A configurable item that serves as a physical replacement for the /spawn command. In my survival world, I felt that the /spawn command was too easy. But my players really wanted to be able to return to spawn easily. So I made this plugin as a compromise. Now, players need to buy SpawnStars from shops before venturing out into the wilderness if they want to be able to teleport back to the world spawn. Also, players would sometimes get stuck in the nether, so I made a configurable option to allow a SpawnStar to return the player to the overworld spawn from the nether or end world.
Features
A fully configurable item that returns a player to spawn when used. Default item is a netherstar, but can be changed to any item.
Customizable display name and lore.
Option to teleport back to overworld from nether or the end.
Configurable cool down period.
Configurable warm up period, with optional particle effects during warm up.
Individually configurable options to cancel teleport during warmup on damage, movement, or block interaction.
Configurable option to remove item from inventory on use, after successful teleport, or never.
Configurable option to prevent using SpawnStar items in crafting recipes.
Configurable option to require shift-click to use.
Uses MultiVerse world aliases in messages, if installed
Uses MultiVerse world spawn location, if installed. (So players will be looking in the right direction on respawn.)
Configurable per message repeat delay (message cooldown) where appropriate.
Customizable language support.
Commands
/spawnstar reload
reloads the configuration without needing to restart the server.
/spawnstar status
displays configuration settings.
/spawnstar give <playername> [quantity]
allows admins or others with permission to give SpawnStars directly to players.
Permissions
Permission
Description
Default
spawnstar.use
gives a player the ability to use a SpawnStar.
true
spawnstar.admin
gives a player access to the following admin commands:
op
spawnstar.give
allows players to give SpawnStar items to other players.
I'll grab a clip of it and send it to you in a PM, when I'm able to log into my console a bit later. :) Whatever the errors are, they don't seem to have any actual effect on anything, so I hadn't really payed them much mind.
I'm glad to hear it is working with your shops plugin. I'd be curious to know the errors you are seeing, in case there is something I can change to fix that. Probably not though as the display name and lore set on spawn star items is just standard item meta data.
I will be adding an option to allow cancelling the teleport on player damage. It should be trivial to also have a setting for player movement. Checking for interaction with blocks is possible too, but I'm thinking those all should be separate settings, so server admins can choose how sensitive the teleport cancelling feature is.
Just be sure to make clear to your players what it is that will cancel teleports, as they will not be happy when they lose the spawn star item without being teleported.
I guess it really depends on the shop plugin you use. I've been using HyperConomy with HyperMerchant for a while now, because I like the dynamic pricing feature. HyperConomy has a feature that allows you to add a custom item to the economy by holding it and typing a command. I would assume other shop plugins, like chest shops, would differentiate items based on the custom meta data (display name, lore).
When I first wrote this plugin, HyperConomy didn't use the custom meta data to distinguish items. So I had a feature that allowed you to set a custom durability value or data value on the item. But having custom values in those fields now causes the minecraft client to display the item as a pink/black checkered cube, like it doesn't have a texture for it. Also, those fields would get reset at times with some items, so it wasn't totally reliable.
I currently use "ShopKeepers" for merchants on my server, and have had no problems with the designated NPC trading my SpawnStar item, aside from a little bit of "error spam" in the console. However, the trade occurs normally, and the item remains functional and complete when the players purchase one. All I had to do was use the command to give one to myself and place it into the ShopKeeper NPC's trade inventory.
You should be able to do much the same with whatever shop plugin you are using, as far as I have seen.
My purpose for using this would be to help players who are genuinely stuck, rather than as a safety net. As such, I'd like it to cancel if there is player movement/damage/interaction with other blocks/containers.
@Timsavage hey i got a question this plugin is cool and all, but how can i get it in shops and stuff? im confused, either than giving the play the thing?
I knew somebody would ask for that feature. :-) I've already been giving it some thought, and will likely add that in a future version. But I can already hear the screeching that will ensue when they lose their spawn star item because their friend hit them before they teleported...
A new version (1.3) has been uploaded that allows for optionally disabling the use of SpawnStar items in crafting recipes. There is also a new option to require shift-clicking to use, to prevent inadvertent use.
I've started looking at what it would take to prevent the use of the SpawnStar item in crafting recipes, so hopefully a future release will allow that to be disabled.
The spawnstar can, indeed, be used to make a beacon. On my server, I've changed the item to a feather, and renamed them "Phoenix Feather" using timsavage's provided functionality. :)
Can you add a warmup period as well? Or to have it execute a custom command instead (to have another plugin manage the teleportation)?
(I haven't tried it yet so it may already do this:) does the plugin consume the spawnstar when used? Does it prevent itself from being used to craft a beacon?
@timsavage
How about it will consume a star when they actually got teleported...
@timsavage
I'm assuming the warmup message is configurable?
@timsavage
I'll grab a clip of it and send it to you in a PM, when I'm able to log into my console a bit later. :) Whatever the errors are, they don't seem to have any actual effect on anything, so I hadn't really payed them much mind.
@Ceress
I'm glad to hear it is working with your shops plugin. I'd be curious to know the errors you are seeing, in case there is something I can change to fix that. Probably not though as the display name and lore set on spawn star items is just standard item meta data.
@The_PC_Tech_Guy
I will be adding an option to allow cancelling the teleport on player damage. It should be trivial to also have a setting for player movement. Checking for interaction with blocks is possible too, but I'm thinking those all should be separate settings, so server admins can choose how sensitive the teleport cancelling feature is.
Just be sure to make clear to your players what it is that will cancel teleports, as they will not be happy when they lose the spawn star item without being teleported.
@MedievalMinecrafters
I guess it really depends on the shop plugin you use. I've been using HyperConomy with HyperMerchant for a while now, because I like the dynamic pricing feature. HyperConomy has a feature that allows you to add a custom item to the economy by holding it and typing a command. I would assume other shop plugins, like chest shops, would differentiate items based on the custom meta data (display name, lore).
When I first wrote this plugin, HyperConomy didn't use the custom meta data to distinguish items. So I had a feature that allowed you to set a custom durability value or data value on the item. But having custom values in those fields now causes the minecraft client to display the item as a pink/black checkered cube, like it doesn't have a texture for it. Also, those fields would get reset at times with some items, so it wasn't totally reliable.
@MedievalMinecrafters
I currently use "ShopKeepers" for merchants on my server, and have had no problems with the designated NPC trading my SpawnStar item, aside from a little bit of "error spam" in the console. However, the trade occurs normally, and the item remains functional and complete when the players purchase one. All I had to do was use the command to give one to myself and place it into the ShopKeeper NPC's trade inventory.
You should be able to do much the same with whatever shop plugin you are using, as far as I have seen.
@timsavage
My purpose for using this would be to help players who are genuinely stuck, rather than as a safety net. As such, I'd like it to cancel if there is player movement/damage/interaction with other blocks/containers.
@Timsavage hey i got a question this plugin is cool and all, but how can i get it in shops and stuff? im confused, either than giving the play the thing?
@phantom147
I knew somebody would ask for that feature. :-) I've already been giving it some thought, and will likely add that in a future version. But I can already hear the screeching that will ensue when they lose their spawn star item because their friend hit them before they teleported...
Is there possible to cancel the teleport event when player got hit during the warm up? That will be more cool just like essentials /spawn.
A new version (1.3) has been uploaded that allows for optionally disabling the use of SpawnStar items in crafting recipes. There is also a new option to require shift-clicking to use, to prevent inadvertent use.
@Ceress
I like it! Phoenix Feather indeed.
I've started looking at what it would take to prevent the use of the SpawnStar item in crafting recipes, so hopefully a future release will allow that to be disabled.
The spawnstar can, indeed, be used to make a beacon. On my server, I've changed the item to a feather, and renamed them "Phoenix Feather" using timsavage's provided functionality. :)
@The_PC_Tech_Guy
Can you add a warmup period as well? Or to have it execute a custom command instead (to have another plugin manage the teleportation)?
(I haven't tried it yet so it may already do this:) does the plugin consume the spawnstar when used? Does it prevent itself from being used to craft a beacon?