
World Switcher
Server-side Multiverse-style world manager: switch worlds with /ws, import and manage world saves with /wsc, per-player per-world inventories. Vanilla clients can join - no client install needed.
Список изменений
World Switcher 1.5.2
Respawning is now per world.
Per-world respawn point
A player had exactly one respawn point, wherever they last slept. Sleep in a bed in world A, switch to world B, die there — and you were pulled out of B and back into A. With no bed at all, vanilla's fallback dropped you into the overworld, so a death in a managed world always ended in the default world.
The bed or respawn anchor is now part of the per-world player state, like the inventory:
- Every world remembers its own bed, swapped along with the rest of the state.
- Dying without a bed in the current world respawns you at that world's spawn, not in the overworld. The "no respawn block" message still reaches the client, so it is still clear why the bed did not work.
- Worlds in the same group share one bed, exactly as they share one inventory — the vanilla dimensions are one such group, so dying in the nether still returns you to your overworld bed.
Controlled by the new perWorldRespawnPoint option (default on) in
world/serverconfig/worldswitcher-server.toml. Set it to false for the old behaviour: one global
respawn point for every world. With separateInventories = false there is no per-world state to
store it in, so the option has no effect there.
Also
/wsc player state copy|move|swapleaves the respawn point behind in its own world, the way it already leaves position and dimension. A bed that travelled with the state would have pulled the player out of the world their state had just been moved into.
