeah.. let me know about that Persistence version#- I'm hoping a more stable release is on it's way sometime this week- but I'd like to get in some of these portal tracking improvements, as well.

    --- merged: Feb 28, 2011 3:10 PM ---
    Nope! It's optional... and I'm not sure it's working right ATM, to be honest :p
    --- merged: Feb 28, 2011 3:16 PM ---
    Portal Locations

    Oh, and a note about the new "find" algorthm- I hope you haven't gotten too attached to your nether portal locations!!

    Unless they've actually gotten bound and persisted properly, they will move. Honestly, I think it's unlikely at this point that they're saving properly - if you think your nether.portal table looks good, and you'd like to save them- let me know in advance of updating!

    Otherwise, with 0.46, they will all move with the new algorithm, I can almost guarantee it.

    You'll find yourself someplace new in the nether, most likely near "ground" level. You may not have ever been there- but all your "stuff" and portals and such will be directly above you- if you can get there...
    --- merged: Feb 28, 2011 4:30 PM ---
    0.47 Released

    Why did I skip 0.46? I don't know!

    So, this has the new find algorithm discussed above- still needs testing, but feels ok.

    I also turned off auto-portalling for now! I'm going to leave this off until portal tracking is solid, and probably until the "moved wrongly" bug is fixed or I can work around it, too. So please stop asking :p

    Also, with this build, I'm happy to recommend CB#473!

    Dinnerbone modified the chunk sending algorithm to be a spiral- so most importantly, the target chunk loads first- but also nearby chunks should load next, etc. It's much better in practice- see it here if you want:


    I'm running 473 on my public server, so far, so good! This also has a fix for the "can't break blocks" issue- I'm still testing that, but so far I haven't seen it!

    This was a big problem for NG, but really it broke Spells completely- so I'm really very pleased about all this!
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    Turns out ive got persistence 0.5, Ill try the newer version. Also, i am so copying your nether slices map :eek:
    http://jademalo.co.uk/map/ is mine currently if you wanna see it. Its a brand new map, so its pretty empty.
    Also, thanks for the fix to fast travel!

    EDIT: right, everythings set up and registered correctly I believe. Thanks!
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    --- merged: Feb 28, 2011 8:06 PM ---
    ok i did the essentials settings change which fixed it.
    But why are there still ghasts and pig men when my normal world reloads? :/
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    Sweet! :D

    Nice map! I can put my configuration on pastebin if you want- it was actually on there (had to get help from FrozenCow setting this up...) but is prolly expired by now ;)

    I custom-made the buttons, but I'm thinking of either using different colors, or making some sort of iconography for the different layers. Also, I'm not sure I need 3- level 16 is pretty useless, it seems- I'd love to know how the nether generator code works, maybe there are some good places to always find the "tiers" :)
    --- merged: Feb 28, 2011 8:07 PM ---
    You should NOT be getting ghasts and pigmen in the normal worlds. I've never seen this- though I do believe there is a bug where the ghasts can and will fire on you in the wrong world- I've heard reports of this, anyway- not really experienced myself.
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    Would you mind? Id be fine with your 3 tier one - thats all id really need. Also, since youre running multiple maps - how bad does it impact performance adding extra maps into the mix?

    Also out of curiosity - Will you be able to eventually force portals to go to certain worlds, and essentially like.. get them out of the daisychain? So everyone makes nether portals, but i can make one that specially goes to an old map or something?
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    They don't do anything. They just stay in the same place and if I log out they are gone.
    I think it just unloads the nether badly because when i spawn back in the normal world I can see the nether world above disapearing
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    Scratch that- Please use CB478!

    It rocks with NetherGate.
    --- merged: Feb 28, 2011 8:53 PM ---
    Ah - weird, then. No idea, there :)

    I did test creating a new world, btw, and it worked fine...
    --- merged: Feb 28, 2011 8:56 PM ---
    Sure! Configuration here-

    Feel free to grab my buttons from here:

    Just change the number to grab them all- I've got 16, 32 64 and 96.

    As for performance- I really can't say. My ultimate plan, I think- once dynmap's fullrendering works better, is to turn off the dynamic rendering and just do weekly updates. I don't really need/want dynmap generating tiles on the fly at all- my server is really not that beefy :)

    And, for your other question- Yes! As soon as I get portal tracking working, this will be easy to set up.

    You can actually play with it right now, if you want- though you may get mixed results. If you use "nether target" to re-target a world, then use a portal (for the first time), it should maintain that binding. Re-point your world back where it's supposed to go, and if you're lucky that one portal will "stick", pointing to it's one-off pair.
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    Oh, ill have a go at that actually. Just the people on my server love the old maps we used to have - but im a fan of moving on.. maps get boring after a while, and also a bit out of date with regards to terrain gen.
    and thanks!

    Oh, and one other thing. My netherworlds spawn got destroyed by a ghast and everyone dies if they die in the nether. What can I do?
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    Everyone dies if they die in the nether? lol
    why don't you just make a new portal?
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    Ghasts instantly kill you, and 90% of the time you spawn in lava. So then you die, and chain die. and now people are stuck.
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    Does this at all conflict with the stargate plugin?

    I'm curious because i would like to have both portals to the nether and a Stargate network to teleport around the world.
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    Erm, how do I get thost buttons to show up? Ive set my config right, but I dont know how to get it to use the different icons for those.
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    Well- unfortunately setspawn is broken, or that would be a good solution- I'm hoping to fix that in the next release.

    Otherwise, what I do involves my other plugins :p

    If you use spells, equip blob with your Wand, and then hold a material (like obsidian or cobblestone- preferably something a ghast fireball won't destroy! Glass looks nice also, and is fireball-proof, oddly enough). Put this material in your right-most active inventory slot (slot#9).
    Then, when you portal to the nether, go find your spawn (just portal right there if you can't get someplace nearby safely).

    Even if you land in lava, you should be able to get a spell or two off before dying- enough for there to be a safe platform next time you go through.

    Also, if you manage to portal directly on to your nether spawn, it would do this for you- but since I try to line up spawn points, this would involve building a portal at your normal world spawn, and usually you can't build there.

    Let me know how you fare! I'll try to fix setspawn in 0.48 :D
    --- merged: Feb 28, 2011 11:36 PM ---
    You have to d/l them- I made them myself :) I linked to them above- if you just drop them in your web folder (should already be a "nether.png" there), it will work with the config I shared. It's based on the map/layer name- so if you change that in the config, you have to rename or make your own buttons to match.
    --- merged: Feb 28, 2011 11:36 PM ---
    You'd have to configure other gate/portal plugins to use a block other than the portal block for their portals.

    If you can do this, they'll get along- if you can't, they probably won't.
    --- merged: Feb 28, 2011 11:39 PM ---
    No, I get what Jademalo is saying- if your spawn point is full of lava, you're screwed. I think he/she meant to say that people respawn in the nether when they die in the nether (like Vegas!)- so they're very much stuck.

    It's actually a pretty big problem- long-term, I'm going to add a "nether spawn clean" command (will probably change "setspawn" to "spawn set" at that point, too). This new command would remove any lava at spawn- both on the ground, and dripping from above.

    This is really very necessary, depending on how your nether spawn generates, and how much the ghasts destroy it before you install CrowdControl or something :D
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    Right, that didnt work. =[
    Also, the way you said that implies it creates a pair of portals, But i thaught you said that was currently broken :S
    Well anyway, it didnt create pairs, so they all just went to the nether when I went through them after the redirect. Ah well. at least the maps working sort of. Ill finish it tomorrow.

    also, lots of error, when i first login:
    2011-02-28 23:46:23 [WARNING] Persistence error getting field x for vector
    2011-02-28 23:46:23 [SEVERE] java.lang.IllegalArgumentException
    2011-02-28 23:46:23 [SEVERE]     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    2011-02-28 23:46:23 [SEVERE]     at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    2011-02-28 23:46:23 [SEVERE]     at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    2011-02-28 23:46:23 [SEVERE]     at java.lang.reflect.Method.invoke(Method.java:616)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedField.set(PersistedField.java:100)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedField.load(PersistedField.java:234)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.load(PersistedClass.java:754)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.createInstance(PersistedClass.java:772)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedObject.load(PersistedObject.java:155)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.load(PersistedClass.java:754)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.createInstance(PersistedClass.java:772)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.loadCache(PersistedClass.java:692)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.loadCache(PersistedClass.java:675)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.checkLoadCache(PersistedClass.java:608)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.checkLoadCache(PersistedClass.java:595)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.get(PersistedClass.java:365)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedObject.endDefer(PersistedObject.java:193)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.loadCache(PersistedClass.java:721)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.loadCache(PersistedClass.java:675)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.checkLoadCache(PersistedClass.java:608)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.checkLoadCache(PersistedClass.java:595)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.core.PersistedClass.get(PersistedClass.java:365)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.craftbukkit.persistence.Persistence.get(Persistence.java:173)
    2011-02-28 23:46:23 [SEVERE]     at com.elmakers.mine.bukkit.plugins.persistence.PersistenceListener.onPlayerJoin(PersistenceListener.java:23)
    2011-02-28 23:46:23 [SEVERE]     at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:130)
    2011-02-28 23:46:23 [SEVERE]     at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    2011-02-28 23:46:23 [SEVERE]     at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:225)
    2011-02-28 23:46:23 [SEVERE]     at net.minecraft.server.ServerConfigurationManager.a(ServerConfigurationManager.java:97)
    2011-02-28 23:46:23 [SEVERE]     at net.minecraft.server.NetLoginHandler.b(NetLoginHandler.java:87)
    2011-02-28 23:46:23 [SEVERE]     at net.minecraft.server.NetLoginHandler.a(NetLoginHandler.java:27)
    2011-02-28 23:46:23 [SEVERE]     at net.minecraft.server.NetworkListenThread.a(SourceFile:87)
    2011-02-28 23:46:23 [SEVERE]     at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:338)
    2011-02-28 23:46:23 [SEVERE]     at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:253)
    2011-02-28 23:46:23 [SEVERE]     at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    Its much longer, for the different vectors, multiple times. but all in teh same second.
  31. Offline


    Yeah- thanks for trying :) It works for me, maybe one out of 4 times- and almost never through a reboot.

    Heh - good eyes :D

    Well, in fact, it is still pairing portals in the background- if you do "/persist list nether.portal", you'll probably see a bunch of random numbers (you can't do much with that, unfortunately, due to a deficiency in persist list that I'm working on). Anyway, that's how many portals you've got- check out the portal table in sqlite to see what they look like.

    You can also set up portal pairings that way! Just edit the "target" id, and the in-game portal will point to that portal... best to edit data with the server shut down, for now, though.

    Anyway- what I turned off was the creation of the portal structure on the other side.

    A messy portal table is easy to cleanup later, or just plain ignore- but people complain about a mess of obsidian blocks left all over their worlds, so I turned that off for now.

    Bleck! Please update Persistence to latest (go ahead and re-download, should be 0.53- haven't updated the thread yet).

    If you still get exceptions (you shouldn't, I hope!), then delete your "plugins/Persistence" folder. Let me know how that works out!
    --- merged: Mar 1, 2011 3:13 AM ---
    Also, @Jademalo- just for you (see bolded text below...) ;)

    v0.48 Released!

    • Worlds are now pre-loaded on player login- this means that if you were in a nether world on server shutdown (whether or not you were logged in at the time), you'll spawn back in the right place in the nether on re-join. Previously, you'd end up at an essentially random place in the default world.
    • Add "spawn" command, returns you to spawn.
    • Add "spawn set" command, which is now fixed and replaces "setspawn".
    • Add "spawn clean" command- this removes any lava blocks around or above your spawn area, and if necessary builds an obsidian platform over any lava on the ground there.
    • Allow all commands to be used from the server console, as well as in-game (some server commands require a world parameter, where the in-game counterpart uses your current world by default- FYI)
    • A platform bug fix- it was creating way to much obsidian! Still needs work...
    Please update NetherGate.jar as well as Persistence.jar


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