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.

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    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.

    • 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, 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)
    # Set to true to use Permissions, otherwise everyone gets
    # all permissions.
    usePermissions: false
    # Set to false to use builtin vanilla respawning behavior.
        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)
            environment: normal
            destination: world_nether
            scale: 8
    # 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='']here[/URL].
    Permissions (open)
    # Allows usage of Nethrar portals.
    # Allows usage of Nethrar teleportation.
    Commands (open)
    # 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.
    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 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 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.
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    This is the first I have heard of this problem. I am hesitant to say that the fault lies solely with my plugin, simply because removing it made the problem better - did you do a reload of all plugins, or did you restart the server? The server I play on (well, used to play on before plugins like BigBrother, CommandBook, etc. failed from the 1.4 update) used to have this issue quite commonly, both with and without the plugin.
    I cannot imagine anything my plugin does differently from any other plugin which would cause the server to start misbehaving on client connect. I register listeners and have event handlers like any other plugin. In fact, nothing about my plugin has anything to do with the login process (I don't listen to player_connect events or the like). The only thing I can think of is that, since I am listening on PLAYER_MOVE events, the server has some more activity going on, which causes it to become more loaded overall. Why that would cause end of stream errors (caused by the server prematurely and incorrectly closing the connection) and connection refused errors (cause by, well, the server refusing to allow a connection - note that this doesn't mean "refused login" but means "refused internet connection", which is something relating to the internet, and not minecraft specifically) is beyond me.
    I guess I can ask, did the connectivity issues happen all the time, or only when there were many people logged into the server at once? Are you using CB670+?
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    03:22:40 [SEVERE] Could not pass event PLAYER_MOVE to Nethrar
            at org.akrieger.Nethrar.NethrarPlayerListener.onPlayerMove(
            at org.bukkit.plugin.RegisteredListener.callEvent(
            at org.bukkit.plugin.SimplePluginManager.callEvent(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.Packet10Flying.a(SourceFile:126)
            at net.minecraft.server.NetworkManager.a(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(
    This is getting spammed over and over in my console eventually my server starts to lag till timeout this didnt start to happen till today. Little more info this seems to start happening even when no one is actually in the nether which is very confusing, i even hand removed every nether gate...same thing I didn't update any plugins except craftbukkituptodate before this started happening. I've restarted the server many times as well I can provide a list of plugins but I don't think thats the issue the only things I can see as interfering is maybe worldguard and wormholextreme but we dont have any gates in the nether other than normal ones.
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    All working perfect with permissions/teleport etc. :)
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    This is *very* strange. That should never happen.

    I would not be surprised if the issue is due to wormholeextreme, but I can't see what it's doing to cause this. Essentially, this is the code that is doing this:
    41 if (!event.getPlayer().isInsideVehicle()) {
    42     b = event.getTo().getBlock();
    43 } else {
    44     // Turns out the player is in / at the block *under* the minecart.
    45     b = player.getVehicle().getLocation().getBlock();
    46 }
    Basically, I check to see if the player is in a vehicle. If they are, I get the vehicle's location. That's the line that's throwing the nullpointer - either the player's vehicle is null, or the vehicle's location is null, both of which are downright improbable. I'll look into this later - in the meantime, can you manually pull down a copy of the jar file and install it? I didn't know craftbukkituptodate added my mod to the support list - the author certainly didn't ask.
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    I am using Craftbukkit 617, mainly because I still have a couple of plugins not compatible with 670 yet.
    This happens even when I, alone, am on the server.
    Besides the long login times, it also will not generate any chunks after going through portals and will crash the server. (Have had this happen multiple times)
    I think this may also have something to do with permission as well. Is there any way to disable permissions for this plugin.
    Because for some reason, every time I edit the permissions config file it screws up. (Aware that you can't help/fix that)
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    The chunk loading issue is known - if you have the most up to date version of Nethrar, then there is a configuration option in the config file called "forceLoadRadius" - set this to something between 2 and 4, depending on how bad your problem is. This forces the server to keep chunks loaded in that radius around portals. This can also increase server load, since the server will be keeping those chunks loaded, basically until a restart. This is a stopgap / bandaid measure, cause the server essentially gets bogged down with chunk loads and unloads and sometimes just fails or forgets to load the chunk correctly, or to send it to the client.
    I can add a configuration option to ignore Permissions, that is easy to do. That will happen later today.
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    Yeah, I have been using that config option. I have it set to 4. When I go to the nether is when I notice the change in how fast it loads chunks and what-not, but from the nether back to the main world in a portal other then the first one it just let's me fall indefinitely and I have to restart the server just to get back to where I was before.
    Thanks for the quick reply, by the way.
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    Is the second portal far away from the first? If so, then I suspect the server is lagging when generating the chunks, or even my force loading is causing internal errors. Does the infinite fall happen with a portal closer to the original one in the nether?

    One way to check for the lag is to see if the server starts spewing "Can't keep up!" messages while you're falling.

    Can you download this jarfile, use it, and tell me what sort of output comes out?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
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    I tried forceLoadRadius at 2, 4, and 8 with no avail. Any suggestions?
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    Without knowing what your problem is, I can't offer any suggestions. Are you having issues with chunks not appearing? Are you having the infinite-fall issue? When does your problem occur?
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    Yes, the portal (in the nether) is really far away. Trying to use the Nether for fast travel.But I have a dedicated server, so I can't see the "Can't keep up" messages. But if I added more RAM to my server would it potentially fix the issue?
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    I'm not certain it's a RAM issue, it's a CPU issue. You don't have access to the minecraft server output? How do you start/restart the server?

    Yeah, I tested this on my local machine, and even with the machine I was on (dual-cpu dual-core 64 bit linux boxen with 12 gigs of ram, ETC). I still had the "temporarily falling" symptom when I built a portal marginally far away in the Nether; marginally far, meaning ~100 blocks away. Honestly, if you're not dying, just try letting it let you fall for a minute and see if the chunks generate. Are you actually legitimately falling forever, or do you fall, jerk up, fall, jerk up, etc?
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    Actaully it has not spazzed out anymore with that version what did you do?
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    Well what happened was..
    When we built the first one it was probably ~100 away, and we would fall, die, then the server would crash.
    We tried again, by deleteing the netherWorld folder and built one ~200 blocks away and it would fall, jerk up, fall, jerk up, etc.
    Eventually (not sure that it was this plugin or not. Not placing any blame) the world file starting randomly generating chunks in places we built stuff, then it was a permanent fall, die, crash, even when we were where we played normally.
    So, I've since deleted the world file and started-anew. I am going to download your plugin once I upgrade the RAM. The server hardware is (I am limited RAM based on how much I pay):
    Dual Intel Quad-Core Xeon Westmere E5620 2.4ghz CPU
    24GB DDR3-667 ECC Triple Channel RAM
    4x500GB 7200RPM HDDs in RAID-10
    Adaptec Dedicated RAID Controller with BBU
    1000mbit Dedicated Port
    I can start/restart/stop the server. But I don't know where the server output is. Unless that is the server log file, in which case I feel stupid. :p
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    Nothing - I added in some null-pointer checks at that line of code you indicated was throwing the NPE, and if there's a null pointer, printing out a message. :eek:

    Try putting the 1.2 version back and see what happens.

    Yeah it's probably the log file. That server should be plenty beefy - it's beefier than the machines I'm running my test server on.

    Do me a favor, try building one, oh, 10 blocks away in the Nether, and see if you get the same problem. What other plugins are you using?

    What do you mean "randomly generating chunks in places we build stuff"?

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

    Hey there.

    Loving the plugin thus far.. As the server admin, it works phenomenally for me!
    However, my users can't seem to access the nether, as in, walking through the portal produces no teleportation for them.
    I'm using Essentials Group Manager (which could probably be updated, haven't since 617.. everything else works fine though..) and I'm almost 100% positive that my permissions are set correctly, as no errors occur when I start the server.
    I have moved myself to the User's group for the time being for tests, and sure enough it doesn't work for me either now.. So the problem must lay somewhere in the permissions mechanism..
    I will update Essentials and edit this for the time being.. But have you heard of a problem such as this before? I know nethergate (previously used plugin) has breaking issues with Essentials.. which is why I switched.
    I am perplexed.
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    By "randomly generating chunks..." I mean it would take a chunk, that we possibly have built in or destoryed blocks or something, and it would re-generate one. Instead of say, a house, there was a big 16x16 block of stone with a layer of grass and a tree on top.

    I'll create a test world and test the nether in a bit.

    The plugins I -was- using:
    Nethrar (obviously)
    I've since then, cleared out all my plugins and I am re-downloading a lot of them, and downloading some new ones.
    When I test it, depending on the results, I will let you know my new list of plugins.
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    No clue, I haven't heard about Essentials Group Manager. Does it depend on Permissions? Nethrar checks for Permissions to be in place, and users need to be explicitly granted the "nethrar.use" permission - I will change this in the future to first check for a config option about using Nethrar, and then checking the permission itself.

    That... is not good. That means the server is deciding that some chunk wasn't generated, and decided to regenerate that chunk. I'm certainly not doing that myself - the version you have should only be calling "loadChunk()" not "loadChunk() and generate if it doesn't exist" (although that might be the default behavior of loadChunk()). Then again, the problem might be with my unloadChunk()... But all that would do is unload a chunk while it's still in "use" by a player - which might make the server regenerate a chunk. Hm.

    When you've noticed the chunk regenerations, has it been with other players in the real world, after destroying the real world portal, and then you or someone else entering the Nether version and causing a new one to spawn at the old one's location? That's the only way I can think of that would result in the chunks in the real world getting unloaded while still in use, which could cause the minecraft server to get sad. Incidentally, the next version of Nethrar, which is in the works, already does this more intelligently by safely unloading chunks (only unloading if no one is using it, using the builtin safe unload that I didn't realize existed).

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
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    Well, the situation where I first noticed my house turned into a giant stone chunk was when me and a friend both were going in and out of the nether quite frequently, and we went out to resupply and that was waiting for me. But something I just remembered that I probably shouldn't have neglected was that it wasn't a random chunk regeneration per-say, it was a chunk from another part of my world re-placed to that spot. I know this cause the chunk had redstone and glowstone I had placed in a specific pattern elsewhere.
    Also, I am still messing with plugins, so I haven't tested the nether again, yet.
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    o.o that's definitely not my plugin doing that, intentionally or otherwise (I hope :<). That is *weird*. Let me know how things go once you've added the nether back in.
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    Okay, well, I re-downloaded it. And right off, I noticed that logging in to my server was significantly slower, and I got a load End of Stream and connection refusal messages and I can't even log in. I have been testing my server for each plugin I added and it is definitely this one that causes the login-in-lag. I am going to uninstall and see what happens..

    Oh man. I love this plugin, but apparently it doesn't love me. As soon as I deleted it and the netherWorld folder everything was back to normal. :(
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    Damn - sorry to hear that. No idea why it's happening :( If I could reproduce it, I would, but no one except you is reporting this issue. Have you tried with *just* this plugin, and none others, and seeing if the issue continues?
    Guess you can keep downloading new versions and seeing if they work out for you. I'll try to throw together your plugin combination at some point in the future and seeing what happens.
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    Man. I'll try with only your plugin and see what happens tomorrow. And yeah, I will definitely keep coming back for updates. But, thanks for trying. :/
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    Not working. CB # 670

    This seemed like it was a winner, since none of the other Nether plugins work for me... and this one came the closest.... until I heard random explosions from Ghasts all over the place in the 'normal' World, and chunks of land start disappearing.
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    Ok, there's a few ways I can interpret this, and almost all of them are not the fault of my plugin, but with Bukkit / SMP itself.
    a) You hear ghast explosion sounds, and parts of landscape start disappearing like a Ghast explosion has occured there. Although rare, Ghasts can spawn in the normal world, and it sounds like you lucked out.
    b) You hear ghast explosion sounds, and there are 16x16 vertical columns of land that never load when you return to the real world. The ghast sounds are a bug with smp/bukkit, but don't actually mean there are ghasts around you. The chunks not loading are a strange side effect of loading and unloading chunks repeatedly, and the SMP server getting very sad. Try setting the forceLoadRadius in the config file to something between 2-4 and seeing if that helps.
    c) Something else is going on which I couldn't determine from your description. Can you offer more details? Anything appearing on the error logs? What other plugins are you using?
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    A) best sums it up.

    After dying in the Nether, I ended up at the normal world spawn... and actually seen the Ghasts flying around in the normal world. I was like WOAH! So I re-logged. When I joined again, I could no longer see the Ghasts, but I heard numerous explosions all over the place, and noticed land started gettin' blow up around me.

    To put it best, in the end, I think I ended up with invisible Ghasts trying to nuke me in the normal World. Nice plugin tho. I have tried NetherGate and Multiverse as well... NetherGate had an issue with commands in-game, and Multiverse kept disconnecting everyone from the server, constantly... so this one seems to have the most potential for working the best, IMO. Keep it up! I'll check back in another version or two. ;)
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    I have MyHome plugin installed, when I'm in the Nether I can't go back to the normal world using the /home command.
    Someone had the same problem?
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    To my knowledge, using /home would take you to spawn in the normal world, and then using /home again would do the right thing once you're in the normal world. Let me test real fast what happens.

    Yep, /home works for me from the Nether. Make sure you've set it up and everything, updated, etc. Can't help you unless you have something in the error logs that I can use.

    You should also set the config setting listen.respawn to false in Nethrar's config file.

    The invisible-ghast thing is a flaw with Bukkit or SMP itself - even the Nether, normally, will have Ghasts that appear randomly or not at all, yet are still able to nuke you. We solve this by using PowerArmor and setting "full gold armor" to "explosion proof." Relogging won't despawn the ghasts, unfortunately, although why they appeared at spawn (unless you created the portal at spawn?) is beyond me.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
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    When I step through a portal, the chunk does not load, but the portal persists. If I do the super slow no-chunk bouncing walk over to where the portal should be it jumps be back, but the chunk on the other side still won't load. I don't fall, but the ghasts do shoot at me a lot.

    On rare occasions I have been able to jump from the normal world to the nether and have some of the portal load, but never the whole thing, and it's never reproducible.
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    Did you set forceLoadRadius to something > 0 in the config file?

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