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Edit Nether and End too #8

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minetonight opened this issue Apr 8, 2014 · 7 comments
Open

Edit Nether and End too #8

minetonight opened this issue Apr 8, 2014 · 7 comments

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@minetonight
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Hi,

Very nice project I found today. Do you think it can be good if we can modify other world in bukkit servet too? I checked the code that takes the first world on the server, and I wonder how could we dynamically get the world the player is in and load it by name maybe?
If you see that feasible, I would create a patch for you, maybe.
Cheers and awaiting response

@martinohanlon
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It sounds feasible. I would be tempted to add a new command, something along the lines of world.select(). Passing 0,1,2 for Overworld, Nether, End, and have RaspberryJuice change the world that way.

@zhuowei
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zhuowei commented Apr 9, 2014

Maybe don't pass in an id, but pass in the world name? I know Bukkit supports multiworld, and so a limited number of IDs might not be a good idea.

@minetonight
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How about player.getWorld() too. Imagine the https://github.com/brooksc/mcpipy/blob/master/stuffaboutcode_bridge.py example.
The best scenario is that code to work in the current world of the player, either implicitly or by series of calls:
world.select(player.getWorld())
mc.setBlock(x, y, z, id)

@martinohanlon
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Sounds good.

@forlorn1
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forlorn1 commented Aug 4, 2014

This would be exceptionally useful in multiverse based servers. Currently testing on my own Spigot Mulitverse2 server and all blocks are created in the world 'world' regardless of what world the player is in.

I've also noticed that Multiverse does something to the origin point/spawn point. If I get the player position in a MV world, I get back different numbers than the the client displays with the F3 toggle. I assume its a constant offset, and I remember seeing something in the server logs when adding MV-Core, but I haven't had time to test.

@minetonight
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@forlorn1 - the second part is not a bug. The offset is due to the fact that point (0, 0, 0) is at world spawn, not at MC's (0, 0, 0). And that is part of Raspberry Pi implementation, not MV.

@nicerman1
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I think this multiworld feature would be very useful. Has anyone tried to implement this? (I know the last comment on this was all the way back from 2015 lol). If no one has, I might try to give it a shot. I'd go with @minetonight method of just adding a getWorld and setWorld command, to be able to set an "active" world, where this plugin actually operates for manipulations like setting blocks or teleporting for example.

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