Common Issues

A consolidated checklist for the most common ways BusyHub looks "broken" but is actually working as configured.


The compass does nothing when right-clicked

Check compass.enabled in config.yml — it's the master switch, checked before anything else, and applies to every player with no exceptions. See Server-Select Compass.

Menu items / portals / launch pads don't send players anywhere

Any [BUNGEE] or [VELOCITY] action requires an actual BungeeCord/Velocity proxy in front of the server; on a standalone server it logs a warning and no-ops. See Menus & Actions.

A world isn't being protected

Check disabled-worlds in config.yml — it exempts a world from every protection.* flag, including invincible/no-hunger, since it's a blanket opt-out rather than scoped to one setting. See World Protection.

A launch pad or double jump feels weak, or players hit an invisible wall near it

That's the wall-tunneling safeguard — BusyHub intentionally caps the effective boost near solid blocks so players can't clip through walls. Raising default-velocity well past the shipped default without testing against your level geometry is the usual cause. See Launch Pads.

The global visibility switch and the personal visibility item are fighting each other

Both call the same underlying Bukkit API, which only tracks one hidden/shown boolean per viewer/target pair — running the global admin switch and letting players toggle the personal item at the same time can produce inconsistent results. Pick one mechanism per server. See Player Visibility Toggle.

/spawn says spawn isn't set / players aren't teleported on join

spawn.location is empty until you run /busyhub setspawn. Until then, /spawn and teleport-on-join both silently no-op rather than sending anyone somewhere undefined. See Spawn.

Config changes aren't taking effect

Run /busyhub reload — it re-reads config.yml, every menus/*.yml, and data.yml. BusyHub does not hot-reload on file save; a config edit needs an explicit reload or restart.