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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    I'm hesitant to do this, because I want to enable people to make portals above and below eachother without encountering collisions (eg. two portals in the Nether both going to the same one in the real world). I guess I could add it as a configurable option, but it's almost certainly not high on my development priorities. I wanted portal placement behavior to be predictable - if you press f3, and see your coordinates, you'll be able to determine exactly where the other portal will go. Fudging it at any step breaks that predictability, and my biggest pet peeve with other mods was "wait, why did my portal end up over *there*?"
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    Sometimes the location in the other world cannot be known, and I was rather disappointed when I went through a portal thinking it would be on the ground (like SSP) and falling down to my death. XD
  4. I've got a bit of an issue on startup:
    08:26:11 [INFO] [NETHRAR] Not listening for player respawns.
    08:26:11 [INFO] [NETHRAR] Normal world name: world
    08:26:11 [INFO] [NETHRAR] Nether world name: netherWorld
    08:26:12 [INFO] [NETHRAR] Normal : Nether scale: 16:1
    08:26:12 [INFO] [NETHRAR] Nethrar v1.4 enabled.
    08:26:12 [SEVERE] Invalid blocktype, Check world name for camerontr;world;268;64;16;,;
    08:26:12 [SEVERE] Saving turned off to prevent loss of data
    08:26:12 [SEVERE] Invalid blocktype, Check world name for camerontr;world;268;64;10;,;
    08:26:12 [SEVERE] Saving turned off to prevent loss of data
    08:26:12 [SEVERE] Invalid blocktype, Check world name for camerontr;world;268;64;11;,;
    08:26:12 [SEVERE] Saving turned off to prevent loss of data
    08:26:12 [SEVERE] Invalid blocktype, Check world name for kEnder242;world;476;60;751;,;
    08:26:12 [SEVERE] Saving turned off to prevent loss of data
    08:26:12 [SEVERE] Invalid blocktype, Check world name for kEnder242;world;476;60;752;,;
    08:26:12 [SEVERE] Saving turned off to prevent loss of data
    08:26:12 [SEVERE] Invalid blocktype, Check world name for kEnder242;world;-171;105;1148;,;
    08:26:12 [SEVERE] Saving turned off to prevent loss of data
    What is this trying to tell me?
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    It's saying your worldfile got corrupted. I don't know how to help you with that, besides to backup your world file, and check online for world file cleaners / fixers (I'm fairly certain they exist).
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    I'm not sure if this is a bukkit question but maybe you know, when its storming in the regular world you get lightning and thunder in the nether. Is there a way on the plugin end to suppress this or is it something in bukkit to be fixed?
  7. Well, the invalid block made sense, I'm just not sure why a) Nethrar cares, b) how Nethrar defines an invalid block, c) what "Check world name for <username>" means, d) "Saving turned off" means, e) are the coordinates for the block that is invalid? Because if I can just go destroy it or edit it away, that makes things simpler. f) Why are the errors specific to a user at all? Do blocks have owner/creator metadata? g) what's the last bit of data in the error that looks like an empty comma separated list ";,;"
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    No clue - sounds like a Bukkit things. Seems like rain/lightning is a global thing in the Minecraft world, so every loaded world will experience it. Since Nether isn't officially supported, I'm not surprised it doesn't work. I can look into blocking rain / weather in the Nether.
    I have absolutely no idea. You'd be better off asking in the general Bukkit forums. I have never seen this error before, nor even know this error existed.
    "Saving turned off" means to me that any changes made will not be permanent - eg. if you restart the server, everything that changed will be gone. The errors aren't coming out of Nethrar - rather, they are coming as a result of Nethrar loading up the worlds beforehand. That's why the messages appear to be coming from when Nethrar is starting.
  9. I see, I'll ask in general then. Thanks.

    Just FYI, the error I was seeing was related to ChestLock, not Nethrar. Sorry for laying blame at your doorstep prematurely :).

    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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    Not a problem :) Enjoy Nethrar, and feel free to come back if anything else explodes. I don't mind, and answering forum posts gives me a break from the tedium of real life >.>
  11. Problem: Any users entering the nether gets delay on all actions including chat, but anyone left back in the normal world doesnt experience it at all.
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    Answer: Your server can't handle the added stress of a second world, but gives the first world priority. Nethrar doesn't have anything to do with the multiple worlds, just the transition between the two. Once the player is in one world or the other, Nethrar does nothing.
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    So best I can tell if I set my nether to only night no Ghasts spawn as soon as I change the setting it works just fine. Any clue on that one?
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    so I'm having an odd issue, this plugin was working perfectly at first, but my 4th player to place a portal has a weird thing going on.

    Basically the first 3 of us to place portals can go through into the nether and it works exactly as it should, and anyone going through those 3 nether portals gets what you'd expect, no issues.

    However if any of us goes through the 4th portal, while we do appear in the nether, appearing as it should, etc., none of us can build or destroy anything there, it acts as though it's protected from being built in, stuff repops to your inventory instantly, or pops back into place in the world right away when broken if part of the world.

    Plugins I'm running are just this, WolfSpawn, WolfNames, Squidlimiter and BedSpawn.

    Here's the config.yml file, my world file is world.dat, so thuld be correct.:

    usePermissions: false
    listen.playerRespawn: false
    worlds.World: world
    worlds.netherWorld: netherworld
    scale.normal: 8
    scale.nether: 1
    forceLoadRadius: 4
    forcePeacefulNether: false
    forceNetherNight: true

    Please let me know if anyone has had an issue like this, and what can be done to help fix it. I'm beginning to think somehow this 4th portal links to a 3rd worldfile of it's own that cannot be built in, but I haven't had a chance to get on the server itself to check which is locked in another room here.
  15. I think you are wrong, cause its a dedicated Linux machine having a OC'd Core i5 Quad Core CPU and 8GB DDR3 that does the server hosting. Using a bunch of parameters for java to launch the server aswell, giving all cores and ram to it. Top shows machine as not very loaded at all - not even main working thread is using up all processing time on that core. Memory usage is roughly 20% of server total.
    Sorry, was using build 755 at the time of testing.
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    Ghasts have a curfew? No idea, although I'll check my code in case I made an oopsie.

    Weird. I have a sneaky suspicion I know what's up, and the server log would back me up on this. Basically, the teleport is succeeding, but the move event isn't being updated correctly (which is extremely unlikely, because the two lines are right next to eachother), so for the 4th portal you end up on the other side, but the server doesn't believe you. So, you get into this mode where the server basically ignores anything you do, like build or break.
    Can you tell me where that 4th portal is in relation to the others, and also just where they all are anyway? Also, is it the case that you go throug the 4th portal, fail to build anything in the Nether, go back into the real world, and everything is fine again? Can you have one of your players go through that 4th portal, check and make sure that things are broken, then log out and log back in again, and see where they are? If I'm right, then I think they should end up back in the real world when they log back in. Has the player who built the 4th portal built any other portals? Lastly, have you tried a 5th portal and seeing if it also has this issue?

    Hm. Sorry for my short response, you didn't give me much to work with in your first post.
    • Does the lag occur with just 1 player online, or when there are many people online?
    • If the player logs out and logs back in in the Nether, do they still have the lag?
    • What other plugins are you using?
    • Does movement also lag?
    • Does the server console show any strange messages ("Cán't keep up!" or the like)?
    I'll try with build 755 later, it is entirely possible that something broke.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
    • Lags with 1 or 10 users but only users in nether are affected.
    • Relogging in nether does not change anything.
    • Minor lag for movement, major lag for removing blocks, looting and chatting.
    • No error or lag messages in log, plenty of system resources free. Normal world unaffected.
    List of Plugins:
    NoExplode (no more creeper world destruction)
    ... Please let me know if theres any other any information you want or need. I can also set up an account on the linux server in question if you want to poke around in there.
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    Wow, that is a huge list of plugins.
    A) If you can disable *everything* except Nethrar, temporarily, and then check that the problem still occurs, that would be great. Keep Permissions if you want.
    B) I see two plugins that could cause problems. NoExplode can cause lag if you're getting shot by Ghasts cause it will keep firing, and I don't know how exactly it operates. It might not be doing things the best way possible, but just because the entire server isn't dying doesn't mean that NoExplode isn't taking up all the resources allocated to the listener/background thread. Also, InfiniteLava could be causing problems because of the sheer amount of lava present in the Nether. Since the Nether enjoys having lava waterfalls, this can cause intense amounts of lag for each moving block of lava, I think. You could try just disabling that and seeing if it fixes the problem. Nothing else I see immediately jumps out at me.
    I won't need an account on the linux server, but thanks! I appreciate the offer. Access to the actual Minecraft server might help. For now, try poking the plugins, or just the two I mentioned, and seeing if that helps. Thinking on it more, I'm more and more inclined to believe it's InfiniteLava.
  18. I did as you said, i disabled everything except Permissions and Nethrar. Problem went away.. so i started enabling addons back slowly.. until all were back online.. still working fine.. so i completely shut down the server and then starting it back up with ALL addons like before.. still no problem.. Could it be a problem with spawning/creating the world while a certain plugin is enabled?
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    Possibly? But not one I've heard of. It's possible that if you add in a world, then some of the other plugins won't necessarily learn about or catch or something that new world until a restart or reload. Glad to hear that the problem went away, not sure what caused it in the first place
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    Ok, so if you relog you're still in the nether cannot build. New info though, there is no 3rd world file for sure. And also if you move far enough off to the west side of the portal you can start building, maybe 3 or 4 chunks away...I'm wondering if maybe it's having issues with the chunk load radius. However I'm still having zero problems with other portals, it happens to anyone, admin or otherwise inside this one. The portals are all pretty far from each other takes almost all day to get from the 1st portal to the 4th portal in the normal world.

    I'll have someone make a 5th portal to see if we can duplicate the issue. No one has made more than one portal yet.
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    Ohh, you're spawning inside the 'spawn' area in the Nether, it sounds like, which is protected against building like spawn in the real world is. Don't know why admins can't build, it's possible that build protection doesn't carry correctly into the Nether.

    Correct me if I'm wrong, for sure, but that's what it's sounding like. I think that the spawn area in the Nether doesn't have to correspond with the spawn area in the real world, unfortunately.
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    I've had that issue around two different newly created -- and rather distant -- portals in the nether. Having Op allows you to dig and place around them, so I am suspecting a world protection at work, but I don't run WorldGuard or anything that would enable such as best I know.

    It seems to affect only non-Op created portals as well.
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    Ahhh seems you are right, it's kinda vaguely in the general area of the spawn if you take into account it's like ... 10 chunks away in the real world...seems as an admin I can now place blocks finally not sure why it didn't work earlier, others of course still cannot.
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    It's possible that it depends on the player that loads the chunks? No idea why, though. What plugins do you run? Do you use permissions? If you are using permissions, even if you aren't using Permissions with Nethrar, you'll need to / should clone the Permissions from your regular world to the other world.
    Are you saying that a non-Op can go through a portal made by an Op, and be able to interact with the world on the other side? Or only that Ops are the only ones who can fully interact in the Nether.

    Remember that because you divide by 8, a portal at 160,y,160 will end up at 20,y,20. Chunk 10,10 -> chunk 1,1! Weird that you couldn't place blocks before. So much with the Nether basically boils down to "reboot and see if things behave differently." I hope it gets better when it's officially supported.

    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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    It seems this is the built-in SMP spawn protection at work. I think when a new player is landing in the Nether (the very first time they do, like via a portal freshly built by them) the server thinks that's the new global respawn location and protects the area.

    You may not be able to undo the already protected areas, but I think you can prevent this in the Minecraft file in the root Minecraft folder by setting the 'spawn-protection' value to a smaller value (I set it to 4 just to protect the return portal to prevent one-way trips).
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    Hey I gotta ask if you can add support to Minecart Mania... So far it works fairly well.. at least in the teleport sense. The minecart gets "recreated" in the nether but doesnt continue on the track, and when a minecart goes through the portal it doesn't get Removed... So you get like 20 copies of the same minecart.
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    any way you can make the nether portals respect regions in Residence? someone makes a nether portal, goes into the nether and makes another portal, and a portal appears inside someones house in the overworld..
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    I noticed that it seems when a portal appears it only creates a couple blocks around it, which kind of makes it tough if it appears in the air. The old plugin was nice in that it created about a 8x8 round platform when it appeared, any thoughts of expanding it or making it an option? Just a thought, thanks!
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    @Afforess should have already added the Minecart Mania support, and my API hasn't changed. Report it to him, and if he needs more info from me / you, I / you can provide it.

    I'll put it on the list of low-pri things to look into. I have to be careful, cause the more per-plugin fixes I add, the more I'll be obligated to support :p I also have no clue as to how Residence works, so it might be tricky to get the two playing nicely together.

    The reason I took out the 8x8 was because I didn't want a situation where someone accidentally makes a portal in the Nether that comes out in someone's house, and promptly disintegrates an 8x8x5 section of it. I can look into adding a configurable radius, it shouldn't be too tough to do.

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


    I run MultiVerse to flip between worlds without issue, but this plugin brings my Minecraft server running on a quad core Xeon with 8GB of ram to its knees...

    If I remove the plugin the server runs fine again... but it hard locks it so that a "stop" from the console won't stop java only a kill command.

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