I made a hopeful contender to McMMO and AureliumSkills called ValhallaMMO I think you guys might like
About half a year ago I made this post promoting an older iteration of ValhallaMMO and since then it's made lots of progress and has gotten a lot more features and quality improvements.
It's an RPG-style skills/leveling plugin with the intention of solving a bunch of Minecraft's core issues that I believe it has (some of which I talked about in this post a while back). It's a large plugin, very customizable and adds a lot of depth to the game.
I believe Minecraft has the issue that it's too easy for experienced players to rush to endgame, after which people tend to become bored and become less active. ValhallaMMO tries to slow those players down by introducing skill-based progression: your tools, potions, and enchantments become weaker if you're not skilled enough to make them well. At the same time being highly skilled at such tasks allows the player to make extremely powerful gear and weapons.
I think this plugin out of the box is great for survival, towny, roleplay, skyblock, and maybe factions, but it's configurable enough that you can use it for a lot of non-minigame modes.
The plugin has a lot of features so this post will be long, skip through if you like lol
It currently adds 11 skills, you can read more about them on the spigot page:
Smithing, your crafted tools are weak at the start and some, like diamond, are even barely usable until you improve your skill. This skill uses a custom new way of crafting that's intended to be more immersive
Enchanting, your enchantments are weaker at first but can become better than vanilla at high skill
Alchemy, you can brew a limited amount of potions at first, but you'll unlock more recipes and will eventually even be able to transmute things like iron to gold or emerald to diamond. Your potions will also be extremely strong
Archery, damage is limited but you're rewarded for shooting at high distances, you'll eventually be able to craft different types of arrows and do obscene amounts of damage. Includes an infinity nerf
If it doesn't exist already I'm going to look into if it's even possible to create - I might make it myself if it is.
Basically, I just want a plugin that doesn't disable chat reporting, but instead can send those reports somewhere else - Ideally to a Discord bot so that I can do what I want with the reports.
The chat report UI is intuitive and beautiful, and it'd be great if players could report things to the server staff using this UI.
|Access||Privileged User via SSH|
|CPU||Intel(R) Xeon(R) CPU E3-1270 v6 @ 3.80GHz|
|Operating System||Debian GNU/Linux 10 (buster)|
|Software||Minecraft 1.19.2 Fabric loader 0.14.9|
|Related Plugins||Chunky-1.3.38, cloth-api-4.0.65.jar, cloth-config-8.2.88-fabric, fabric-api-0.60.0+1.19.2, fabric-carpet-1.19.1-1.4.83+v220727, ferritecore-5.0.0-fabric.jar, lithium-fabric-mc1.19.2-0.8.3, servux-fabric-1.19.0-0.1.0, smoothchunk-1.19.1-2.0, sodium-fabric-mc-1.19.2-0.4.4+build.18, starlight-1.1.1+fabric.ae22326, textile_backup-2.4.0-1.19.1|
java -Xms12G -Xmx12G -XX:+UseG1GC -XX:+ParallelRefProcEnabled -XX:MaxGCPauseMillis=200 -XX:+UnlockExperimentalVMOptions -XX:+UnlockDiagnosticVMOptions -XX:+DisableExplicitGC -XX:+AlwaysPreTouch -XX:G1NewSizePercent=30 -XX:G1MaxNewSizePercent=40 -XX:G1HeapRegionSize=8M -XX:G1ReservePercent=20 -XX:G1HeapWastePercent=5 -XX:G1MixedGCCountTarget=4 -XX:InitiatingHeapOccupancyPercent=15 -XX:G1MixedGCLiveThresholdPercent=90 -XX:G1RSetUpdatingPauseTimePercent=5 -XX:SurvivorRatio=32 -XX:+PerfDisableSharedMem -XX:MaxTenuringThreshold=1 -XX:-UseBiasedLocking -XX:UseAVX=3 -XX:+UseStringDeduplication -XX:+UseFastUnorderedTimeStamps -XX:+UseAES -XX:+UseAESIntrinsics -XX:UseSSE=4 -XX:+UseFMA -XX:AllocatePrefetchStyle=1 -XX:+UseLoopPredicate -XX:+RangeCheckElimination -XX:+EliminateLocks -XX:+DoEscapeAnalysis -XX:+UseCodeCacheFlushing -XX:+SegmentedCodeCache -XX:+UseFastJNIAccessors -XX:+OptimizeStringConcat -XX:+UseCompressedOops -XX:+UseThreadPriorities -XX:+OmitStackTraceInFastThrow -XX:+TrustFinalNonStaticFields -XX:ThreadPriorityPolicy=1 -XX:+UseInlineCaches -XX:+RewriteBytecodes -XX:+RewriteFrequentPairs -XX:+UseNUMA -XX:-DontCompileHugeMethods -XX:+UseFPUForSpilling -XX:+UseFastStosb -XX:+UseNewLongLShift -XX:+UseVectorCmov -XX:+UseXMMForArrayCopy -XX:+UseXmmI2D -XX:+UseXmmI2F -XX:+UseXmmLoadAndClearUpper -XX:+UseXmmRegToRegMoveAll -Dfile.encoding=UTF-8 -Xlog:async -Djava.security.egd=file:/dev/urandom --add-modules jdk.incubator.vector -jar fabric-server.jar nogui
I have also tried flags.sh and the result is the same.
I currently have several servers (each with one world) set up behind waterfall, a wild server and a hub/lobby. How would I set the world spawn for the wild server to be in the hub one? So if someone dies without a bed in the wild, or does /spawn, it brings them to the spawn in the hub server?