Multiverse-NetherPortals

Multiverse-NetherPortals

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Mobs not moving through Nether Portals

rpvernon opened this issue ยท 20 comments

commented

When I push a mob through a nether portal, it disappears, but does not appear in the world on the other side.

commented

I have verified this issue effects mobs and items. I'm using a world and it's normal _nether and this is occurring. Prior to using multiverse, this issue did not occur in the same set of worlds. This does not seem to be a server issue.

commented

As a side note, I have the following information:

  1. The portals work as intended when going between the primary world and its Nether.
  2. The portals do not seem to work between any of the secondary worlds and their Nethers.
  3. The success does not depend on whether a player is waiting on the other side.
commented

Followup: Apparently, when pushing mobs through a portal in one of the secondary worlds, it appears in the nether of the primary world instead.

commented

Then this is most likely a CraftBukkit bug. As far as I know, mobs passing through portals is now vanilla behavior and probably, the Bukkit team just didn't notice that that portion of the code is incompatible with secondary worlds when they applied their changes to the vanilla server in the recent CraftBukkit update.

commented

Can Confirm as well using build 699

commented

I am having this issue as well. Is this fix not included in the newest version or did it break again?

commented

Waester's fix is working. Can anyone merge the fix into master branch?

commented

I can't even find this Waester or his fix. And I'm definitely having problems with this.

commented

Weaster's fix sounds great, but all of the downloads aren't .jar files. I have no programming knowledge outside of web design. How may I add those fixes to my current jar or download a jar with those fixes in? Any help appreciated, as I am desperate to fix this.

commented

Anything new on this? I'm running CraftBukkit git-Bukkit-1.7.2-R0.2-b2974jnks (MC: 1.7.2) (Implementing API version 1.7.2-R0.2); this is what /version gives me.

Mobs getting through secondary worlds' portals spawn in the correct position in the primary world's Nether.

Any idea what might cause this?

commented

Looks like Waester's fix is working. Can someone else try it and confirm this?

commented

all these issues being referenced since 2016 - guessing there is a command/config fix for this?

commented

Any progress on this? As far as I can tell this is still a problem in the recent builds

commented

I was able to get entity travel partially working using the build from #156 (comment). (Thank you for that, btw, it's certainly better than it not working at all!)

Here's the issue I'm still experiencing with my NORMAL and NETHER multiverse worlds that are both linked to each other: if an origin portal is created in one dimension in close enough proximity that it pairs with an existing player-created destination portal, entities are unable to use the destination portal to travel back out to any linked portal. (Tested several times using fresh spawn eggs in creative.) Not at all familiar with nether portal code, but I'm guessing it may have to do with some missing tags/config that only gets created when one of the portals is "force spawned."

Here's the specific scenario in which it seems to work consistently:
In one dimension, create an origin portal in an area where stepping through it forces the generation of a brand new destination portal in the destination dimension. (I.e., there can't be any active portals in the destination dimension close enough for it to link to. It has to "force spawn" a new portal.) This seems to allow mobs to travel from either end portal to the other.

For example, to move mobs from the overworld into the nether and back out into another location in the overworld, 2 pairs of portals must be used, and both must have their other-dimensional-counterparts freshly generated from the player stepping through them. This makes it tricky to link 2 established locations, because at least 2 of the portals linking the locations together will end up in random spots. (A small workaround I found is that players can sort of control the height at which portals spawn in, by destroying a naturally generated destination portal, filling in the blocks it spawned in, /mvtp'ing back to the origin portal, and traveling through it to re-generate the destination portal at the next highest available empty block space.)

/version reports This server is running CraftBukkit version git-Spigot-b5a13e6-927200a (MC: 1.16.2) (Implementing API version 1.16.2-R0.1-SNAPSHOT)

Running these mods:

NoSpawnChunks.jar
LuckPerms-Bukkit-5.1.98.jar
CustomTime-2.0.jar
Multiverse-Core-4.1.0.jar
Slack.jar
Dynmap-3.1-beta-3a-spigot.jar
dynmap-structures-2.3.0-all.jar 
Multiverse-Inventories-3.0.0.jar
worldedit-bukkit-7.0.1.jar
Multiverse-NetherPortals-4.1.1.jar
worldguard-bukkit-7.0.0.jar
Multiverse-Portals-4.0.0.jar
commented

So when will this be fixed?

commented

Apparently after all these years, this issue still has not been fixed...

commented

Would be awesome if this would get fixed someday :(

commented

I'll take a look at this soon.

commented

It appears that only player teleporting has been implemented and all other entities are blocked out of safety. One could probably refactor the function to teleport the player to also allow other entities through. It appears the plugin has to re-implement a lot of portal functionality so it would be best to try and use the same code as for the player.

I'm finishing up some other plugins but I can help you out if you need it @nicegamer7

commented

Thanks @pmdevita. Originally, I thought the same thing. But that turned out not to be the issue, see #156 for what was wrong.