FirstSpawn
FirstSpawn, control the new noobs
v1.7.0 | Source | Latest config
If you wan't to control the noobs joining for the first time on you server, then you need FirstSpawn!
FEATURES
- Spawn new players on a different place then normal!
- Make a holding cell, so players need to do something before they can leave!
- Completely customizable!
- Custom commands!
- Easy to set up!
- Extremely easy to use!
- Very few user commands!
- Supports Permissions!
GETTING STARTED
Setting up FirstSpawn is easy, but it is a little involved.
BASIC setup
- Stop your server.
- Download the jar-file from the bukkit page.
- Place the jar-file in your server's plugins-folder.
- Start the server again. This process will generate a config-file (config.yml) in the plugins/FirstSpawn folder.
- Join you server and stand where you and the new player to spawn.
- Type in the chat: /fs set. This will set you FSP (FirstSpawn Point). - Make sure you have the right permission!
- To finish type in the chat: /fs reload.
ADVANCED setup
The advanced setup is actually the basic setup with a custom spawnpoint is the player has a certain permission.
- Open the config-file (config.yml) in the plugins/FirstSpawn-folder.
- Set the SpawnPoint>Enable to true. - Enable: true
- Save the config-file and go back in the game.
- In-Game chose a position you want players with a certain permission to spawn.
- Type in the chat: /fs setspawn
- To finish type in the chat: /fs reload.
Permissions
Command | Aliases | Description | Permission |
firstspawn | fs | Teleports you to the FirstSpawn position | FirstSpawn.use |
firstspawn set | fs set | Set the FSP (FirstSpawn Point) | FirstSpawn.admin |
firstspawn setspawn | fs setspawn | Set the SpawnPoint | FirstSpawn.admin |
firstspawn version | fs version | Shows the current plugin version | FirstSpawn.admin |
firstspawn reload | fs reload | Reload the FirstSpawn Plugin | FirstSpawn.admin |
- | - | Let players always spawn on FirstSpawn point or if SpawnPoint is enabled. They will spawn there | FirstSpawn.hold |
TROUBLESHOOTING
If you are experiencing problems with FirstSpawn, please try to follow these simple steps before posting a ticket or posting a comment as it will make everything much, much easier for everyone in the troubleshooting and debugging process:
1. Check the server log
The first thing you must do is check the server log for any exceptions (don't know what an exception looks like? Click here). If the exception looks like the following, you are using tabs instead of spaces in your config-file (which is punishable by death):
[SEVERE] Could not load 'plugins\FirstSpawn.jar' in folder 'plugins': while scanning for the next token found character '\t' that cannot start any token in "<reader>", line 15, column 1: prefix: ^
If it doesn't look like that exception, just copy it into a pastebin or a pastie, and include it in your bug report ticket. Please don't post bug reports in the comments because that is rather anoying to read.
2. Try your setup on a fresh server
If at all possible, try setting up a local test server (don't know how? follow this guide), on which you install nothing but FirstSpawn. Now copy the config-file that you're using on your live server where you experienced the problem, and see if you can reproduce it. If not, you most likely have a conflicting plugin (read the next section).
3. Find possible plugin conflicts
Try removing all other plugins from your server. Do this by stopping the server, moving all the .jar files into a different folder than the plugins-folder, and then starting up the server again. If the problem persists, it's a problem with FirstSpawn, but if not, it's a conflicting plugin, and if so, try to add half of the plugins back at a time (binary search), and test every time you do, so you can figure out which plugin is causing the conflict.
KNOWN ISSUES
- Does not work with other spawn handling plugins like EssentialsSpawn.
AutoUpdate and Metrics
This plugin checks if there is a update available if the owner joins the game. You can disable this by setting AllowUpdateCheck to false in the config.
This plugin also uses MCStats Metrics to collect anonymous information. You can disable this by setting opt-out: true in the config of metrics. That is located in /plugin/metrics/.
LICENCE
FirstSpawn by TakeMeNL is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported Netherlands License
Based on a work at GitLab
But, if this is not compatible with other plugins. how do i Set the main Spawn. Ex: I set the Main Spawn with Essentials Spawn and Then The Noobs Spawn with FirstSpawn?
@breezeyboy it already supports multiworlds.
Can you support multiworlds? i wanna have it setup in my skygrid worldbut not in my other worlds
@OtterTrotter When I was checking for multiverse changes, nothing was changed. Just at that moment you commented that you was mistaken.
No problem, everybody can be mistaken.
The color code is fixed now, just waiting for aprove
@TakeMeNL
Im really sorry, but im mistaken. I somehow had firstspawn override set back to true, in the multiverse config. Im sorry for the waste of time.
On the plus side im right about the colored message issue :)
@TakeMeNL
Thanks for the quick reply. I hope you can figure out whats wrong, i cant wait to get this plugin back up and working :)
@OtterTrotter Thank you for tour detailed explanation. I haven't test FirstSpawn for R3 or R4 but I will do that today. Also the problem with multiverse was fixed, but maybe multiverse has change on and other So will look into that.
So ive encountered a conflict with the plugin multiverse-core, on craftbukkit 2222, firstspawn 1.4.0.
If the player doesnt already have a player.dat file in the main worlds player folder he will briefly spawn at the firstspawn point, then multiverse will respawn him at the multiverse spawn point.
If the player does have a player.dat file in the main worlds player folder, but he is not in the firstspawns users.dat file when he logs in he will spawn at the firstspawn point.
Firstspawn moves the person quicker than multiverse when the player has no player.dat in the main worlds player folder. When the player already has a player.dat file multiverse isnt trying to set them up to go somewhere since it is not there first login, this is why firstspawn works when theres a pre existing player.dat.
A simple fix could be to put a slight delay of a two or three seconds on firstspawn so it moves the player after other plugins like multiverse. Im sure there are also other solutions.
I also still get issues with the message not coloring for firstspawn, which was supposedly fixed in 1.4.0? May be a bug related to more recent builds since im running 2222.
@TakeMeNL
Very nice, im sure allot of people will really appreciate this. Thank you.
@StealthSpider Done a upload and is finally approved :P
http://dev.bukkit.org/server-mods/firstspawn/files/11-first-spawn-1-4-0/
@TakeMeNL
I would really appreciate that, it would open this plugin up to so many more servers. Thank you for considering my suggestion.
@StealthSpider If you give me some time, I will try to implement that today.
I guess what im asking for is on the plugins first run, have it import all the names in the world/players folder so there included in the firstspawn .dat file. This way if your server has been around for awhile and you just recently installed firstspawn members who were around before firstspawns implementation will not go to the firstspawn and lose there spawn point in the world.
@masterd212 Littel correction:
In the plugin folder you find FirstSpawn folder. In that folder a users.dat is generated.
If the user is not in that file he will be teleported to the FSPoint.
Else they keep there own spawnpoint.
But what StealthSpider is correct, if the server is running for awhile, and you implent after that. Users will lose there spawnpoint indeed.
I think that is a good feature to have, when in the world folder the < username>.dat exists add them to the users.dat in the plugin folder.
I hope i was clear, if not please PM about it.
@StealthSpider
well if you read the comment bellow, you will read the exact same thing what your comment is about. what my manager says is that if someone has already logged in once, and a .dat file is availible they will not be send to the FirstSpawn. they will stay at the same position were they logged out.
So if you would delete the .dat file, they will be send to the FirstSpawn.
I hope this was the answer you where looking for.
This really cant be used on a server that isnt new. It should use the .dat files in the world folder instead, otherwise if a server has been running for awhile anyone who logs in who was already on will lose where they were and be moved to the first spawn.
@StealthSpider Well with authme, there was no problem with player that joined for the first time.
It handles only people that join for the FirstTime.
In other words, is the player NOT in the users.dat it will be teleported to the FirstSpawnPoint.
I am working on a new login plugin that is compitable with FirstSpawn.
Will this cause everyone who hasnt logged in since the plugin was installed to go to the first spawn?
I dont want people to lose where they last were.
Confirmed awesome!