• 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»

    There was a bug, fixed in 1.12.2, preventing Ruins from recognizing minecraft:air as a legitimate block ID. Since you're running a version without that fix, you'll need to replace all occurrences of minecraft:air in your templates with simply air. That should eliminate the errors.


    Note for all other blocks, the minecraft: domain works fine, so you only need to remove it from air blocks. For example, stone and minecraft:stone are both valid and interchangeable. Just not air.


    Ah, gotcha. Can do!

    Thank you very much!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)

    I'm running Ruins on my 1.7.10 server, and every now and then I see something like this:

    [03:32:26] [Server thread/INFO] [STDERR]: [atomicstryker.ruins.common.RuinTemplateRule:doSpecialBlock:677]: Ruins Mod could not determine what to spawn for [minecraft:air] in Ruin template: JG_Sphere_Cave_31_1v7v10.tml

    It tends to spam the console until the server crashes.

    My searches are not yielding any results.

    Anybody have any idea what's going on there and/or how I can prevent it?

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Hi all,


    I'm running the latest Forge 1.14.4 with the most recent Ruins update.

    The mod does not set itself up properly, but I've put the appropriate files in config, and I see the default set in the generic folder.

    Ruins.txt has generated in the world folder, as has RuinsPositionsFile.txt (though it is blank).


    In a fresh world, all I'm seeing are blank spaces in the terrain where it seems like Ruins tried to generate something.

    SP & MP server logs all indicate "Faulty Template name" for every template.


    There are quite a few people on the CurseForge page talking about similar issues, but they don't seem to have found a resolution.


    Thanks in advance!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from Jordan_Peacock»

    The best I can offer there is that if I could get a list of biomes you DO use, and which version of MC/Ruins you're using (1.7.10, 1.8, etc.), I could work on going through and making a version of the templates with a trimmed-down biomesToSpawnIn list. (Oh yeah, and it'd also help if I could find out whether you'd want the Command Block templates or for some reason you need all Command Blocks excluded. That was an issue a while back, hence my splitting of my templates into "CB" and "NOCB" versions. The "peaceful"/"adventure" split is because some folks just want a few decorative elements added to the landscape -- no monster spawners or traps.)

    Under normal circumstances, there's no harm in listing nonexistent biomes (in any given modpack installation), so I err on the side of inclusion. Any time my friends set up a new modpack server, if there's some new biome I hadn't encountered before, I try to "populate" it by adding that biome name to whatever templates seem appropriate, since we don't go with the "generic" biome templates. This is the first I've ever heard of that causing a problem.

    Thank you so much, Jordan! That's extremely helpful of you and I appreciate it. However, I don't think it's necessary.
    I'm currently using 1.7.10 Adventure NOCB and I'm really liking this set.
    Other than a couple minor odd issues, I think I've hacked it all into cooperation. haha

    It totally makes sense to err on the side of inclusion, and indeed it shouldn't ever cause a problem, if things are functioning properly.
    What we found is that there's a bug in the Arcana RPG mod that results in three biomes with no proper names.
    When it comes to Ruins' functionality, this causes any templates with nonexistent biomes to not load properly.
    My understanding is that as it traverses the biome array looking for each one, it hits the null biomes and freaks out, as intended.
    I think I know what's wrong with Arcana RPG, but it's not open source, and modifying it would be somewhat cumbersome as far as I can tell.
    On the bright side, its config allows me to assign IDs to the biomes, so I just stuck them at the end of the list.
    I then just modified the Ruins FileHandler so that it stops looking for biomes right before the end of the array.
    It seems to be working! No more errors when a template has a nonexistent biome in its list, and all templates seem to be loading. Confirmed via RuinsPositionsFile.txt and a good deal of TPing.

    I have yet to modify your templates by hand to match my available biomes, but between your default biomesToSpawnIn lists (as they match my biomes), Ruins' generics and more, and quite a few structures being created by Recurrent Complex, our world is pretty active with a lot to do!
    I'll probably sit down this week and tweak the biomesToSpawnIn lists a bit.

    Again, thank you! If I do need any help I'll let you know.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»

    ... As a potential workaround, remove all nonexistent biome names from every template's biomesToSpawnIn list...


    Welp, despite working perfectly, that got old fast. I loaded in Jordan_Peacock's Adventure templates, wherein he included a LOT of biomes that don't exist in my world, which was turning into a huge amount of work. I got tired of manually finding & removing them pretty quick. I actually just ended up modifying the Ruins FileHandler class to dodge the last three biomes in the biome array. Being that I was able to stick those null biomes at the end of the array, it worked exactly as intended.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»

    @xorange: Just to be on the safe side, then, I'd change the biome ID assignments in the Arcana RPG config file so that the three unnamed biomes (apparently Sunset_Biome_Id, Montane_Biome_Id, and Herobrine_Dungeon_Biome_Id) are higher than all the rest. Unless you're making templates specifically for Arcana biomes, though, it doesn't really matter.


    Certainly couldn't hurt! Done!
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from xorange»

    Is there any way I can inventory biomes? Maybe a mod that generates a report? I'm curious about those mystery biomes.


    Welp, I found the Anti ID Conflict mod, which revealed this about the Arcana RPG biomes:

    250 is Occupied by null (com.gibby.dungeon.gen.BiomeSunset)
    251 is Occupied by Crystallium Spikes (com.gibby.dungeon.gen.BiomeCrystal)
    252 is Occupied by null (com.gibby.dungeon.gen.BiomeSunset)
    253 is Occupied by Crystallium Plains (com.gibby.dungeon.gen.BiomeCrystalliumPlains)
    254 is Occupied by Midight (com.gibby.dungeon.gen.BiomeMidnight)
    255 is Occupied by null (com.gibby.dungeon.gen.BiomeSunset)

    Sigh. Looks like a silly mistake to me.

    On the bright side, I've confirmed the IDs of the null biomes.


    (Incidentally, also found some BoP biome IDs that were in conflict with Lots o Mobs, which I was able to resolve.)

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from QuarterAnimal»

    @xorange: I think you're on the right track. As a potential workaround, remove all nonexistent biome names from every template's biomesToSpawnIn list and see if that gets you past the first bunch of "problem loading the file" errors. Unfortunately, there's no guarantee that'll work, but it's the best you can do without changing the mod's code. There's a pretty good chance it will, though.


    So far so good! Using this method I've resolved the issues with those 6 templates from the default set. Now I'm just down to those last three warnings, which, as you suggested, I won't worry about.

    Now I'm going to embark on loading up some other sets, such as Gillymoth's, and see how that goes.
    Quote from QuarterAnimal»

    Technical details: Whether this workaround is successful or not depends on the IDs (integers) assigned to the three unnamed biomes, relative to all named biomes. If their ID values are higher than any biome listed in a template's biomesToSpawnIn list--and they probably are--it'll find a matching name before it ever encounters the problematic unnamed biomes, since the biome registry is scanned in ID order. Crisis averted! When the list contains a nonexistent biome name, however, the mod has to scan the entire registry before it knows that name can simply be ignored...thus one of the unnamed biomes will inevitably be hit, triggering the error. If removing nonexistent biome names from biomesToSpawnIn lists doesn't work, you'll have to either additionally remove any biomes with higher ID values from the lists, or reassign biome IDs. Yuck.


    Incidentally, the coral reef and kelp forest biomes come from Biomes O' Plenty; I presume you're using that mod. Oceanic abyss was also a BoP biome, but removed around the time the vanilla deep ocean biome was added. It looks like ocean oil field is added by a mod called BuildCraft. Ordinarily, having nonexistent biome names on biomesToSpawnIn lists (because you're not using certain other mods) isn't a problem--they'll just be ignored. The unnamed biomes, though, are causing the trouble, as AtomicStryker said.


    Thanks for the details! That's very interesting. I see exactly what you're saying.
    So, for the record (and in case it helps), here's Arcana RPG's config file:

    # Configuration file
    
    biome {
        I:Crystal_Biome_Id=251
        I:Crystallim_Plains_Biome_Id=253
        I:Herobrine_Dungeon_Biome_Id=255
        I:Midnight_Biome_Id=254
        I:Montane_Biome_Id=252
        I:Sunset_Biome_Id=250
    }
    
    
    "data watcher" {
        I:MagicWatcherId=20
    }
    
    
    dimension {
        I:Crystal_Dimension_Id=-20
        I:Crystallium_Plains_Dimension_Id=-22
        I:Herobrine_Dungeon_Dimension_Id=-24
        I:Midnight_Dimension_Id=-23
        I:Montane_Dungeon_Dimension_Id=-21
        I:Sunset_Dimension_Id=-15
    }
    
    
    enchantment {
        I:Frost_Blade=76
        I:Legendary=75
        I:Magic_Blade=73
        I:Magic_Protection=70
        I:Quake_Blade=78
        I:Vampiric_Blade=79
        I:Void_Blade=72
        I:Void_Protection=71
        I:Wind_Blade=77
        I:rare=74
    }
    
    
    generation {
        B:Generate_Mega_Dungeons=true
        B:Generate_Nether_Dungeons=true
        B:Generate_Sapient_Castles=true
        B:Generate_Tavern=true
        B:Generate_Tree_Fort=true
        B:Generate_Village=true
    }
    
    
    "gui(bar)" {
        I:Magic_Bar_X_pos=200
        I:Magic_Bar_Y_poz=10
    }
    
    
    other {
        B:Easy_Mode=false
    
        # How commonly overworld mob enemies spawn, as a percent [range: 1 ~ 300, default: 100]
        I:Enemy_Spawn_Factor=100
    
        # How commonly overworld structures spawn, as a percent [range: 1 ~ 300, default: 100]
        I:Structre_Spawn_Factor=100
    }
    
    
    "potion effect" {
        I:Antigravity=55
        I:Crystallium_Blessing=57
        I:Imbalance=58
        I:Inflame=53
        I:Magic_Boost=51
        B:Potion_Effect_Particles=true
        I:Regrowth=52
        I:Shadow_Aura=56
        I:Shock=50
        I:Storm=54
        I:Sunspot=59
        I:Vulnerability=60
    }

    So there is a list of biome's, and I can even change IDs. However, as far as I understand it, the mod seems to be creating biomes that it isn't giving names to, thus also not putting in the config file. I can't manipulate the IDs because they're not in the config, and I can't give them names because I can't modify the mod's code.


    The way Ruins is behaving makes perfect sense. Arcana adds a lot of content to our modpack, so I plan on keeping it. I wish it weren't causing an issue. It looks like my only option is to continue manually managing the biomesToSpawnIn entry in each template that uses it. That's actually really not that bad as long as it keeps working. Being that Arcana has the biome ID's set at the upper end of the range, I'm hopeful that the unnamed biomes are something like 247, 248, & 249.

    Is there any way I can inventory biomes? Maybe a mod that generates a report? I'm curious about those mystery biomes.


    I am indeed using Biomes O' Plenty. I believe I'm also using a few other mods that create new biomes as well. I'm probably lucky I'm not having more issues than this. lol

    In case anyone is curious (or it's pertinent), here's our full mod-list for this pack:

    Animals+
    Arcana RPG
    Baby Animals Model Swapper
    Baby Mobs
    Backpacks
    Better Achievements
    Biomes O’ Plenty
    Blocklings
    Cooking for Blockheads
    DefaultMobPack (For Familiars API)
    Doggy Style
    DrZhark’s Mo’Creatures Mod
    Dungeon Pack
    Dynamic Lights
    Dynamic Surroundings
    Elemental Witches Mod
    Emotes
    Enchanting Plus
    Ender Zoo
    Exotic Birds
    Extended_Villages
    ExtendedFamPack (For Familiars API)
    Extra Golems
    Familiars API
    FastCraft
    FloatingRuins
    Hats
    HatStand (For Hats Mod)
    Headcrumbs
    Inventory Pets
    JourneyMap
    Just a Few Fish
    Loot Bags
    Loot++
    LotsOMobs
    Lucky Block
    Malisis’ Doors
    MobDismemberment
    Morph
    MrCrayfish’s Furniture Mod
    Natura (WorldGen companion to Tinkers’ Construct)
    Nether Ores
    Not Enough Items
    ObsTrophies
    Pam’s Harvest the Nether
    Pam’s HarvestCraft
    Pam’s Simple Recipes
    Pandora’s Box
    Plant Mega Pack
    Platforms
    Pokeball
    Primitive Mobs
    Project Zulu
    Recurrent Complex
    Reptile Mod
    Roguelike Dungeons
    Rope Bridge
    Rotten Flesh to Leather
    Ruins
    Sophisticated Wolves
    Sound Filters
    Special Mobs
    Spiral Lucky Blocks (Add-on to Lucky Blocks mod)
    Streams
    Tinkers’ Construct
    Torched
    Treecapitator
    Waila
    CaveBiomes
    
    Core Mods/APIs/Librarys/Dependencies, etc.
    Bookshelf (For Enchanting Plus)
    bspkrsCore (For FloatingRuins and Treecapitator)
    CodeChicken Core (For Not Enough Items)
    CoFH Core (For Nether Ores)
    Farseek (API for Streams)
    Grim3212 Core (For Pokeball)
    iChunUtil (For iChun’s mods: Hats, Morph, Mob Dismemberment, etc.)
    IvToolkit (For Recurrent Complex and Pandora’s Box)
    Mantle (For Natura and Tinkers’ Construct)
    MalisisCore (For Malisis’ Doors)
    ObsCore (For ObsTrophies)
    ShetiPhian Core (For Platforms)
    TextureGeneratorLib (For CaveBiomes)
    WTFCore (For CaveBiomes)

    It's probably worth noting that I did of course test this issue with Ruins extensively (i.e. without all other mods loaded, with some of the mods loaded), and can duplicate the issue with only Ruins and Arcana RPG installed.


    For what it's worth, I love Ruins! I think this is an awesome mod, and if I run into an insurmountable incompatibility with another mod, the other one will have to go. My goal in troubleshooting this issue has been very specifically to ensure that I'm able to get the most out of Ruins.


    I appreciate everyone's help!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Thanks for your help!

    Quote from Gillymoth»

    @xorange, if by chance the only templates that cause this are in the "Generic" folder in the mods/resources/ruins filepath, then a solution would be to pick up one of the extra sets of templates, as the extra sets have extensive content in specific biomes, enough that the content in the generic folder could be omitted. This is just a guess though, but the above filepath in the 1.7 version of Ruins would give access to the structure content so you could find any correlations with which folders a structure originates in that also runs into the null biome name from the mod you mentioned.


    The problematic templates (in the default set) are actually located in the ocean & jungle folders. It doesn't seem to be a path related issue (though I did initially investigate that), but that's a very good alternative solution for me to keep in mind!
    Quote from Gillymoth»

    ...a basic Guide for creating templates as shown in an above post...


    That's something I've been looking for! Thanks, I'll look through your old posts!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from xorange»

    That said, it seems like my best chance at getting things to work properly is by attempting to bypass Arcana's bad behavior.

    Well, I may have found at least a partial work-around for individual templates, though I don't know if it's ideal, and I haven't finished testing.


    shipwreck.tml is one of the templates that won't load.

    This template includes the line:

    biomesToSpawnIn=ocean,deep ocean,kelp forest,ocean oil field,oceanic abyss,coral reef

    I don't yet understand how Ruins generates it's ruins.txt file, or how it knows what biomes to put there. I assume it inventories the other mods that are present and inserts a config line for each biome, or something similar. Presumably at some point in this process the "unnamed" biome added by Arcana causes a problem.

    Anyway, for whatever reason, ruins.txt does not contain "ocean oil field", or "oceanic abyss." I don't know where those biomes come from, so I don't know if they should be there or not.

    Nevertheless, if I change the line in shipwreck.tml to read...

    biomesToSpawnIn=ocean,deep ocean,kelp forest,coral reef

    ...then shipwreck is no longer present in ruins_log.txt, and the shipwreck does indeed load in the biomes indicated in that line.

    As far as I can tell, this may be the manual solution to get the problem templates to load, despite Arcana RPG's influence.


    I don't know what I'll do when I get here:

    There was an error when loading the null ruins templates:
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:256)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)

    ...as that seems pretty ambiguous. But I'll cross that road when I get to it.


    Feedback is welcome!

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from AtomicStryker»

    That crash is caused by a mod biome registered which has no "name". Ruins needs biomes to have names.


    Thank you for your response! Good to know the reason why this happens.
    Quote from AtomicStryker»

    No i won't fix it.


    I...I wasn't actually going to ask you to. I had actually assumed it was more an issue with Arcana RPG, as it seems is the case.

    That said, it seems like my best chance at getting things to work properly is by attempting to bypass Arcana's bad behavior.

    Can you give me any hint as to why the crash only occurs with a handful of templates, and loads the rest just fine?
    Is there any way I can modify the templates or perhaps the ruins config to avoid this nameless biome?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from noswanson1982»

    One thing I noticed is that Arcana RPG adds in its own structures. If it alters the way the game renders chunks, it may affect the abilities of other mods (like Ruins Mod) to generate stuctures. Ruins mod works well with a mod like Millenaire, for example, because Millenaire generates the structures post render (like they appear dynamically during game play. With Ruins, they are generated in a manner more akin to how villages are generated, so they are already in the world when you load the chunk. If Arcana RPG does that the same way, there may be a conflict causing Ruins to not function correctly. I wouldn't know of any solutions as I have never played with the Arcana RPG mod myself or done any experimentation with it, but I'm wondering if that is what is going on. If THAT is what is going on, however, there may be no way to make them work well together. If it is something else, then I'm not sure what.

    Good info! Thanks!
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.14.3] Ruins (Structure Spawning System)

    Hey all,


    I'm having an issue that I hope someone might be able to help me with.

    I'm trying to run Ruins along with Arcana RPG on a 1.7.10 server, and the combination is causing a problem with Ruins.

    Ruins-1.7.10.jar & Arcana RPG 1.6.2-1.7.10.jar with Forge Mod Loader version 7.99.40.1614 for Minecraft 1.7.10

    Ruins.txt is default. This problem only occurs with Arcana RPG. If I remove Arcana, Ruins functions properly.

    I've been hunting and hunting for a way to fix it.

    I realize this is old MC, old versions of the mods, and there's little support for Arcana RPG, but I'd really like to determine if there's a way to fix this.

    Has anyone else come across this issue??

    Thanks in advance!


    ruins_log.txt follows:

    There was a problem loading the file: SunkenShip-v2.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: SunkenShip-v3.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: shipwreck.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: JungleThroneWood.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: JungleTreePlatform_edit.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was a problem loading the file: JungleTreePlatform.tml
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.addRuins(FileHandler.java:424)
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:260)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was an error when loading the null ruins templates:
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:256)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was an error when loading the null ruins templates:
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:256)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    There was an error when loading the null ruins templates:
    java.lang.NullPointerException
    	at atomicstryker.ruins.common.FileHandler.loadSpecificTemplates(FileHandler.java:256)
    	at atomicstryker.ruins.common.FileHandler.access$500(FileHandler.java:21)
    	at atomicstryker.ruins.common.FileHandler$LoaderThread.run(FileHandler.java:137)
    
    Loading excluded list from: /var/games/minecraft/servers/Modded_Survival/TestWorld
    No exclusions found for this world.
    
    Loading options from: /var/games/minecraft/servers/Modded_Survival/TestWorld
    tries_per_chunk_normal = 6
    chance_to_spawn_normal = 10.0
    templateInstancesMinDistance = 256.0
    anyRuinsMinDistance = 64.0
    Ruins mod loaded successfully for world ./TestWorld, template files: 26
    Posted in: Minecraft Mods
  • 0

    posted a message on Can someone describe this plugin configuration?

    Thanks a lot for your reply! I was actually just looking at BattleArena today, but I wasn't sure if it was what I needed. I'll take your advice and check it out more. I'll also check out your server and see how you have it set up.

    Posted in: Server Support and Administration
  • 0

    posted a message on Can someone describe this plugin configuration?

    Hi there, I'm hoping that if I can properly explain what I mean that someone can explain what plugin (or plugins) are involved in this setup. I've done a good deal of research, but I'm having trouble finding the answer.


    Behavior example: Player joins PVP server and is automatically placed in new game. If all games are full, player may spectate and/or some countdown is implemented until a new game starts. When game has finished, player is brought back to hub, or placed into waiting queue.


    Server examples (similar but somewhat different behavior): skywars.com, mi.tallcraft.com


    I feel like I have a reasonable understanding of multiple worlds and portals (like the Skywars.com portal), but I don't understand the queuing, load balancing, countdown aspect of what is going on here. Is there one plugin that can handle the majority of this, or some combination of plugins? It would appear that the plugin needs to know which worlds are PVP worlds to utilize, what the trigger is that indicates a game has completed, what to do with players when games are full, whether there is a hub or not, how to implement spectator mode if applicable, etc.


    Thank you!

    xorange

    Posted in: Server Support and Administration
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