https://github.com/cyberpwnn/Wormholes/-Redacted-/master/resource/image/spigot/b/docs.png?raw=truehttps://github.com/cyberpwnn/Wormholes/-Redacted-/master/resource/image/spigot/b/bugs.png?raw=truehttps://github.com/cyberpwnn/Wormholes/-Redacted-/master/resource/image/spigot/b/discord.png?raw=true
https://github.com/cyberpwnn/Wormholes/-Redacted-/master/resource/image/spigot/page/page-2.png?raw=true
Requires ProtocolLib
Features
Note on Performance
Keep in mind that wormholes project blocks and entities. This can cause an impact on servers depending on how many portals there are, how many players are looking through them, and the portals surroundings. It would not be wise to install wormholes with a server with less than 10mbit/s uplink since wormholes sends bulk block change packets. However, you can simply turn off block projections to still use the plugin without an issue.
Additionally, clients calculate their own lighting, this means that if a block is placed with no source block below it, each client that sees that block change will calculate lighting. This is the same effect as removing a block from a high place with no source block. When designing a place for a portal to be set up, ensure that there are source blocks (such as the ground) underneath the portal that goes down without empty air space. This ensures that clients will not be calculating a ton of unnecessary lighting.
Also, please keep in mind that portals don't have infinite depth, if you set up a portal in an open area, you will be able to see behind the placed blocks (review screenshots above in desert). Projecting further is a large goal for the future, however keep in mind that portals cannot simply project onward to infinity without a cost of performance. You can increase the radius, however there is a limit to how far you can go without affecting performance.
Additional Information
Wiki & Documentation: https://github.com/cyberpwnn/Wormholes/wiki
Getting Started: https://github.com/cyberpwnn/Wormholes/wiki/Getting-Started
Idea/Bug Tracker: https://github.com/cyberpwnn/Wormholes/issues
Knowledge Base: https://volmit.com/docs/?epkb_top_tab=wormholes
Permissions: https://volmit.com/docs/permissions/
Discord Group (Fastest Support): https://discord.gg/DwbxYwh
https://github.com/cyberpwnn/Wormholes/-Redacted-/master/resource/image/spigot/page/page-2.png?raw=true
Requires ProtocolLib
Features
- Portal system based on "links" defined by colored block combinations (wool, stained clay, terracotta, stained glass and concrete blocks)
- Portals transport players and entities (if configured to do so), carrying velocity and adapting the direction you looked.
- Portals work across servers, worlds or even in the same world with no compromises.
- Portals project blocks of the destination area, correctly rotating block positions no matter the entry or exit facing direction of portals.
- Portals allow all directions including vertical portals
- Portals are created and managed without using a single command, simply light the portal on fire with flint and steel as you would with a minecraft portal.
- Portals can be managed (and configured) by right clicking one of the four colored blocks. Simply use your mouse wheel to scroll through the menu, and walk away to exit the menu.
Note on Performance
Keep in mind that wormholes project blocks and entities. This can cause an impact on servers depending on how many portals there are, how many players are looking through them, and the portals surroundings. It would not be wise to install wormholes with a server with less than 10mbit/s uplink since wormholes sends bulk block change packets. However, you can simply turn off block projections to still use the plugin without an issue.
Additionally, clients calculate their own lighting, this means that if a block is placed with no source block below it, each client that sees that block change will calculate lighting. This is the same effect as removing a block from a high place with no source block. When designing a place for a portal to be set up, ensure that there are source blocks (such as the ground) underneath the portal that goes down without empty air space. This ensures that clients will not be calculating a ton of unnecessary lighting.
Also, please keep in mind that portals don't have infinite depth, if you set up a portal in an open area, you will be able to see behind the placed blocks (review screenshots above in desert). Projecting further is a large goal for the future, however keep in mind that portals cannot simply project onward to infinity without a cost of performance. You can increase the radius, however there is a limit to how far you can go without affecting performance.
Additional Information
Wiki & Documentation: https://github.com/cyberpwnn/Wormholes/wiki
Getting Started: https://github.com/cyberpwnn/Wormholes/wiki/Getting-Started
Idea/Bug Tracker: https://github.com/cyberpwnn/Wormholes/issues
Knowledge Base: https://volmit.com/docs/?epkb_top_tab=wormholes
Permissions: https://volmit.com/docs/permissions/
Discord Group (Fastest Support): https://discord.gg/DwbxYwh
Only 1.12.x
Ty