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 issue has been reported before, as well as it getting magically resolved. The only thing that could/can cause this is a race condition where a player is in a vehicle, and then a couple lines later isn't, or a corruption in the server's state which causes a player to be in a vehicle, but that vehicle to not have a location; or, even, a player being marked as being in a vehicle, and then not in one. As this is the second report, I'll add in some extra code to check and make sure things are valid in that location before proceeding.
     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(); // This is the line exploding. Only gets called if the player is marked as being in a vehicle... so something is broken.
     46         }
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    I tried installing every plugin one-by-one, as in, having only one plugin at a time. When I installed Nethrar, it just.. died. I have no idea where to check the console output, as I don't really -have- a console. I'm renting a server.
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    Nevermind.... the in-game commands for groupmanager were not working.
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    Hm. Unfortunate. Without any sort of console output, I really don't know what to say. I can't get the problem to occur myself.
    How do you start / restart / install plugins to this server you're renting? If you don't have console output, you should still be getting a logfile somewhere.
    As a different test, try moving your netherWorld folder to a different location, like netherWorld.bak, and then restarting the server. This will make it generate a new Nether, but it could tell us if the netherWorld world file got corrupted or something.
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    According to the server folks, it could have been because of lack of RAM. If that turned out to be the error, I won't write again.
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    Well, at least tell me if that's the case :) Weird that 1.5 would cause this, but still possible. If you've set forceLoadRadius, take it down to something like 2 or 3, cause that will also jack up your RAM usage.
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    I'm sorry - The error really did seem to be from my end. When 1.5 came out, the RAM usage suddenly spiked to oblivion, and that really seemed to be it. Nethrar is working as intended! Thank you.
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    So far this is the best nether plugin I have used. However Night DOES need to be forced. Also when I died and respawned I was in a solid wall. Not sure where the SPAWN point is in the Nether.
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    I get this too for this and another Nether plugin I was trying. I just had to disconnect and reconnect to get it to actually load the main world. This might be a bug with Bukkit? Dunno.
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    Yeah, force-night is coming in the next version, which is half-written right now. Glad you like Nethrar!

    Interesting. Did you tell Nethrar to listen to respawn events? If so, then it should work - Nethrar just gets the 'default spawn location' for the normal world as the server gives it to me. I can jiggle it to make it 'higher' in case you're falling through the floor, but it would be really bad if that were to occur.

    I have also respawned in solid space in the Nether - it doesn't seem like the server is very good at ensuring that where you spawn will be actually open air, or an unmodified respawn actually searches vertically for open air to spawn into, whereas if I poke it with Nethrar it cancels that behavior. Not certain.
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    Yeah I have Nethrar set to listen to respawn events. I think the server knows that the player is really in the main world (because the player isn't suffocating) but the server is just not telling the client to load the chunks from the main world, and the client still has the chunks from the Nether loaded. (Maybe this bug only happens when the player dies in the Nether close to where the respawn point is in the main world? I've only tested in this case so far.)

    Also, does this plugin check to make sure it doesn't put a portal inside lava on the other side? It would be a bummer to make a portal in the main world, step through, and drown in lava that's covering the portal. (Or vice versa, going from Nether to the main world.)
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    Hm, that's actually not a theory I had come up with before. I didn't realize you weren't taking damage, I thought you had actually spawned in rock.
    Nope! No checks are done. I *might* add a "roof" sort of thing, which is basically an exact counterpart to the floor such that if it does spawn in lava, it would create a self-sustaining air pocket (unless the portal spawns on the floor of the lava pocket...). Part and parcel of the risks of travelling to the Nether!
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    Though it's not 100% accurate, it's still great for legit servers with no admins because there's no other way to get glowstone, netherrack, or soul sand. I love it!
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    Alright. Well when I said it was great I had only made ONE portal. We had it about 20 blocks below sea level and we would use JUST the one to go into and out of the nether.

    Lets call this Portal A.

    Today, we decide to go out to where I have a map of Broville importated FAR out so it seems like discovering a lost city. And we go into it's undercity and make a portal. We will call this Portal B.

    About 2 hours -before- I had made Portal C and gone through it and looked around and gone back in, never really going anywhere.

    I am using 16:1 as my ratio.

    So. Now, we can into A... through the Nether and come out B. WE can in B and come out C, and we can go in C and come out B.

    A is some messed up stuff.

    We had gone through A many times before there were OTHER portals. But now if we go in A and back through A, or into A from the Nether while having originated from B or C. We end up in some Stargate crap.

    It takes us to a NEW A. This NEW A. May as well be another world. We had to dig out around it and to the surface. We followed our comasses and they were no longer calibrated to the spot we were used to. We had a friend go back to the spawn in town and tell us the coordinates, we traveled there only our town was not there and geography was unfamiliar. This is somehow a WHOLE new world; OR the Compass and Coordinates are getting scrambled. :(

    I am at a loss. I mean, it's kinda COOL. But the only way to get back to our Town is to TP to someone we KNOW is there. /spawn takes us to a foreign island. O_O.

    Sorry for the rant, but this is too weird/cool/frustrating not to share.


    So, THANKS to "paying attention" I am seeing that when I log out and log in it says "you are in world "world".

    I have "Incomitatum" (great seed by the way), and "Nether". So it seems in some cases this Portal A is linking to a default "world" and the server then tries to run THREE worlds at once. (remember I can TP back and forth using players between all these.

    So yeah. It seems there are instances where it will stop using the world in the Config and make a new "world" and use that. Not good. Hope this bout of SCIENCE helps you perfect an already good plugin.

    I have confirmed this by stopping the server. Deleting the folder "world" (not my default server anyway "Incomitatum" is) and then starting up. Soon after I go through Portal A (from the Nether), files start showing up in the folder for "world". B and C take me from the Nether to "Incomitatum" no problem.
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    Ok, I sorta got lost around when you mentioned portal C with no context, so let me paraphrase:
    You made a portal in the real world, call it portal A. You could go in and out of Portal A and it's counterpart just fine.
    You made another portal in the real world, portal B, far away.
    You made a third portal in the real world, portal C. I don't know if this was in the real world or in the Nether, it sounds like you made it in the Nether. Is that correct?
    You can enter portal A in the real world, but you come out of portal B in the Nether. You can enter portal B in the Nether, and come out in portal C in the real world? And entering portal C in the real world brings you back to portal B in the Nether?
    Then there's something about a different real world? Not sure the exact way you're getting to it, it was too convoluted for me to follow.
    First thing I can say is, it sounds like your 'normal world' name isn't the default name, or it was misconfigured. If this is the case, you'll need to download/install the config.yml file in a directory called Nethrar/ in the plugins/ directory. Then, in the root directory, there should be two world folders, one called "netherWorld" and one for your main world. Edit the config.yml file, under "worlds: normalWorld:" to be the same name. Restart the server, and check your portals.
    Also note, if two portals are relatively close to eachother in the real world (close meaning a couple multiples of your size ratio), then they will both link to the same portal in the Nether. Similarly, if you have two portals in the Nether relatively close to eachother (close, meaning a couple squares away in the Nether), they might link to the same portal in the real world, even if there are more than one to choose from.
    Can you rephrase more carefully what the exact situation with the portals is?
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    Alright. All the portals I have built I built FROM the real world.

    A: We went in and out of.
    C: I made popped in, looked around once, and left.
    B: The farthest off.

    When it was JUST A, things were fine. Then we put down B, and from the nether found A and tried to get back to the real world. I then (only just now) saw we are coming out in "world" (that's the name of it). The other portals take us to and from the "netherWorld" and "Incomitatum" just fine.

    My config is right or: how would I be able to get back to my real world (Incomitatum) at all? But this ONE portal (A) when approached from the nether takes us to (world) and then we have 3 instances of the server running (or however that works). I can use the /tp command to latch onto folks in our main town on "Incomitatum" and get back home. Also going from B to C or C to B takes us to "Incomitatum".

    It was all very cool and weird, but I know now it IS a different world. Thing is: why? And why just the ONE portal?

    In the interest of SCIENCE I will DL the config again; just to make sure. But I hypothesize there is an odder issue at hand here.
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    Yeah, so, make sure your setup looks something like this:
    "plugins/Nethrar.jar" "plugins/Nethrar/config.yml"
    In the config.yml file, there should be a line that says worlds: then a line that says normalWorld:
    Make sure it says "normalWorld: Incomitatum"
    Then, after a plugin reload, enter each portal once from the normal world, then try popping in and out of them. Not sure why entering the Nether counterpart for A brought you out in a different world, as it should have been linked to A when you first made it, unless you reloaded the plugins. Doing a plugin reload will break all existing connections. Also not sure why B and C are linked together.
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    Alright. I stopped my server.

    Then I deleted world "world" and "netherWorld" and Nethrar.jar and my Nethrar folder and config in my plugins folder.

    I then RE-Downloaded Nethrar.jar, remade the folder in Plugins, changed the config to be right (for "Incomitatum"), and restarted the server.

    Nothing. Now portals don't do anything. I have done this process three times now. They don't take me anywhere.
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    Umm... did Nethrar appear in the console output? If not, then you might have put Nethrar in the wrong location. No reason why portals shouldn't do anything.
    Edit: if you want, PM me your server IP and I can personally take a look at some point soonish. Need to get some work done on an exam first.
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    Hey, i just put this plugin into my server, and i have not been able to get it to work for other people, ONLY me, any help? And is there a list of permissions i am missing that i should add to the default group?

    Also.... The portals other people create do not seem to connect to the spawn portal for the nether world i created
    Ahhh sorry about this post, just read up on the part about the basic permissions, You should edit your first paragraph from saying no permissions to very little, would be helpful for new server owners
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    I started adding support for boats and other vehicles going through portals, and I submitted a Pull Request to my fork on github. Boats will go through the portals, but seem to bounce back and forth for some reason, and have their height just a bit too high (probably just because they've bounced back and forth so many times with the +1 height getting applied each time). Boats aren't terribly important in the Nether, but the code does set up the way slightly for other vehicles, like riding mobs, and fixes the annoying unhandled exception error messages.
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    Hey there :)
    Where can I find the .jar file?
    In the downloaded package there is only a plugin.yml file.
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    Yeah, I'm sorry about that. When I added Permissions support, I stupidly made it default to "use permissions" rather than "don't use permissions", and if I change it now it'll be a breaking change for everyone who uses Permissions, so I've been avoiding doing that. I should do it sooner rather than later, though, so I'll edit the post and add a warning that in the next version it'll be opt-in rather than opt-out.

    That's strange that the package only has plugin.yml. Which package did you download? You should be able to download the jarfile directly by clicking the .jar link.

    I'll check it out when I have some time. It's the end of the semester, and everyone is in crunch mode around here. Thanks!

    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 downloaded the .jar-Link.
    But theres only a plugin.yml file and folders with different files...
    A META-INF folder and a "org"-folder...
    Dont know where to find the missing java-file :(
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    Whatever browser you're using to download the .jar file is automatically opening and extracting the contents. The plugin.yml, org folder, etc. are the *contents* of the jar file (a jar file is like a zip file). I can't help you with this, you need to download the file successfully somehow. You could try downloading the .zip file, which contains in it the .jar file.
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    Used Firefox instead of Opera. Now it works. Great job. It´s a nice plugin! :)
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    Thanks! Although you'll be downloading a new version soon, so stay on your toes...
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    fix bed respawning when you die in the nether.
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    Instead of blindly posting a single, non-capitalized, *demand*, not even a request, why not first read through the posts to see if anyone else has had an issue, and if there is a fix pending or even possible.
    Try Beds don't work when you travel between worlds, and there currently isn't a way for plugins to get the default Minecraft-set bed respawn location.

    v1.4 released.

    I appreciate the SCIENCE! Although ART! is pretty cool too.

    I am still unconvinced that you have the config file in the correct location, since the symptoms you describe could come about as a result of having the config file poorly configured or misplaced. However, I will trust your configuration. Note that v1.4 will create a configuration file if it can't find one, so if you magically find a config file that you didn't anticipate being there, then that might be the file you actually want to use.

    Specifically, what would happen is this. If you enter a portal in "Incomitatum", it will properly link to "netherWorld", and those counterpart portals will link to Incomitatum, assuming you enter the Incomitatum side first. If you enter portal A, and end up in the Nether, then returning through A should return you to Incomitatum. Lets say you stay in the Nether, and stop the server, delete 'world', and restart the server. If you started in the Nether, and you entered portal A from netherWorld, and your config file is poorly configured or placed, then you will end up in 'world', not 'Incomitatum'. The world you enter first decides how the portals get linked, essentially.

    What do you mean by 100% accurate, out of curiosity? Glad you like it though :)

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


    Could you make the positioning of portals a little more 'intelligent'

    For example, I made a portal in the nether, and I popped out in the real world at a portal floating like 50 blocks of the ground. Perhaps you could do some scanning and try to place at ground level?

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