Inactive [TP] Wormhole X-Treme - Multi-World Capable Stargates v0.854 [766]

Discussion in 'Inactive/Unsupported Plugins' started by Ben Echols, Jan 24, 2011.

  1. Offline

    Lologarithm

    This is now inactive - http://forums.bukkit.org/threads/tp-wormhole-x-treme-multi-world-capable-stargates-v1-011-953.23973/ is where you can find the currently active developed version.




    Release v0.854 contains the fix to stop the IndexOutOfBoundsException that happens when 3d shapes have no light blocks. Also contains the fix for 2d gate iris levers (they get added properly again). The Wormhole X-Treme Worlds support is for a version of WXW that is still under development, expect things to break badly if you enable it without the proper version of WXW (0.5, which is not released as of yet).

    If this is your first time downloading this please download the zip, it contains the database software we depend upon.
    You are also encouraged to read the changelog and readme. Especially the readme.
    Basic instruction for use and configuration can be found below.

    Major Features:
    • Player teleportation!
    • Multi-world support
    • Permissions integration (As well as some basic built-in permissions)
    • Custom 3d & 2d gate shapes
    • Iris password protection
    • Minecart teleportation
    • Help plugin integration
    About Wormhole Xtreme:

    Get the Source
    Donate to my coffee fund (It helps me code faster!)

    When I first heard about bukkit I knew I wanted to write a plugin. As I always wanted a way to teleport around I thought it would be fun to write a mod that could do this. I thought writing one like the Stargates from Stargate would be cool.

    So I decided I would make my own portal plugin as my first try at bukkit (and really first mod for Minecraft so far).

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:


    Changelog with important entries in bold (open)

    Changes 0.854
    • Updated chunk (un)loading to happen when gate (de)activates and when dial lever state changes happen.
    • Fixed iris levers not being added properly with 2d gates. (Oops, guess that code WAS needed)
    • Fixed IndexOutOfBoundsException on 3d gate shapes without lighting blocks.
    • Hamfisted fix for signs not updating. Now we nuke the sign and build it from scratch every time a gate sign is toggled. Causes a flash, but... who cares. It works EVERY time now.
    Changes 0.853:
    • Fix for /dial gates breaking when a user who doesn't have dialer permission hit the lever.
    • Switched to getTypeId() from getType(), hopefully this works around the getType() == Air bug that might be lingering.
    Changes 0.852:
    • Added support for upcoming Permissions 3.0.x release.
    • Fixed a NPE in 2d shape code dealing with light block positions.
    • Added soft dependencies to plugin.yml.
    • Minor log format changes for readability.
    Changes 0.851:
    • Complete revamp of how we handle permissions checks. Lots more case statements, lots less if/else if. Much better. This is what enums are for.
    • Added new gate use cooldowns. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.cooldown.groupone', 'wormhole.cooldown.grouptwo', and 'wormhole.cooldown.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.cooldown.groupone' etc. There is a new command to enable, disable, and modify cooldowns; 'wormhole cooldown [true|false|group] <time>', valid groups being 'one', 'two', and 'three', valid time being between 15 and 3600 seconds. There are also Settings.txt options for all of these new settings. Cooldowns are set when a player enters a stargate, not when they /dial. Cooldowns are removed via timer events, and even if the timer event fails, we do a fall back calculation when a player enters a stargate, and gets denied access.
    • Added new gate build count restrictions. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.build.groupone', 'wormhole.build.grouptwo', and 'wormhole.build.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.build.groupone' etc. There is a new command to enable, disable, and modify build count restrictions; 'wormhole restrict [true|false|group] <count>', valid groups being 'one', 'two', and 'three', valid count being between 1 and 200. There are also Settings.txt options for all of these new settings.
    • Updated the stargate sign dial sign reset code to be more reliable at causing the client to notice update changes.
    • Added a thrown exception during stargate 3d shape parsing if the shape doesn't have an exit point. We depend on this location for pretty much everything. If it isn't there, really bad bad bad things happen.
    • Now we have more than just Standard as our default shape. We extract Standard, StandardSignDial, Minimal, and MinimalSignDial to the gateShape folder if it is missing shapes.
    • Now we don't toggle stargate signs when we start.
    Changes 0.850:
    • iConomy support removed. I will not depend on plugins that decide to change their package name 5 major versions in and basically give everyone who depended on the package location the middle finger.
    • 3d Gate shapes now implemented.
    • Custom gate settings now in place (read: per gate material settings). This included the re-addition of the portalmaterial and irismaterial commands. lightmaterial, redstone, wooshdepth, and custom commands newly added.
    • Massive internal overhaul, refactorings, cleanups, general goodness and bugfixes.
    • Added support for Wormhole X-Treme Worlds. This allows Wormhole X-Treme to offload its chunk loading and world loading to WXW, for worlds that exist in WXW. Requires user to change Settings.txt option WORLDS_SUPPORT_ENABLED from false to true. This option requires Wormhole X-Treme Worlds v0.5 to be installed, and preferably configured for every existing world populated with stargates. If this option is set to true but WXW is not v0.5 (or not installed), WX will not load its stargates from its database.
    • Removed many superfluous chunk load requests. Added graceful chunk unload queue when we are done with a chunk.
    • Bumped supported version of permissions to include the 2.7 tree.
    • Updated help text for new/modified commands.
    • Added backwards compatibility, for those users who just don't want to upgrade to 3d shapes.
    • Added loads of failsafe settings, for when users don't have any shapes installed, but have stargates already.
    • wxidc now only works on non-sign powered gates which have iris activation blocks set.
    Changes 0.833:
    • Fixed iConomy double(or many many more) charging issue. Tried to do something awesome, turned out to be a bad idea. We'll revisit these kind of changes when 3d shapes are in and I can do some major refactoring and method merges/splits.
    • Bumped supported version of permissions to include the 2.6 tree.
    • Merged some of the sign click schedule related methods. Should make sign click messages more reliable.
    Changes in v0.832:
    • Fixed a NPE in new database initialization. Whoops, missing null-check, added.
    Changes in v0.831:
    • Fixed erroneous messages sent when a plugin is attached to already and WXT receives a plugin event for it. Cosmetic bug, fixed.
    Changes in v0.830:
    • Water now will not flow over Stargate anythings. No more broken levers and magic blocks of water floating in their place.
    • Buckets now will no longer work with stargate anythings. No free water and lava.
    • Minor optimizations and code cleanups.
    • PORTAL_MATERIAL, IRIS_MATERIAL, STARGATE_MATERIAL, ACTIVE_MATERIAL are all part of gate shape now.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
        • PORTAL_MATERIAL = STATIONARY_WATER
        • IRIS_MATERIAL = STONE
        • STARGATE_MATERIAL = OBSIDIAN
        • ACTIVE_MATERIAL = GLOWSTONE
    • Updated default gate shapes that come in the zip to include these new values.
      • See gate shape files for more details
    • Removed version 1 DB conversion because new design doesn't allow for it anymore.
      • For users this means if you are upgrading from version 0.3 or less to this version you will need to remake your gates.
    • Fixed NPE in onPlayerInteract caused by event not reporting the block the interact event was associated with.
    • Logic tweak in the find safe teleport code. Should be *safererer*
    • Sign powered stargates now can only target other sign powered stargates.
    • Fixed so that when coming from a lava portal stargate to a non-lava portal stargate fire damage is canceled still. No more nasty fire after a teleport.
    • Added the logic back in to stop people from randomly teleporting when next to the lever of an active gate. The side effect is, when block.getType() fails, gates don't work. Its one or the other.
    • Fixed /wxcomplete permission deny issue with stargates on public networks.
    • Added ICONOMY_OWNER_EXEMPT option to Settings.txt with a default value of true. When true this option disables the charging of gate owners for using their own gates.
    Changed in v0.821:
    • Update version of iConomy we build against and test for.
    • Fix NPE in old non-shape based gates.
    • Added custom StargateTeleportEvent for MinecartMania as we nuke the minecarts before we teleport the player and put them back in the minecart.
    • Refactored package to com.wormhole_xtreme.wormhole in anticipation of adding more stargate related projects.
    Changed in v0.820:
    • Initial support for CraftBukkit Build 600.
    • Got rid of the stupid double error that people got by not reading the readme. Now when we parse settings.txt, if the value is integer for the iconomy settings, we change it to a double by simply dropping a .0 at the end of it. Problem solved.
    • Lots of optimizations to the distance finding method we were using. Also fixes to the gate shape parsing code. (Thanks lirelent)
    • Overhaul of the way we handle permissions internally. More unified approach to the actual permissions checks.
    • Gate block protection should now be compatible with plugins like mcMMO. "Should" being the operating word.
    • Levers now properly move when used and toggle on and off when stargate and iris are activated.
    • All Permissions deny events now log at Level.FINE. Got permissions problems with WXT? Now see what is happening.
    • Optimized fire protection. Now we use timer events that go off 2 seconds after gates close. This way we don't have to listen for fire type events 24/7. :)
    • Fixed teleportation dropping people into very unsafe locations. Now we scan for safe place to drop people, if we can't find one we drop the player in front of the DHD. This will also FIX wormholes by setting the stored teleport location to the new clean and safe location.
    • We now support using the help plugin along with WXT.
    • We now have settings.txt options to hard disable support of iConomy, Permissions, and the help plugin. No longer do we log a warning when unable to find the plugin we depend on. We log at INFO. :p
    • Buttons are no longer really used. If a button exists on a stargate, it will be replaced with a shiny new lever on the first use.
    • Lava stargates are *really* safe to use now. For trees even. Not minecarts though.
    • A whole host of debugging information has been added at Level.FINE. If you can trigger a bug reliably, set yourself to fine and provide the server.log details surrounding the bug. Not recommended for production servers as well... its exceissive.
    • The '/wormhole regenerate' command is partially added. Will regenerate missing activation and iris levers.
    • Minecarts work across chunks and worlds now! If you run into a location where it doesn't work, use the wormhole in both directions to correct the wormhole, then try again. :)
    Changed in v0.812:
    - /wxgo now works properly when traversing world bounderies. First we quickly pop into the default spawn location for the target world, then from there we go to our final destination. It is a hack, but it is a working hack. :)
    - methodized the code to find closest stargates, and find distance from closest stargate blocks as well as the math to find distance.
    - Updated block ignition events to only use proximity style checks. Block ignition event cancellation radius increased to active stargate woosh depth or 4 blocks, which ever is further.
    - Updated '/wxcompass' to use new FindClosestStargate method.
    - Updated onEntityDamage to use only proximity style checks. On active gates a bubble of no fire damage of either woosh_depth or 4 blocks, which ever is larger, is created. On closed gates a bubble of 2 blocks is created to stop fire ticks occuring right as a gate closes. Stopped caring about potential drowning in stargate. If user decides they want to stand in the wrong side of a gate till they drown, that is their choice.
    - Re-added missing CONSTRUCT_NAME_TAKEN error string in ConfigManager. This stops an NPE in 'wxcomplete'.
    - Added support for tkelly's Help plugin. Will generate proper config based on permissions type (simple or complex) or lack of permissions plugin altogether.
    - Refactored the heck out of iConomy and Permissions support. Own classes in a new package to go along with the Help support. Methodized a bunch of useful functions. Less duplicated code.
    - Added some log output for 'wxforce'. Should help combat abuse.
    - Ops are now always able to use 'wxremove'.
    - The '/wormhole simple' command now refreshes Help entries to the proper permissions after being set.

    Changes in v0.811:
    - Came up with a proximity based check for stargates in the lava & fire event
    cancellation code. Now only 3 block radius around active lava portals
    gets its lava & fire events cancelled. STATIONARY_LAVA is safe for players
    to use in portals now. For reals.
    - Version 4.5 of iConomy is now supported and verified as working.
    - Now we actually check for Iris on gate use while in minecart...
    - Back to the good ol kick the player out of the cart and stuff them through
    the stargate method. Doing a bit of a hackish teleport when going between
    worlds as well. We tp to spawn, then instantly to destination. This is only
    when starting the tp while in minecart. If minecart is empty and passing
    into a stargate that will traverse worlds, we kick the minecart back. Otherwise
    it will dissapear into the void.
    - Now we cancel block ignite events on a proximity basis, same way we cancel
    fire and lava events on player. No more trees bursting into flames near a stargate.

    Changes in v0.810:
    - Broke '/wxcompass' out into its own class. Removed '/wormhole compass'.
    - Broke '/wxcomplete' out into its own class. Removed '/wormhole complete'.
    - Broke '/wxidc' out into its own class.
    - Broke '/wxremove' out into its own class. Removed '/wormhole remove'. Fixed so it toggles iris to off state before removing gates with iris active.
    - Broke '/wxlist' out into its own class. Added no permissions error message. Removed from '/wormhole' command.
    - Added command '/wxgo' and broke it out into its own class. Added no permissions error message.Removed from '/wormhole' command.
    - Broke '/dial' out into its own class.
    - Broke '/wxbuild' out into its own class.
    - Broke '/wormhole' out into its own class.
    - Added another message for active gates. Now it will say either remote activated, or activated by someone else already.
    - Added SIMPLE_PERMISSIONS config option. The default value of 'false' makes permissions node settings use complex mode. While the setting of true sets the plugin to check for extremely simplified permissions. Permission node details can be found in the README.
    - Refactored the WXForce class to Force. Hopefully this shuts MSSE up. ^^;
    - Moved a bunch of the initial loading out of onEnable and into onLoad. Now we use onEnable only for events that should only happen at plugin Enable.
    - Updated '/wormhole' command to have more descriptive errors and built in help. Updated help information for this command as well. Command now has unified messaging string headers. Added new 'simple' option to enabling simple permissions while the game is live. Requires the user to have proper permissions node for configuration in target mode. Removed a bunch of duplicated permissions checks. Only one check is needed at beginning of command call now.
    - Revamped readme to reflect important recent plugin package changes.
    - Fire damage, combustion damage, and drown events now canceled in stargate. Now LAVA is really a valid portal material.
    - Creeper explosions are now canceled when they would cause damage to stargates. This will stop signs and buttons from being destroyed during that mad dash to/from a stargate. ^^

    Plugin Commands (open)

    dial:
    description: Dial a remote Stargate, unlock IDC with optional password
    usage: /dial <StarGate> [IDC]
    <stargate> The StarGate to dial.
    [IDC] Use optional password to open remote Iris.

    wormhole:
    description: Wormhole administration and configuration commands.
    usage: /wormhole <commandtype> [ARG1] [ARG2]
    Valid Commands - 'owner', 'perms', 'portalmaterial', 'irismaterial', 'lightmaterial', 'shutdown_timeout', 'activate_timeout', 'simple', 'regenerate', 'redstone', 'wooshdepth', 'cooldown', 'restrict', & 'custom'.

    wxlist:
    description: List all Stargates.
    usage: /wxlist - List all Stargates.

    wxbuild:
    description: Automatically Build Stargate.
    usage: /wxbuild <GateShape>
    <GateShape> The GateShape to build.
    After placing a DHD with a button (and sign if wanted) running this command then pressing the button will cause the specified <GateShape> to be built.

    wxremove:
    description: Remove a stargate, optionally destroy its blocks.
    usage: /wxremove <GateName> [-all]
    <GateName> The GateName to remove.
    [-all] destroys gate blocks too.

    wxcompass:
    description: Point compass needle at nearest Stargate.
    usage: /wxcompass - Point compass needle at nearest Stargate.

    wxcomplete:
    description: Complete StarGate construction.
    usage: /wxcomplete <GateName> idc=[IDC] net=[Net]
    <GateName> The name to give new Stargate.
    [IDC] Optional password to give Stargate.
    [Net] Optional network for Stargate.

    wxidc:
    description: Gets or sets a gates IDC.
    usage: /wxidc <GateName> <optional_set_idc>
    Requires being either owner or have wormhole.config
    set -clear to remove the IDC

    wxforce:
    description: Forcefully shut down all gates and/or open all iris
    usage: /wxforce <close|drop>

    wxgo:
    description: Teleport to specified wormhole.
    usage: /wxgo <GateName>

    Install directions (open)

    New Install:
    1. Download the zip.
    2. Unzip file into same directory that your craftbukkit.jar exists in. This should put the hsqldb.jar into the lib/ folder, the WormholeXTreme.jar into the plugins/ folder, and the latest versions of GateShapes into the plugins/WormholeXTreme/GateShapes/ folder.
    3. Start server
    4. (Optional) Stop the server and edit the newly generated /plugins/WormholeXTreme/settings.txt file as needed.
    5. (Optional) Edit gate shapes in /plugins/WormholeXTreme/GateShapes/
    6. (Optional) If using the Permissions plugin based plugin, set up the appropriate permissions. If using SIMPLE_PERMISSIONS = true remember to use permissions from the Simple Mode list, otherwise use nodes from Complex Node.
    7. (Optional) Start Server again

    Basic use instructions (open)

    Basic Use:
    First off you need to make a stargate. I you can see the design design below - you need the Gate, a Dial Home Device (DHD), and a stone button or lever facing away from the gate on the DHD. The purple blocks are Obsidian, and the Blue has to be air, but will turn to water when the gate is activated.
    basic_stargate_and_dhd.png

    A real example of a constructed gate:
    2011-01-24_01.53.11.png

    You MUST make the gate exactly as it is in the picture.

    Once it is assembled hit the button ( You need to stand at least one block away from the button for the event to trigger. ) and the system will confirm that the stargate is properly made. If you don't see a "wormhole design valid" message you did not create the gate properly.
    If you did see the message, you simply type /wormhole complete <name> to finish and name the gate. A name sign with the gates name should appear on the gate. You can optionally type /wxcomplete <name> <idc=[IDC]> (idc = iris deactivation code, or the code needed to use the gate) - this will make your gate password protected.

    Now if you hit the button again it will "activate" the gate to be dialed.

    To Dial (after hitting the button) you type "/dial <remote_gate_name>" and the gate will open and fill with water! (You can change the portal material by using /wormhole material) The gates currently don't by default timeout after dialing. If the remote gate has an iris code you will need to type "/dial <name> <idc>" to activate the remote gate.

    Hitting the button again from the gate that dialed out will deactivate the gate. Pressing the button on a gate that has been dialed in to will do nothing because you can't activate a gate that is remotely activated. (Tried to keep it just like the show haha).

    Name Sign Dialing (Public Gate System):
    • NOTE: This is an alternate way to BUILD a gate. Currently existing gates will not work by simple placing a sign next to the activation button. You will need to /wormhole remove first and then re-complete the gate using this system.
    • Place a second obsidian "pillar" next to the main DHD and place a sign on it. Put the name of the gate on the top line.
    • Gates with this sign can only be dialed via the sign now. You will only see other gates that have a sign.
    • Gate without a sign can dial IN to a sign gate.
    • AGAIN : If you make a gate without a sign it will NOT be on the list of gates.
    • To cycle through possible gates use right click - Sometimes it takes a click or two for it to work :)
    • See here for sign dialer gate example:
    • 2011-01-25_02.15.31.png
    • Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate.
    • Networks!
      • If you put any text on the second line of the sign, it will be the "network" the gate is on.
      • You will only be able to dial other gates on the same network as you
      • Currently you cannot change the network, so make sure you type it correctly!
      • By default (if nothing is put on the second line) a gate will be part of the "Public" network.

    Basic configuration settings (open)

    Configuration:
    • All configuration is now stored in a file /plugins/WormholeXTreme/Settings.txt
      • All descriptions of the settings will be found in that file with the settings.
    • You can change some options while the server is running:
      • /wormhole activate_timeout <optional_timeout>
        • This is the length of time after activating but before dialing that the gate deactivates.
        • This does not affect sign dialed gates.
      • /wormhole shutdown_timeout<optional_timeout>
        • Setting to 0 means portal only closes after something goes through, and then immediately closes.
        • This setting is how long after a player dials a gate before the gate shuts down.

    Permissions plugin settings (open)

    Permissions:
    • This plugin works with the Permissions plugin. (Currently 2.5+ Only)
      • Changing the built in permissions will not change the Permissions plugin at all.
    • Without the Permissions plugin you can use the built-in permissions (disabled by default)
    • /wormhole perms - for more information
    • to enable/disable default perms /wormhole perms active <true|false>
    • When built-in permissions are active:
      • Default OPs get all access
      • Default all other users get USE only
    Permissions Plugin Nodes: (Controlled by settings.txt - SIMPLE_PERMISSIONS)
    SIMPLE_PERMISSIONS = false
    Complex Mode:
    wormhole.use.sign - lets a user use sign gates.
    wormhole.use.dialer - lets a user use '/dial' gates
    wormhole.use.compass - lets a user use '/wxcompass' command.
    wormhole.remove.own - lets a user remove a gate that they own
    wormhole.remove.all - lets a user remove any gate
    wormhole.build - Able to build new wormholes
    wormhole.config - Able to configure settings like material and timeout
    wormhole.list - Able to use '/wxlist' command to list wormholes
    wormhole.network.use.NETWORKNAME - Able to use wormholes on NETWORKNAME
    wormhole.network.build.NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command.
    wormhole.build.groupone - Part of build restriction group one.
    wormhole.build.grouptwo - Part of build restriction group two.
    wormhole.build.groupthree - Part of build restriction group three.
    wormhole.cooldown.groupone - Part of wormhole use cooldown group one.
    wormhole.cooldown.grouptwo - Part of wormhole use cooldown group two.
    wormhole.cooldown.groupthree - Part of wormhole use cooldown group three.

    SIMPLE_PERMISSIONS = true
    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes.
    wormhole.simple.build - Lets a user build wormholes.
    wormhole.simple.remove - Lets a user remove wormholes.
    wormhole.simple.config - Lets a user configure WormholeXTreme settings

    Help plugin settings (open)

    Help:
    • Currently there are no configuration options for Help the help plugin. It is just plug and play. If you want to change the help text, you are able to do such via the Help plugin override build into the Help plugin.

    As always please let us know of any bugs! Just remember, some bugs are in vanilla and craftbukkit itself, so we may not be able to address them easily.


    Devs: Lologarithm & alron
     

    Attached Files:

  2. Offline

    alron

    I know, right? Being chased by a ghast, dash for the portal... only to find it chasing you through... x_x
     
  3. Offline

    meyers

    Hello, on a site of this thread i read something about minecarts an wormholes. But i didnt find what this really means. Seaarched the Thread but didnt find a example.

    So, what is possible to do with minecarts and Wormholes? Can they drive through it? this would be awesome
     
  4. Offline

    Lologarithm

    Well, for a long time you could ride a minecart through a gate and it would teleport you, but due to some bukkit bugs we were unable to let you continue riding it on the other side. Alron said that he found a workaround and I haven't checked that code in a bit, but I think that you can now ride minecarts through the gate :)

    Edit: Also, minecarts teleport just fine through the gate when there is no one riding them.

    Edit: Just checked the code, looks like riding a cart through a gate should work as expected.
     
  5. or even having a ghast fireball shooting through a portal!!
     
  6. Offline

    Chevron

    Heya,

    Just curious if there is any documentation about linking stargates with-in multiple worlds. Searched around but couldn't find any way of connecting the two worlds up.


    Any help would be much appreciated.
     
  7. Multi world stargates are simple, when i first tried it i thought oh god how do i link them.

    if you doing sign dial gates just put the network as like "WorldGates" or something.. create your gates in each world with the same Network name and voila! linked!
     
  8. Offline

    meyers

    Sounds nice to me. But how can i do this? Found no tutorial on Youtube =). Do the carts switch the gates on?

    P.S. Sorry for my English, i am form Germany, and i do my very best =)
     
  9. Offline

    Iterator

    Tested last night made a infinite loop with 2 of the min gate designs with a minecart booster in the middle worked fine tp with minecart. Also I has a suggestion of a self destruct could be created something along the lines of turning it all to tnt or something when dialed in from another gate with the correct code.
     
  10. Offline

    fugue2005

    i have a gate that won't timeout. someone activated it and didn't dial and now it's stuck on.
    should have timed out after 10 seconds.
     
  11. Offline

    Orange_Tang

    So, i have the most recent build of craftbukkit (#617) and have the most recent version of WXT (V. 0.831) which i downloaded hoping it would work, but for some reason my commands wont work, i had it working before with version 0.821 with only minor issues (wormholes working but not staying assigned to their name, ect) and now that i have updated i cant get any of the commands to work, all i get is an error. Im not sure what to do about it. Any help would be appreciated. Also, in the server it tells me that it failed to load the wormholextremedb info.
     
  12. Offline

    alron

    What version of WXT, what version of CraftBukkit?

    You use the "Minimal" gate shape and just build your track right up to it. Activate gate, ride minecart through. :)

    Ok, do you have more than 1 WormholeXTreme jar file in your plugins directory? If so, delete all of them except the latest.

    Do you have lib/hsqldb.jar ? if not, download the zip file and put the jar file there.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  13. Offline

    neromir

    I was having the same issue, running WXT v0.821 and CB 617. Using /wxremove didn't fix it and more alarmingly the problem persisted across server restarts. Finally one of my admins managed to fix it by physically removing a block in the gate and then rebuilding it (at this point the water poured out all over the place).

    Edit: Correction, the problem has recurred. This time the fix doesn't appear to be so simple. I managed to deactivate the gate by /wxremove'ing it and then putting some dirt in to get rid of the water. Even destroying a gate block has not allowed us to re-complete it. Relogging after that procedure allowed us to complete it.
     
  14. Offline

    alron

    So, looking like CB 641+ has the fixes I've been waiting for. I've been unable to reproduce the weird chunk issues we've been seeing since MC 1.4 release with this one. Of course, that could just be my not being able to trigger it.

    Testers want to test CB 641+ with WXT v0.830?

    EDIT:

    I pinged the author of the fix about the fix and was told in theory it "should" fix the bug we are seeing (unless it is more than one bug, in which case part of it should be fixed now).

    EDIT 2: Nope. Not fixed. Looks like more than one bug was at work here.

    There we go, v0.831 is in OP.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  15. Offline

    deadlock989

    Customisable materials!!!!!
     
  16. cb 641? jeesh, only just got 617 working with all plugins!
     
  17. Offline

    outi

    hello, i have a problem with WX+Minecart Mania.
    Code:
    10:34:26 [SEVERE] Could not pass event CUSTOM_EVENT to Minecart Mania Autocart
    java.lang.NoClassDefFoundError: com/wormhole_xtreme/wormhole/event/StargateMinecartTeleportEvent
            at com.afforess.minecartmaniacore.event.MinecartManiaListener.onCustomEvent(MinecartManiaListener.java:175)
            at org.bukkit.plugin.java.JavaPluginLoader$53.execute(JavaPluginLoader.java:493)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:255)
            at com.afforess.minecartmaniacore.MinecartManiaMinecart.updateCalendar(MinecartManiaMinecart.java:510)
            at com.afforess.minecartmaniacore.MinecartManiaCoreListener.onVehicleUpdate(MinecartManiaCoreListener.java:65)
            at org.bukkit.plugin.java.JavaPluginLoader$52.execute(JavaPluginLoader.java:485)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:255)
            at net.minecraft.server.EntityMinecart.f_(EntityMinecart.java:472)
            at net.minecraft.server.World.a(World.java:983)
            at net.minecraft.server.WorldServer.a(WorldServer.java:52)
            at net.minecraft.server.World.f(World.java:965)
            at net.minecraft.server.World.e(World.java:942)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:365)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:283)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)
    
     
  18. Offline

    sablednah

    Grr - I want too but looks like http://ci.bukkit.org/ is offline ATM...

    Add a pressure plate redstone'd to the lever to activate as you fly past? I may have to test this as some kind of auto return system for mining... (am I remembering correctly that the new levers are redstone compatible?)


    Also it'd be great if we had somewhere to share gate templates? I'm gonna put mine on my site, but a public repository to share them would be good. How goes moving that Wiki? (~hides from wrath~)
     
  19. Offline

    alron

    That error looks to be in the custom event we spawn to let Minecart Mania know about our minecart teleportation.

    I'm looking into this now to see if it is something I need to fix, or something @Afforess does.

    What version of WormholeXTreme? What version of Minecart Mania? Also what build of CraftBukkit?

    EDIT: Unable to reproduce with CB617+ and MinecartMania 1.07e.

    CB641+ Doesn't fix all the bugs. Just one of the big nasty gaping chunk hole in reality bugs. It doesn't correct the block.getType() returning Material.AIR for a chunk after a teleport bug. Or at least it doesn't correct it all.

    Wiki move got sidelined. I should just go ahead and start working on a wiki page or three on the bukkit wiki. ;)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  20. this is summat im after ;:)
     
  21. Offline

    alron

    @sablednah @Sithnar

    The new levers generate redstone events, but don't look for them. So, if you want something to happen when a gate is dialed, you can use that event. Does not work in reverse.

    Simple use of this would be to make it so your cart launches when the gate is connected.
     
  22. no way to make it trigger from a pressure plate?

    or would it require far too much coding to be worth it?
     
  23. Offline

    alron

    It is a planned feature, I just have to figure out how I'm going to handle the permissions of the whole ordeal.
     
  24. aye cos someone in a cart will be triggering it. im guessing theres nothng that will say WHO triggered the pressure plate.
    im just thinking of this for expanding our station we have on our server :)
    shoot u through a gate to go 1000 blocks or so or even to another server

    just thought,,,, maybe add a check that a player has to be in cart to go through the portal (dunno how the hell u would check for that!!)

    I have total confidence in you alron :) sure u can probably do this with your eyes closed :)
    just be sure not to tweek the code so a mob can follow u!


    Ohh mobs in carts!
    hahah send a creeper in a cart to someones station :D hahaha
     
  25. Offline

    sablednah

    Heh - I know that one... you could write the most amazing code in the world - but making it easy and robust enough to use for users - that's the hard bit ;)

    Personaly i'd say only sign gates on the public network, that are open for anyone to use could be remotely activated with redstone? I can imagine backtracing the originating entity through a redstone circuit is not currently possible/feasible with bukkit.
     
  26. or make a network called REDSTONE.. and they HAVE to be on that one.

    oooooooooh you can get unlimited carts!

    using this mod http://forums.bukkit.org/threads/mech-vehicleexit-v0-1-556-602.9411/
    when you port through the gate and pop out the other side, another cart appears in your inventory, strange!

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  27. Offline

    fugue2005

    sorry, when it gets that early in the morning i tend to forget the simple things.

    .0831

    and cb617
     
  28. Offline

    alron

    I assume you actually mean v0.821 as that post was made a few hours before I released v0.831. Wich is to say, upgrade. Your problem may have been addressed by the latest version. ;)
     
  29. Offline

    Chevron

    Heya.

    I've been having a few bugs with the plugin, mainly with activating the gates. Occasionally it seems like the gates loose its link to the other gates and the gates wont activate at all until a full server shut down has been done, this problem has also happen a lot when using multi-verse to gate to different "worlds", not 100% sure if there is a better way to get 2 worlds up and running without that plugin.. Granted this was in the 0.821 build and not had chance to test the later build for this issue. But any help would be great.

    Thanks

    Chevron
     
  30. Offline

    Kalastor

    Is MySQL support planned?
    If you already post this I'm sorry I didn't see it.
     
  31. your just going to be told to try the 0.831 release, so i would test that first :)
     

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