Inactive [ADMIN/FIX] ForeverALoad v1.1 - Keep your chunks forever a loaded [1.2.3-R0.1]

Discussion in 'Inactive/Unsupported Plugins' started by Piedo_bear, Jul 29, 2011.

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    ForeverALoad - Keep your chunks forever a loaded
    Version: v1.1

    This plugin enables you to select individual chunks or entire areas and stop them from unloading. You can add, remove and check chunks, and also get information on how this may impact on your server.

    You use this, obviously, to keep chunks unloaded. This is useful for long redstone constructions, so the connection continues. Crops wont grow - see side note below.

    Crops wont grow in loaded chunks, this is one thing I noticed with my testing. However, redstone charges DO carry over very long distances (it will be greater than the view-distance specified in the but you need to make sure those chunks load first. This plugin stops chunks unloading, if you are in doubt use the logging mode and get the confirmation, I cancel the event of unloading quite accurately so if things aren't working it could be Bukkit, in-game mechanics or something else interfering - if not then its me XD

    • Allow/Stop chunks from unloading
    • Check if a chunk can unload
    • Stats on how it may impact your server
    • Supports in-game adding or config based areas
    • Supports Permissions 3.x and SuperPerms (otherwise defaults to op)
    • Optionally load chunks into memory from the start
    Future features:

    • Suggestions?
    Configuration file:

    Debug - tells you in console each time a chunk is prevented from unloading, or any errors encountered. Also tells you the percentage of loading rectangles on startup
    Rectangles - Used to stop areas unloading
        Use - If rectangles in config are being used to stop chunks unloading
        Quantity - Number of rectangles in use
        LoadFromStart - Loads defined rectangles from the start, if they are active
    Format of rectangles:
      world: world - world of the chunks
      points: -50,-50,50,50 - coords in the form of (x1,z1  x2,xz)
    (Note: will need ForeverALoad.usage in permissions or must have op status)

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    /chunk - Tells you how many chunks you will have (at a maximum) remaining from unloading, and give stats about it

    /chunk add - Adds the chunk you're on to the Do-Not-Unload list

    /chunk remove - Removes the chunk from the list

    /chunk check - Checks whether the chunk can unload

    /chunk addRect - After you have defined two blocks with a bone(ID: 352) by left and right clicking this will add the rectangle of chunks to your config file for you. You must have Use rectangles set as true in the config.

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    1. Place ForeverALoad.jar into your plugins directory and start the server to generate the config.yml
    2. Go to the folder plugins/ForeverALoad and edit the config.yml to your needs (see above for an explanation) The config generates weird, be aware of putting the co-ord information in the right places!
    3. Restart the server for the new configuration to take effect!
    4. Go add chunks and enjoy!

    Show Spoiler

    Version 1.1
    • Updated config handling - BREAKS YOUR CONFIG - so you will need to regeneate and edit, sorry. You can probably copy, paste,edit for your rectangles though.
    • Added the option to load chunks from the start
    Version 1.02
    • Fixed a sneaky typo
    • Hopefully corrected a calculation for area.
    Version 1.01

    • Updated to RB 1337
    • Added specific support for PermissionsEx
    • Fixed a null pointer with items
    Version 1.0

    • Updated to RB 1317
    • Changed config for Bukkits new API - requires a newly generated config
    • Completely recoded and organised to be prettier
    • Debug mode should help narrow down issues better now
    Version 0.5

    • Removed auto-protect of chests/furnaces since wiping bug is fixed
    • Ditched over-complicated part of protecting specific blocks
    • Added /chunk addRect to add rectangles ingame, using a bone as the selection tool.
    • Updated config NOTE: no longer uses ' around numbers so change '50' to just 50
    • Added support for SuperPerms
    • Updated to 1240 at last :p
    Version 0.4

    • Fixed an issue where /permissions would list chunk data, my bad
    • Added an option to load chunks straight into memory from the start. WARNING: this may take a while depending on the amount of chunks, it will load, and if the chunk does not exist it will be generated, but this might end up without flowers etc. So just use this for areas that already exist, or use a pre-rendering plugin/program first.
    • Updated the calculation of ram being used, to match experimental data opposed to theoretical
    Version 0.3

    • /chunk check now includes rectangles
    • /chunk [add/remove/check] will also tell you the coordinates of that chunk
    • AutoChestProtect now includes furnaces
    Version 0.2

    • Added auto chest protection option in configuration, stop all chests being unloaded.
    Version 0.1

    • Initial release

    Please post bugs, suggestions or anything related here and I will get looking :)

    Also, please include as much detail as possible, CraftBukkit build, stack traces, other conditions that may cause things.
    NOTE: Requires Vault installed
    Lancezh likes this.
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    Can you please update the plugin for 1.2.5?
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    plz update for 1.2.5!!!
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    Seems like a great plugin! However, it would mean much if you can answer this question :

    Let's say i have a Small Spawn City of 5x5 Chunks. And i have RedstoneLamp system around the city, connected to a Lightsensor that is located ~3chunks from the spawncity walls, to make sure the light from the city dont affect the sensor. However, It only works if the chunk that the sensor's in is loaded. May this plugin fix this?`If the whole spawncity is loaded and the redstone way to the sensor ( And sensor ofc).

    Your answer is worth gold!

    The sensor i'm talking bout -
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    Nidan: Do you intend on creating your own devbukkit page for the ChunkLoad plugin. I think you'd find it would be popular. I'm going to try it out, but am a little reluctant to become dependent on it as I don't know if you intend on continuing to support it through the minecraft versions.
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    I have a question: I'm making a large adventure-style map, and I'm using a cart system to basically supply resources to the map. Simply put, it uses a redstone clock to send pulses which release minecart-chests at regular intervals to follow a track to the player's base (which is far away from the cart sysyem).

    The problem is, if I wait at the base to see if the minecarts arrive, they don't, but if I wait around at the cart system I can watch them being released and when I follow them they successfully arrive at the base. Despite using this plugin to keep all of the chunks loaded, the minecarts don't seem to be released when I'm very far away.

    Do entities stay loaded when you're far away, or is it only blocks? I know you have a problem with wheat not growing, could this be the same problem that stops minecarts from working? Anyone have any idea to get around my problem? Thanks in advance, if this gets sorted I'll be able to have a very cool map up and running!
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    bluemtoo: I really should do that...
    About future updates: This plugin is fairly simple and updating it should require very little work (actually none at all), which I'll do. If Bukkit and/or Worldedit announce to break all plugins using them things might get more intressting.

    Flyingrabbit: both plugins (Piedo_bear's and mine) first require a chunk to get loaded before they can prevent it from unloading. Normally this would be a player getting close (like you walking the railway), after that the carts should run fine. If they do you should turn on the option to load the chunks on server startup. If they don't you might have missed a part of the rail allowing the server to unload it. Entity loading/unloading is, as far as I know, bound to the chunk they're currently in
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    please update for 1.2.5??
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