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Need recommendations for HUB configuration without velocity/bungeecord

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Miniature Bull Terrier posted this in #questions
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Miniature Bull TerrierOP
Objective: I want a hub world where players always spawn on login and when using /spawn. I’ve tried Multiverse-Core, Multiverse-Inventories (for last_location), and Multiverse-Portals, but that’s where the issues start.

Problem:
With Multiverse, I can import worlds, set per-world spawns, and make portals just fine. But jumping between worlds doesn't respect the player's last location. For example, teleporting via /mvtp world takes you to world spawn, not where you last were. Same for /home, /warp, or /rtp—the first teleport always sends you to world spawn. Only once you're in that world and reissue the command does it go to the correct spot.

Workarounds I’ve Tried:

Used an RTP plugin with delay and paired it with MyCommands to simulate two-step teleports (/mvtp world, then /rtp). It works but feels hacky.

Added delays for /home and /warp the same way—still clunky.

Despite these fixes, teleporting to Nether/End and logging out resets the location. On relogin, players return to hub, with no way to return to the Nether/End location. Going back via /mvtp just puts them at entrance of the nether portal in the overworld—which is their last_location of the overworld.

Other Plugins I’ve Considered:

MyWorlds was recommended but has outdated dependencies and won’t run.

PhantomWorlds only helps with linked portals, not remembering player locations—/pw teleport world sends players to spawn, not where they left off.

Main Question:
Is there any way to achieve this (hub spawn on login, world-specific last locations for return) using just plugins on a single server—no Velocity, Bungee, etc.? I’m hosting this from home and want to avoid overloading it with multiple instances.

Thanks in advance for any advice!
@Miniature Bull Terrier Objective: I want a hub world where players always spawn on login and when using /spawn. I’ve tried Multiverse-Core, Multiverse-Inventories (for last_location), and Multiverse-Portals, but that’s where the issues start.

Problem:
With Multiverse, I can import worlds, set per-world spawns, and make portals just fine. But jumping between worlds doesn't respect the player's last location. For example, teleporting via /mvtp world takes you to world spawn, not where you last were. Same for /home, /warp, or /rtp—the first teleport always sends you to world spawn. Only once you're in that world and reissue the command does it go to the correct spot.

Workarounds I’ve Tried:

Used an RTP plugin with delay and paired it with MyCommands to simulate two-step teleports (/mvtp world, then /rtp). It works but feels hacky.

Added delays for /home and /warp the same way—still clunky.

Despite these fixes, teleporting to Nether/End and logging out resets the location. On relogin, players return to hub, with no way to return to the Nether/End location. Going back via /mvtp just puts them at entrance of the nether portal in the overworld—which is their last_location of the overworld.

Other Plugins I’ve Considered:

MyWorlds was recommended but has outdated dependencies and won’t run.

PhantomWorlds only helps with linked portals, not remembering player locations—/pw teleport world sends players to spawn, not where they left off.

Main Question:
Is there any way to achieve this (hub spawn on login, world-specific last locations for return) using just plugins on a single server—no Velocity, Bungee, etc.? I’m hosting this from home and want to avoid overloading it with multiple instances.

Thanks in advance for any advice!
Asian black bear
I’ve done this before on a 1.8.8 server (ages ago).

BUT I highly recommend simply allocating 1GB to a Velocity instance and 1GB to a Hub. It’s really meant for this.

I know you have reservations with running multiple instances, but the functionality you’re describing is (IMO) best solved using Velocity.
Miniature Bull TerrierOP
Sounds like this is the way. Is 1gb really enough per server? I have only the 1 server running with 6gb allocated. But I’m also running services on my server like jellyfin and plex for media streaming’s not sure if I have enough system resources. Either way, sounds like it’s time to experiment with it. Thanks
Miniature Bull TerrierOP
Does this mean that all servers will be running on same domain, but different port? Similar to how my dockers run on my unraid server?
I use playit.gg
Also use duckdns for jellyfin/jellyseer
I allocated crafty-4 2 cores as its only a 6 core processor, but soon I’m switching over to my old Ryzen CPU with 8 cores 8 threads, so hoping performance will be good
Also eventually upgrading from 16 to 32gb ram
Asian black bear
All the upgrades sound great, just keep in mind that Minecraft relies heavily on single-core performance.
@Miniature Bull Terrier Does this mean that all servers will be running on same domain, but different port? Similar to how my dockers run on my unraid server?
Asian black bear
With a Velocity setup, you'd want to put your "backend" Minecraft servers (the ones with worlds) on unoccupied ports for Velocity to proxy connections to. Your velocity server would use 25565 and should be the only connectable instance, because the "backend" servers need to have online-mode false. You don't want to open the ports or tunnel the ports of the backend servers.
I hope that helps
Miniature Bull TerrierOP
Thanks a bunch
Asian black bear
Of course, and if you need anything else I'd be happy to help 👑
Asiatic Lion
Could probably try 500 mb with velocity lmao but 1 GB is good. Just don't set xms to the same as xmx

Sounds shitty but also make sure you got swap enabled as that'll help.


With the hub maybe nanoLimbo can be used as well or some sort of void world small lobby with low asf render
Miniature Bull TerrierOP
Yea my current hub is a void world so I’d doubt it would need much.
Miniature Bull TerrierOP
So it seems the Crafty-4 panel makes it really easy to create servers and such. Im just wondering how to make it all work with playit.gg?

When I launched up a velocity server right through the panel it told me to port forward 25565 but is this required if I plan to use a dns like playit.gg or duckdns?
Miniature Bull TerrierOP
Well It seems I got velocity working. Now Im scratching my head asking how I want to setup my server. Do most servers setup a shop area or spawn area within the same world that users play in? I originally created my hub/spawn area in a separate world but now that I am running velocity it seems it would be ideal to just setup the spawn area within the world and just protect a region with worldguard... Hmmm. Or maybe copy and paste the hub somewhere along the worldborder?
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