#help-archived
1 messages · Page 76 of 1
can someone recommend an OVH plan?
ye
what else is out there then
you could use OVH's DDoS protection along with Cloudflares
should provide you with decent protection most of the time
Basic DDoS protection is provided by OVH with all their servers, but if you lease a hardware firewall from them you get more control over it
it isn't everyday that someone has the capability to tear through two DDoS protection providers that are decent.
hi
lel
Ich will ein spigot Plugin auf mein aternos Server kriegen wie geht das ? Bitte antworten
Würde wahrscheinlich helfen, wenn Sie Englisch sprechen. In erster Linie spricht hier jeder Englisch.
Sie
Hello can someone help me? I want to upload a plugin from spigot to my aternos! How does it work?
Aternos Server
Pls help me fast
Well according to this
https://board.aternos.org/thread/7156-uploading-custom-plugins/
you ask them to add a plugin to the list as long as it exists on bukkitdev or spigotmc
otherwise you can't do it yourself if it isn't on the list
Und wie tut man das drauf ?
Ich bin mir nicht ganz sicher. Müsste Aternos kontaktieren und sie fragen.
u cant'
ask aternos in thgere discord
they will provide more detailed answer
@undone delta
Should I use json file or NBTTagComponent for my new schematic system. I'd want to save as a file but I've never use both for schematic. Do you guys have any idea?
As I know WorldEdit currently using nbt for schematic files but I'd like to know what the difference is.
depends on your priority
json is more readable
but probably slower to parse and also harder to use code-wise
nbt is smaller and the api should have parsing tools
I do not care readable. I've to get faster and minimize the file size of schematic.
then nbt it is
Thanks. I'll try it then give my opinion here.
In 1.12.2. If I open sign with a packet, does the client check if the sign is exist in the world?
@heady jolt Nope, it doesn't. So you can place the packet sign under the player and open it after the closing sign delete it.
Got it. In 1.15.2 it does.
of course it's not
😦
do you know 1.15.2 is out right?
I hate that version
I love 1.12.2
and 1.13
Will you help me out transfer my server to 1.12
I need a hand
and whats wrong with it @sturdy oar
ok:
................................................../
https://www.minecraft.net/it-it/article/minecraft-java-edition-1-14.0
https://www.minecraft.net/it-it/article/minecraft-java-edition-1-14-1
https://www.minecraft.net/it-it/article/minecraft-java-edition-1-14-2
https://www.minecraft.net/it-it/article/minecraft-java-edition-1-15.0
https://www.minecraft.net/it-it/article/minecraft-java-edition-1-15-1
https://www.minecraft.net/it-it/article/minecraft-java-edition-1-15-2
are these bug fixes enough of a reason to make you upgrade?
................................................../\................................................................
???
WHAT?
Why did you send me bug fixes???//
because that's the reason you should update
i asked whars wrong with my scoreboard ................................................./
I cant duhhh
im using PLaceHoldetAPI
have you installed the required expansions?
IDK
is the scoreboard plugin made by you?
/papi ecloud download Server
Thx
🤷♂️ Well just so you know, many people here don't like supporting outdated servers
anyway have fun
a lot of plugins also support 1.15
Is there a better plugin Than worldguard that does the same
Bc worldguard is not working for some reason
and fawe and worldedit isnt working too
I HATE 1.13
WorldGuard is perfect on 1.15.2
the build is stable, and many servers run it
first , make a backup
are you on Linux?
just make a compressed copy of your server
nope
😂 wtf
ima downgrade
well bye
ok
you can't downgrade 1.13 map to 1.12
yes
glhf
Help me please:
https://pastebin.com/aiZbkgKa
Well
I can't create a command now XD
public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
if (!(sender instanceof Player)) {
sender.sendMessage("This only works if it is run by a player!");
return true;
}
Player player = (Player) sender;
levelOneShop(player);
return true;
}```
For some reason this returns false or smth
because it prints the usage
version: "0.1"
author: OccyDaBoss
main: me.islimyocelotzbe.skyblock.Main
commands:
island:
usage: /<command> [create|recreate]
shop:
usage: /<command>```
is my plugin.yml
I'm using IntelliJ
public void onEnable()
{
instance = this;
// Initialise Commands
this.getCommand("island").setExecutor(new Island());
this.getCommand("shop").setExecutor(new Shop());
for (World world : Bukkit.getWorlds())
{
new WorldCreator(world.getName()).createWorld();
}
}```
Here's my onEnable
https://hastebin.com/ururezumez.java is my command
https://hastebin.com/ihowavixic.java is my main
https://hastebin.com/buxunerila.http is my plugin.yml
im using an API so that it can notice the armour equip event and i am gettings these:
error: https://hastebin.com/nikudoyipo.pl
code: https://hastebin.com/nayihatasu.java
?
Edit this to change the output of the command!
the itemmeta is null?
@frigid ember true dat
so now it should work
nope
new error: https://hastebin.com/jutubivamo.pl
new code: https://hastebin.com/zesiyopico.java
Hi anyone has got a texture pack for COM-Warfare ??
https://proxy.spigotmc.org/8136ae7d399f8d2acecc2d65b505ee43f3e74a93?url=https%3A%2F%2Fi.imgur.com%2FslxKSiy.png
Like the Above
which port?
NO
my brain
players have to type it
yes
Hi anyone has got a texture pack for COM-Warfare ??
https://proxy.spigotmc.org/8136ae7d399f8d2acecc2d65b505ee43f3e74a93?url=https%3A%2F%2Fi.imgur.com%2FslxKSiy.png
Like the Above
two questions, is it possible to add custom model data through the spigot API and if so is there a guide somehow explaining how it works?
I sort of noticed there's a set method for it but it takes an int value and that sort of eludes me
is there an API way to check the bungeecord option of the spigot config or do I have to read the file myself?
My command is returning false even though it returns true.
https://hastebin.com/ururezumez.java is my command
https://hastebin.com/ihowavixic.java is my main
https://hastebin.com/buxunerila.http is my plugin.yml
helpe
ples
my brain hurts
Its skyblock
but thats besides the point
the command wont work
i'm returning true
wtf
firstly, and not at all related to your question, i dont think you should be rebuilding the entire gui every time someone types the command
make a static instance of it onEnable or something
OK, but how do i have multiple levels then
so a level 1 shoip
a level 2 shop
etc
ah
ok
sorry iu;m truiie
d
tired
but then how do i get the player to open the inventory
alsoo
why is it returning false
its correct with plugin.yml
everything is synced with taht
i dont understand why it returns false
literally
public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
/*
if (!(sender instanceof Player)) {
sender.sendMessage("This only works if it is run by a player!");
return true;
}
Player player = (Player) sender;
levelOneShop(player);
*/
return true;
}```
i'm returning true
oh you can keep the method just use a already designed StandardMenu
Why do you think you're returning false?
Are you sure you have the same version of the plugin on your test server as you do in your IDE?
Are you sure the specific onCommand method gets called? Perhaps another plugin is registering that command instead?
Add some debug messages, i.e Bukkit.getLogger().info("in MY /shop command") as the very first thing in the onCommand method to see if it gets called
Therefore the method never gets run. So you're either using another command or another plugin has registered this command instead of yours
Or, of course, it's another version of your plugin.
This could happen if you have multiple jars of the same plugin in your plugins folder
but they are in 2 separate files
Let me rename the command
see if that fixed it
the other command works
its just the shop one
ok so I renamed the command
and it didnt work
anyone know how to like do stuff when a player equips armour without an api
why without an api?
What does "it doesn't work" mean? Do you get the same result as before? Did it register the new name of the command or did you use the old?
i registered the new name
it just printed the usage
i dont think onCommand is running
tyf
tf
@oak stump ArmorEquipEvent is open source - just replicate whatever it's doing
hjonk - after you changed the name of the command, did you use the new name of the command or the old one?
i used the new one
/shopaaa
also
i forgot to change my name
XD
better
@idle zodiac
much better
When you changed the name of the command, did you change it both in plugin.yml as well as where you're setting the executor?
@oak stump ArmorEquipEvent is open source - just replicate whatever it's doing
tried that but the event doest fire
yes ofc
i had this issue before when creating my first command
and i forgot how i fixed it XDDD
Symbolizm - I'm fairly certain it works with the API so you must have made a mistake when implementing it.
Occy - are you sure you don't have an exception when the plugin is loading up?
I.e one during the initiailizing of the island command would mean it'd never get to initializing the shop command
okok
so
its the menu interface
noclassdeferror?!
let me try rearranging my dependencies XX
Is it an external dependency or within another plugin on your server?
Check your jar - most likely the specified class is not in there
ok
You can cancel all tasks for your plugin or a taskid
getScheduler().cancelTask() or something like that
BukkitScheduler#runTask returns a BukkitTask
https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/scheduler/BukkitScheduler.html#runTask-org.bukkit.plugin.Plugin-java.lang.Runnable-
Use BukkitTask#cancel
https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/scheduler/BukkitTask.html#cancel--
If you're using one of the schedule... methods instead, then you get the int from there and can use
BukkitScheduler#cancelTask
https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/scheduler/BukkitScheduler.html#cancelTask-int-
how do i use the cartography table
in bukkit
how do i create a map
with the centre
at the player
and then put it
in the
cartography
table
hmm how would i be able to use a runnable to also return a bool?
If I were to try, I'd try 0. But your guess is as good as mine
Can someone help me setup mysql
Stellrow - I would use CompletableFuture instead. Or you could create a custom runnable implementation and pass a consumer as well that consumes the boolean
Can someone help me setup mysqlpld
Please someone help me setup dynmap it requires mysql
Are you hotswapping your plugin?
?
Edit this to change the output of the command!
I.e changing the jar while the server is running
Then that's why
Can someone help me setup mysql please
time to change apis
well how bad will this affect performance? ```private void checkSameSpawnerInChunk(ItemStack spawner,Location blockLocation){
new BukkitRunnable(){
ChunkSnapshot targetChunk = blockLocation.getChunk().getChunkSnapshot();
@Override
public void run() {
for(int x = 0;x<16;x++){
for(int z = 0;z<16;z++){
for(int y = 0;y<255;y++){
if(targetChunk.getBlockType(x,y,z)==Material.SPAWNER){
int cx = targetChunk.getX();
int cz = targetChunk.getZ();
checkMerge(spawner, blockLocation.getChunk().getBlock(x,y,z),blockLocation.getBlock());
}
}
}
}
this.cancel();
}
}.runTaskAsynchronously(pl);
}
@tulip pendant You don't need to use MySQL for dynmap - you can also use stuff like SQLite (which doesn't require any setup)
Stellrow - it depends on how often you you run this. There is some overhead in creating the actual snapshot. But I'd say it's most likely better for performance to do it the way you're doing it
@tulip pendant
storage:
# SQLite db for map storage (uses dbfile as storage location)
type: sqlite
dbfile: dynmap.db
Can you help me
The link is quite clear on this, though ...
@wraith thicket it will be when placing a spawner wont run that often..
Also anyone has a list of all mobs who dont have an egg spawn?
nvm i tinkered something wich should do it
I'm fairly certain that's heavily dependent on your version. They keep adding new eggs for mobs they forgot to add them in the last version.
But you should get a rough idea by looking at Material and EntityType enums
try{
Material.valueOf(type.toString().toUpperCase()+"_SPAWN_EGG");
}catch(IllegalArgumentException ex){
return true;
}
return false;
}```
would this do the job as well?
that useless uppercase btw
It's pretty much the same thing, only automatic. It will most likely work most of the time, but I don't know if all the names are set up the same in both enums
I'd also use Enum#name instead - toString might be overwritten in other ways (it's not for EntityType I don't believe)
hmm good point
@vernal spruce there are some concerns i have with that code
i might not work to run the task async
it already works
and if u did manage to run the task async as long as there are not 100 of async tasks running at the same should be fine
i saw i already changed
also the height might change
so might want to use
maxheight method
from the world
thats just assuming its 256
max-build-height=256
nvm not sure if thats what you actually need
the server file
oh so if i set it to 1
it would be 1
but if i set it to
9999999999999
it would be 256
most likely yeah
there is probably input validation
on the value that allows specific range of values
Maximum height reachable by /teleport or /tp. 256 wiki says this
it says a defined amount rather than "based off server value"
idk might be better to use max height who knows..
Is adding a firework star the same as doing
rocketmeta.setPower(int);
?
Seems to mention flight time, I'll just have to try then with different values and see if it makes any damage difference.
Has anyone here ever messed around with Web Sockets? I've managed to get a server running talking from my Java discord bot to my plugin but i also want to make it so my website can communicate through js. But afaik it doesnt use the same protocol?
it also says flight time=how high does it reach
Yhea. I'm gonna add it as a charged item to a crossbow and give it to a npc. It mentions that every additional firework star increases the damage it does.
Up to 7 for a total of 11 damage.
Hey
Its not worth it tbh
🤷♂️
I have been looking for YT tutorials and stuff and I can find some but they don't really help me much can someone help me or if not link me a video showing how to setup luckperms with bungee cord so that all the perms sync through servers because the 1s I can find dont rly show how to do it they just give a general description of how to.
unbreakable attribute
are you making a plugin?
I don't think so
then i will turn to plugins
there are hack clients from 2b2t that do that
he's not looking for hacks -.-
ik i just saw ppl on there flying like that idk why i said it
but i have 1 more question do i need to install luckperms on all my servers or will mysql auto link them ive never used it before
QBINyt - if you want a plugin to work on your server, you need to have it on there...
A database is not a plugin
yeah I know i mean do i need to link luckperms to a mysql on every server or do i link them all to 1
you need all backends and proxy to be linked to the same DB
I would have thought the above mentioned wiki article would have mentioned those things
idk what that means Fendi sry i have never used bungee luckperms or mysql
I would have thought the above mentioned wiki article would have mentioned those things
@wraith thicket it does
imma just try to find a step by step tutorial on yt every one that i lookup tho doesnt rly show anything
Anyone have experience with maven? I'm getting this error java.lang.NoClassDefFoundError: org/java_websocket/server/WebSocketServer For no apparent reason. I've tried to use the jar instead of the pom.xml stuff and im getting the same error
hmm im getting it straight off the maven site https://mvnrepository.com/artifact/org.java-websocket/Java-WebSocket/1.5.1
Are you shading it
sorry I'm new to maven i have no clue what that is
Adding the classes inside your jar
Hey everyone!
I have a question. Im trying to set up a minigames server that handles all minigames on there.
I have a lobby server that everyone would connect to and it would send them to a specific world on the target server. Does anyone know if that is possible?
why wouldnt it be possible
Do you want a plugin? Or you are wanting to make one?
Does buooboo need the shade plugin
I forget
@marsh hawk add <scope>compile</scope> to the bottom of your websocket dependency
Also why are you compiling citizens API? That should be its own plugin no?
how do i make infinite elytra
flight
Is a cycle dependency considered normal for nms versions modules? 🤔
@vernal spruce @molten whale
Im asking if anyone knows how to do it.
From what I know, you would have to send a command that sends the player to the target server and switches worlds, but I am just not sure what plugins to use to do that.
example:
- Player on lobby server clicks on MInigame1 NPC in a lobby server.
- Player gets sent to a multiarena Minigames server, and to a specific world on there.
I know that multiverse handles world switching but im not sure how i would do that over bungeecord
not into bungee tbh,but it would be among the lines of send a tunnel message and the plugin capturing that and doing things..
ive yet to touch bungee so far
I think it would be easier to make the lobby (or the minigame selector) on the multiarena server.
For sure you have to send information from the lobby to the multiarena server somehow..
I was thinking that too, handling that would be too compicated.
I mean its just a server for me and my friends (and their cousins) to play minigames and survival with us.
heard its quite simple you should look into some tutorials we have on the forums
Since im not the most experienced (and if I absolutely had to keep bungeecord), I could use a bungeecord warp plugin.
When a player clicks on the NPC, they get sent to the warp via a command executed when they interact with it.
about that string comparison
i checked the strings
apparently the same strings dont equal to each other
minecraft:bedrock != minecraft:bedrock
what is it doing
@nimble marten Look at this plugin https://www.spigotmc.org/resources/bungeecord-warp.24422/
i used matches it seems to have worked
but it saves improperly
cause the if expression evaluates to the wrong bool values
What are some good bedwars plugins that work with citizens?
@molten whale I just looked at that. I will use CommandNPCS (https://www.spigotmc.org/resources/commandnpc.40295/) to handle the switching.
I also might follow your advice and have the Lobby and minigame servers be shared, since its a small server for friends and family (of friends).
@quasi rapids With "work with citizens" what do you mean?
Ohh, normal Citizens can already execute commands when a npc is right clicked.... So you dont really need an extra plugin
Ohh, normal Citizens can already execute commands when a npc is right clicked...
@molten whale
Got it. then i probably wont need that plugin.
Thank you so much!!
https://wiki.citizensnpcs.co/NPC_Commands Here is more info ;D
@frigid ember don't use == for strings, use.equals
Strings can be 2 different objects so check their insides with .equals
Well, I have the premium bedwars plugin. I want an npc that shows how many players are playing like, solo, duos, 3v3v3v3, etc.
And, it tp's you into a round when you click.
Thanks!
i used equals
but it still gives wrong comparisons sometimes
ultimately the code is pretty simple
get the current block in the loop
check if the block from the previous looping is the same
so if 0 0 0 = bedrock and 0 0 1 = stone
the if should work
and save minecraft:bedrock 0;0
then the start coords for the next block are 0 0 1
gets the next block checks if its stone or not
if its not then saved minecraf:stone 1;1
and posting the code you are using could be usefull too
You're stacking blocks?
Oh
For dividing
You need to have at least 1 double/float
Like this 1/256d would yeld a double
Otherwise 2 ints would give back an int
yeah so
1 / 256 = 0
then
remainder = 1
1 / 16 = 0
remainder = 1
0 0 1
what we want
minecraft:stone 1;1
the first 1 indicated the start
the second one indicated the end
it could be minecraft:stone 1;23
23 /256 = 0
and what exactly is your problem?
Do you want the remainder?
im trying to figure out
why equals
is not flipping returning the correct value
i know my code works cause it checked 1000 times now
What is your code
?paste
Please use paste no more screenshots
while you might have checked your code 1000 times, you have yet to let us check it 1000 times to ensure what you know is actually correct 😛
equals(Object) ≠ ==
@frigid ember
Mhm
same code but used BlockData object instead kind of
Well, today there is more people to help you 😄
alguien me dice como configurar el {0} de kits =\ u00a74\u00a7lDEMON\ u00a78 >>\ u00A77Kits disponibles\: {0}
we don't generally save other people's code just fyi
sorry
someone tell me how to configure the {0} of kits =\ u00a74\u00a7lDEMON\ u00a78 >>\ u00A77Kits available \: {0}
by essentials
I think essentials has their own discord
yes ?
|| pienso que essentials tiene un discord de atuda, usalo||
@Martoph#7369 me lo pasas ?
So you’re still converting blockdata to strings
||usa este discord para ayuda de essentials https://github.com/EssentialsX/Essentials||
@pure canopy
graciaas
that's the perfect place to use map.compute instead of containsKey + put
^^^
But also I’m still a little bit confused about your end goal
Why are you comparing block data
i am comparing to see if the next block is different from the previous block
and save its coordinates
from the start to end
Have you used Block.getType?
no it needs to be the block data
because u may have blocks with different block data that are the same type
so basically
blockdata uniquely identifies a block
not the material it self
the equals part
not evaluating correct true and false values
instead of getting the blockdata as a string
why not do an equals check on the blockdata object
k
Well equal’s is doing its job
Well look at console
it seems like its working
You look at all the pairs
but not for all of the blocks
i figured it out last time
but then i updated the optimizations
and it stopped working
last time it saved minecraft:stone 0 0 0 0 1 6
forexample
and then i run a loop on those coords
I know
of variables
i dont like using capitals
its annoying
in order for to have worked i have to use current_blockdata != last
but that was before i updated the code
now it does not work
weird because i did not touch those lines of code
i removed completly different things
how do i edit my resources
thats the thing i updated
just multiplies the y x z value
to give me a value between 0 and 65536
and then when i read from the file i convert it back to x y z
Not sure how that would work but ok
Im still just unsure of the result youre expecting and the result youre getting
Dont you mean 5*265 + 5*16 + 5
k so that is : 1365
Im not sure how you convert that back into 5 5 5
explain im curious
ok so far we have 1365 = 5 * 265 + 5 * 16 + 5
to convert back
i do
1365 / 256
to get the y value
i get the INT of that division
so y = 5
why different numbers for each coord o.O
in fact, why not just get the ints and combine them together
And youre sure that integer is different for every single possible coordinate?
wait so the remainder is actually
1365 - 1280 = 85
k so i do 85 / 16
INT = 5
MOD = 85 - 80
too confusing
85 - 80 = 5
suggest a more simpler approach XD
so we got 5 5 5
like just serialize the data or something
its actually pretty e let me condense it
could even just base64 the coords
or just serialize the coords and then deserialize the coords and voila you have coords with no math involved
do you understand?
its pretty cool right
not really no
No
basic math
just a complex system for no reason
why go through all the trouble of doing that with the coords to begin wtih?
Just use “X,Y,Z” then parse that string
so that i dont have save them one after another
If youre saving in a file
uses up alot of disk space
then just serialize your data
Not really no
if i save block by block and its coords
I can tell. I just base64 my location objects when I save them so it is easier to retrieve them and restore the location object
also, because I do that it saves space, not that it would take that much anyways
^
There needs to be a name for programmers that overly concern about space/speed
I use base64 encoding on the location object
My way uses little space
wdym
Just use “X,Y,Z” then parse that string
@wanton delta
report it to get it moved/deleted
so how do i move it
just expalin ur self instead of bragging about whos better
get the location data, then run it through a base64 encoder and it turns it into a long string of numbers and letters
Not even that
Just save the 3 coords with commas in between
Easy to read
Isnt a giant string
NO!
why not lmao
o.O
Yea
M8
so just save the chunk coords instead?
angery person
65536 lines in a file
you do realize that chunks have coords too?
tf is happening here
not just blocks?
some crazy person, DED
wait so your saying that saving each block and its coords wont use too much space
is that what ur saying
Another new person who needs help, but they insist on using some complex way to store data but their system isn't doing what they want it to @harsh anvil
ah yes the classic xy problem
.xy
@frigid ember what are you trying to achieve?
darn where's the bots when you need em
nevermind il figure it out
ok then ¯_(ツ)_/¯
i did not come here to argue whos way is better
Saving every single block in a chunk
jesus
i have no idea how to use region files
why would you do the work twice? they're already stored on the server (in the region files)
You should research them
tell me your goal, what are you trying to achieve
that you need to store entire chunks
They’re the most compact way to store chunk data
so im assuming a region stores a bunch of chunks
telling us your attempted solution doesnt help us
I'm trying to make the buy menu display the item the player is buying although my theory doesn't work. Any Suggestions?
Btw I'm using if / else if instead of a switch because of the block variants.
https://hastebin.com/lozazewoke.java
I declared objectToBuy and price at the top of the class.
Region files store an area of 16x16 chunks
Reading its byte code will allow you to read certain chunks
region files store 1024x1024 chunks
....u sure?
yes
Why do you need to create one?
how would i save a bunch of chunks in a region file
we still havent got the slightest clue what you're trying to do
and read from them
i just want to store chunkdata
to a file because i dont want to use memory up
ok but why
so that i can use it to restore the chunks back to the state they were saved
you dont need to store the entire chunk, you just need to store whats been altered
You could make backups of region files
good idea but how would i know what has been changed
events
😂
@wanton delta my bad I remembered it incorrectly, it stores 32x32 chunks, but stores 1024 locations lol
Yes
or what if the data gets lost some how
then thats not your problem really
if i save the chunks to a region i will have every block
i assume you're trying to make something like core protect?
I mean that is exactly what the server does already
yes but you'll also use twice the storage
thats why im trying to find a way to save the chunks so that they dont use too much space
I think he wants to be able to revert specific chunks at will
they will use space regardless
Which involved decoding and altering region files at will
world files easily go up to a few gigabytes
well if you can control that, why cant you control what files stay and which get deleted?
you dont need a copy of the region files if you take regular backups
i am creating a plugin
do you know what SkyWars is
Hello!
I've been having a constant issue with my AvatarCreatures plugin that causes Ravagers to not rotate while in motion. I have it explained in detail here: https://trello.com/c/OKbAdMda
If you happen to find a possible solution, please DM me, comment on the Trello board, or send me a ping here 🙂
Thanks!
i am figuring out how to restore chunks after the game ends
Ahhhh
What you do is
Save the world folder in a zip somwhere
And unzip it when game starts
Delete that folder when game ends
^
wat
although I probably wouldn't use any archiving
i need to unload and load the world
Yea
I would just keep a copy of a master world
well building on top of that
delete the one that ended, copy from master to new fresh world
Archive to compress it a bit personal preference
disable auto saving
and unload the chunks when the game ends
BUT
1.15 unloadChunk did not work
You dont want to do that
so
You keep a copy of the master world
when i say unloadChunk
Copy/delete
just kick everyone from that world, move them to lobby world or server. Reset the world by deleting it and then copying from master. Voila world is now reset. You can use archiving if you want, up to you since space seems to be a concern of yours.
And you risk corrupting the world
pretty sure any self respecting server does it the way Frostalf stated
yes
dunno seems alot of work
Edit this to change the output of the command!
Ffs
a lot less work than reading region files
i am being lazy
-.-
i started this last year
Good for you
We just gave you a solution
You can unzip, copy and delete, literally 1 extra step
Or just copy and delete
what i meant to say is actually i am taking the time
the figure problems out
lol
anyway
too long
bye now
If you come back tomorrow with the same method youre doing now youre not gonna get help
Just as an fyi
not really ignoring more like not fully understanding
why i need to copy the whole world
zip it or whatever
Because saving locations in a file is 10000x as inefficient
And youll find itll be less code to copy and paste
Could anyone lend me a hand? currently creating a bungee network. Created it fine and can connect fine using vanilla clients. However when i try to connect with a modpack i get Invalid payload REGISTER!
anyone know of a fix?
We dont support mods
i'm trying to connect to a vanilla server on a modpack client?
okie thanks!
why would anyone play your server with a full fledged modpack?
its not a playable server. its just the hub lol
Yes
Unload and load only?
and i think that will hang the server main thread
You need to use bukkit to unload the world
cause thats what it usually does when creating a new world
imagine if u get lag spikes why playing skywars
will it hang the main thread?
depends if its async etc
You wouldn't be creating a world
when creating it again
Youre not creating a world
you would be copying an existing world and then loading that copied world
Youre just loading it
loading a world will not hang the server, literally the only chunks that get loaded is just around the spawn and that is if you have it configured to keep the spawn loaded.
and why cant just disable auto save and unload and create the world
is that not gonna be better?
No
you will want auto-save to be disabled anyways
why though
Youre not making sense
We are telling you to unload the world then delete it
then it wont save the chunks
