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Spawn coords reset

Discussion in 'Help' started by Matthew, Apr 16, 2017.

  1. Matthew

    Matthew Baby Zombie

    Messages:
    167
    GitHub:
    matthww
    You might wanna read the first post. before replying :)
     
    HimbeersaftLP likes this.
  2. MalakasPlayzMC

    MalakasPlayzMC Spider Jockey

    Messages:
    37
    Download MagicWE, create a new world and copy the region you want to the cord you want in the new world
     
  3. Matthew

    Matthew Baby Zombie

    Messages:
    167
    GitHub:
    matthww
    I can't just copy a 10.000 x 10.000 blocks world with a worldeditor -,-
     
    HimbeersaftLP and Sandertv like this.
  4. MK500

    MK500 Slime

    Messages:
    77
    GitHub:
    markkrueg
    I've had a problem where my changed spawn point (using EssentialsPE) seems to reset to 256, 70, 256 also. What I did was immediately execute /save-all right after changing the spawn point. It then seemed to "keep".
     
  5. Matthew

    Matthew Baby Zombie

    Messages:
    167
    GitHub:
    matthww
    Did not work either
     
  6. MalakasPlayzMC

    MalakasPlayzMC Spider Jockey

    Messages:
    37
    Use MCEdit for PC worlds
     
  7. Matthew

    Matthew Baby Zombie

    Messages:
    167
    GitHub:
    matthww
    For now I made a small plugin that set's the spawnpoint to a specific coords!!

    For people that are interested in the code:
    PHP:
    <?php

    namespace Matthww\HCSpawn;

    use 
    pocketmine\event\Listener;
    use 
    pocketmine\math\Vector3;
    use 
    pocketmine\plugin\PluginBase;

    class 
    HCSpawn extends PluginBase implements Listener
    {

        public 
    $prefix "§l§8[§r§cHC§l§8] §r§c";


        public function 
    onEnable()
        {
            
    $this->getServer()->getPluginManager()->registerEvents($this$this);
            
    $targetLevel $this->getServer()->getLevelByName("world");
            
    $targetLevel->setSpawnLocation(new Vector3(21771, -96));
            
    $this->getLogger()->info($this->prefix "Setting new HC spawn point!");
        }
    }
     
    HimbeersaftLP likes this.
  8. jasonwynn10

    jasonwynn10 Moderator Poggit Reviewer

    Messages:
    1,489
    GitHub:
    jasonwynn10
    The fastest way that worked for me was to just delete all the files in the region folder. Any corrupted chunks will change the spawn to an area where the player won't immediately load the corrupted chunks
     
  9. HimbeersaftLP

    HimbeersaftLP Fish

    Messages:
    2,402
    GitHub:
    HimbeersaftLP
    Uhmmm, wouldn't that remove all building too?
     
    Awzaw and Sandertv like this.
  10. jasonwynn10

    jasonwynn10 Moderator Poggit Reviewer

    Messages:
    1,489
    GitHub:
    jasonwynn10
    It only removes any custom tile data and entities
     
  11. Awzaw

    Awzaw Zombie Pigman Poggit Admin

    Messages:
    726
    GitHub:
    awzaw
    Removing the files in the region folder deletes all the builds, generated terrain and everything else... are you sure that's what you mean?!
     
    XdmingXD, Sandertv and HimbeersaftLP like this.
  12. HimbeersaftLP

    HimbeersaftLP Fish

    Messages:
    2,402
    GitHub:
    HimbeersaftLP
    No, it removes every block, entity and title, the only things that stays are the seed, world name and other metadata from the level.dat file
     
    Jack Noordhuis and Sandertv like this.
  13. jasonwynn10

    jasonwynn10 Moderator Poggit Reviewer

    Messages:
    1,489
    GitHub:
    jasonwynn10
    Weird, that doesn't happen for me
     
  14. XdmingXD

    XdmingXD Baby Zombie

    Messages:
    158
    GitHub:
    xdmingxd
    Did you turn off auto save?...
     
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