MagicWorlds
Obsolete!
As of Magic 8.2, MagicWorlds is obsolete.
If you are up to date on Magic, you can move your MagicWorld configs to plugins/Magic/worlds
and delete the MagicWorlds plugin.
If you were using MagicWorlds for any of the provided example survival add-ons (such as spawning magic mobs naturally, putting SP in chests or the "other side" world) you can also simply turn on one of the builtin examples. See here for more info:
https://github.com/elBukkit/MagicPlugin/wiki/Examples#survival-add-ons
Keep reading if you still need to use this plugin :)
Introduction
MagicWorlds was born from Magic's chest populator. It is now a stand-alone plugin with some powerful world modification features that you can use to create customized alternate realities on your own server.
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Bugs, Features, Issues
Please use our issue tracker for all bug reports, issues, feature requests, etc. It is searchable, so you can see if your problem is already known, or maybe your idea already had :) Comments here are always appreciated, but might get lost. And please don't try to report bugs in-game.
Installing
MagicWorlds requires Magic to function.
Configuration
The plugin will not doing anything until you customize it. See here for several example configurations which can be dropped directly into the plugins/MagicWorlds folder, and customized as you like:
https://github.com/elBukkit/MagicWorlds/tree/master/src/main/resources/examples/mixins
Customized Worlds
A MagicWorld can be customized in the following ways:
- Magic wands, spells, SP and other items added to naturally-spawned chests at random
- Override entity spawning (replace types)
- Override normal chunk generation (replace blocks)
Using this plugin for a customized world may cause additional server lag on chunk generation, you've been warned! This will hopefully be resolved by 1.0.
This plugin is *not* meant to be yet another world generator. The idea with the block replacement is a very specific one- to create a "parallel" world for use with the Phase spell. This world would have the same seed as the Overworld, but look very different (though the terrain is still recognizeable).
Commands and Permissions
This plugin currently has only one command, "magicw load", to reload the configuration. The permissions is op-only by default, and the pnode is "Magic.commands.magicw.load".
The Other Side
Example configurations to make "The Other Side" as seen on the elMakers dev server can be found here:
https://github.com/elBukkit/MagicWorlds/tree/master/src/main/resources/examples/otherside
When combined with a few add-ins for Magic:
https://github.com/elBukkit/MagicWorlds/tree/master/src/main/resources/examples/otherside/magic
MagicWorlds will give players a strange, alternate dimension to travel to using the Phase spell. Using the same seed for both the normal and "other" world creates a cool effect when traveling back and forth:
Changelog
Full changelog can be viewed on github
In reply to jaymart95:
Hey man, your example config links are all dead.
:(
In reply to RevJesus:
how can i go in the magicworlds? i tried with phase spell but it dont works i just get teleported to the nether plz help meh
In reply to Forge_User_33539752:
@Noxus001
Do you have Slimefun or any of it's Addons, because they do not play nice with Magicworlds. I have learned.
In reply to ChocolateTacoProductions:
@NathanWolf
Hey I'm just glad your kool and helped me so quickly. Thats really awesome of you :) Ill keep testing things until I get it and let you know. I'm thinking maybe its a plugin conflict or something so I'm going to try it with just multiverse and your plugin installed
@Noxus001
Ok- sorry I don't have a better answer :(
The only other thing I can think to watch out for is anything showing up in your logs on new chunk generation in world_other- tp'ing to those crazy coordinates should've triggered it, or just flying around for a bit.
@NathanWolf
Teleporting to 10000,70,10000 is the same and regen does nothing. Ill keep trying different things and let everyone know what I find...
@Noxus001
Hm- perhaps try to use the SuperRegenerate spell (or the regen command in WorldEdit)- or just fly far away from spawn?
I'm thinking maybe the world has partially generated around spawn already, before MagicWorlds was hooked up.. maybe just TP somewhere crazy like 10000,70,10000 to be sure.
Otherwise I'm kind of running out of ideas, sorry! Your logs look good, I see everything (including automata... !) are hooked up and claim to be working.
@NathanWolf
No. Tried again just to be sure and same thing...
@Noxus001
So it looks like MagicWorlds is configured for "world_other" - but you are trying to load "other_world", is that the problem?
@NathanWolf
Magic Worlds config.yml http://pastebin.com/eFH1Dp4e
Latest.log for Spigot 1.8.8 MagicWorlds testing http://pastebin.com/CDhPQfZz
Screenshot http://imagebin.ca/2GCIdL7918f2/2015-09-20_10.00.27.png
Thanks for helping me out so much :)
@Noxus001
If you could pastebin me your MagicWorlds config.yml (from plugins/MagicWorlds/config.yml), and your server startup logs I'd be happy to take a look!
The configs I shared are set up for "world_other" (not "other_world") so that may be the issue, unless you tweaked my configs.
@NathanWolf
Ive tried Magic 4.0 to 5.1.9
I used the example config and phase spell in one test. Ive also tried it with Multiverse-Core-2.5.jar and the commands "mv create other_world normal -g MagicWorlds" and "mv create Test normal -g MagicWorlds" and some other combinations
open to try anything :) people really wana see this on our server :)
@Noxus001
That's pretty odd, MagicWorlds does not actually do any terrain modification unless you've configured it to (have you? Did you grab my otherside config or something?)
I'm guessing maybe you created a flatland world... ?
MagicWorlds does also require Magic, but it'd complain loudly about that in the logs.
Spigot 1.8.8~~~~~~Magic 5.1.9~~~~R: MagicWorlds 1.1 for 1.8
Ended in failure lol .... generated in 5 seconds and is completely flat with no hills or anything except for lots of slimes and horses.......dang :)
Looks really REALLY kool though!
@NekoKalil
I use it with MultiVerse pretty regularly with no issues there- I don't normally import the world, but I'm thinking it should be ok?
I guess worse-case just phase there one time first:
That should give it a chance to kick in.. but honestly I don't think it should matter, it ought to catch the world load one way or another.
So is it that just the area around spawn is still normal, or is it just not working at all?
@NathanWolf
Also I have TARDIS, and Multiverse, and does it work well with being imported? Because I get a bug that the terrain begins generating normally.