[MECH] PowerSigns v1.1.2 - Move blocks, items between chests, and more with redstone [1.0.1-R1]

Discussion in 'Inactive/Unsupported Plugins' started by ricochet1k, Jul 2, 2011.

  1. Offline

    ricochet1k

    PowerSigns - Far more redstone automation capabilities with signs
    Now on BukkitDev!
    Version: v1.1.2
    Download: PowerSigns.jar

    Introduction
    Redstone allows you to make many things, such as traps, puzzles, locks, and even simple CPUs. But redstone can't do much more than turning things on and off, until now! PowerSigns gives signs the ability to push and pull blocks, transfer blocks and items into and out of chests, fling players and other entities, launch TNT like a cannon, and much more!

    Quick summary of current signs:
    • push: push an adjacent row of blocks away
    • pull: pull a row of blocks towards the sign
    • activate: attempt to activate a single PowerSign or a row of PowerSigns
    • activatelong: activates a single PowerSign from a distance
    • activateif: activate a PowerSign if a specific condition is met
    • cannon: launch a TNT, sand or gravel block stored in an adjacent dispenser with a specific angle and power
    • line: manipulate lines of text on a sign
    • invpush and invpull: push and pull blocks to/from a chest or dispenser
    • invdrop and invsuck: drop and suck items into/out of a chest or dispenser
    • take and give: transfer items between player/storage minecart and an inventory block
    • invcount: count the number of items in an inventory block
    • fling: launch entities into the air
    • toggle: toggle the state of a lever or repeater
    • detect: report the material name and id of a block
    • dataget and dataset: alter the data of a block
    • math: perform mathematical operations
    • money: take/give money to players
    • gate: simple redstone logic gates
    For more details and information, please see this Documentation.


    Note: This plugin is still in development, so the syntax and mechanics of the signs might change in the future. I am open to suggestions for alterations and new types of signs. Also, if you get any errors dumped to the console, please post them on this issue tracker. Please post any odd or unexpected behavior here or send me a PM.

    Now quit reading this boring text and go make something awesome!

    Commands (open)
    /powersigns or /ps can be used.

    /powersigns help - get a list of all the commands
    /powersigns syntax - get a list of all the signs you can create
    /powersigns syntax [sign] - syntax help for a specific sign
    /powersigns debug rightclick|rc - toggle right-click debugging
    /powersigns debug snowballs - toggle throwing of snowballs by failing signs
    Permissions (open)
    powersigns.create.[sign name] - Create a PowerSign.
    powersigns.debug.rightclick - Debug a PowerSign by right clicking on it to see a message about why it isn't working.
    powersigns.debug.snowballs - Toggle global snowball throwing by failing PowerSigns.

    Changelog

    Version 1.1.2:
    Fix EntityFallingSand issue​
    Fix !invcount sign​
    Other miscellaneous tweaks​
    Version 1.1.1:
    Fix !fling sign.​
    Version 1.1:
    New sign debugging with /ps debug add|del|clear​
    Directional @skip, example: @u4​
    Plugin should be more robust about stack overflows.​
    New !gate sign.​
    Version 1.0:
    RB 1060 compatible​
    !money now supports a name for the other end of the transfer​
    !toggle will toggle diodes/repeaters​
    Most signs now have an @skip syntax, so you can better hide your creations​
    Older versions (open)
    Version 0.9:
    Some variables in config file​
    Basic !money sign​
    Version 0.8:
    Updated for RB 1000​
    Small redstone event fixes for buttons​
    Syntax tweaks for !math and !line​
    Version 0.7:
    Updated for RB 953 / MC 1.7.2​
    Added !take, !give and !invcount​
    Version 0.6:
    Fixed moving blocks that have tile entities, like a chest or furnace​
    Increased !fling entity search radius​
    Version 0.5:
    Initial Release​

     
  2. Offline

    KoryuObihiro

    Sheer bumping goodness.

    Actually, I am interested in seeing where this plugin goes. Crossing my fingers for you, mate.
     
  3. Offline

    Mikerman50

    This sounds great, any video of it?
     
  4. Offline

    ricochet1k

    I'm working on recording a video, I'll post it as soon as I can.
     
  5. Offline

    Plague

    Update the plugin to latest recommended build and change the title accordingly.
    Failure to do so will result in this moving to INACTIVE section.
     
  6. Offline

    ricochet1k

    Well, I was going to wait until the Optimine client mod had been updated since otherwise I get 3 FPS around my testing stuff, but I've updated it anyway.
     
    KoryuObihiro likes this.
  7. Offline

    bfanboy

    YAYAYYAYAY This plugin is awesome!!!
     
  8. Offline

    KoryuObihiro

    @Joy: @ricochet1k is on vacation right now, so I think I'll pitch in. :p I helped him develop this a bit.

    Did you read the docs? Directional parts (or vectors, as he calls them) consist of forward, backward, left, right, up, down, and in some cases "self". So, valids letters for a single direction in your vector would be one of the characters "fblruds".

    PowerSigns never uses any absolute directions - only relative ones. So, for your example above, try something like:
    Code:
    !invcount f
    stone
    
    And you'd put the chest behind the side with text - forward from the back of the sign.
     
  9. Offline

    Joy

    Pretty epic!

    Would like config options for things like max range on push/pull type signs, to make them somewhat secure.
     
  10. Offline

    KoryuObihiro

    @Joy I can tell you with absolute certainty that there is a limit. **checks the code**

    Here we go:

    Code:
    // General settings
        public static int maxDistance = 50;
    
    // Cannon settings
        public static int powerPerTNT = 50; // use up multiple TNT's for more power
        public static int maxCannonPower = 200;
    
    // Fling settings
        public static int maxFlingPower = 900;
    
    Couldn't find this information in the docs, @ricochet1k. Might want to add that.
     
  11. Offline

    Joy

    Ah cool, but configurable would help :)
     
    KoryuObihiro likes this.
  12. Offline

    ricochet1k

    Yes, I will be making those settings configurable soon. I'm on vacation right now, so I don't have a whole lot of time to work on it, but I'll see if I can pull something off soon.
     
  13. Offline

    doen

    'invcount' sign only updates when chunk is unloaded and then reloaded again. Is it possible for the item count to be updated in real time without reloading?
     
  14. Offline

    ricochet1k

    Actually, like all signs they should be updated any time they are powered by redstone.
     
  15. Offline

    doen

    ty for the reply, i just realised that simple switch/button de/repowering do not work when forcing an update on invcount signs (other type of signs work well tho) , but a clock definitely keeps the item count updated.
     
  16. Offline

    ricochet1k

    Hmm, I think that should work... Do you want to try sending me a screenshot of what you're doing?

    And yes, I tend to use a clock for most of my stuff. Just to clarify, they only get activated when redstone switches from not powered to powered, not while the redstone is powered.
     
  17. Offline

    515Crestwood95

    can you incorporate iconomy so when u right click the sign, it pulls money out of your account and activates the redstone linked with the sign for 5-10 seconds?
     
  18. Offline

    ricochet1k

    Hmm, that's an interesting idea. So, I could make a !money sign, which would work like this
    Code:
    !money take
    200
    Then you could pair that up with !activateif so that if it worked (took money from someone) it would activate a !toggle sign for instance, which would give you your redstone current. How does that sound?

    EDIT: I added a very simple !money sign, tell me what you think.

    Joy: I also added the config file stuff you requested, sorry that took so long.
     
  19. Offline

    HeaveNFienD

    This plugin's awesome.
    I just have 1 question.
    I created a teleport sign with a cost (as the owner of the server) and when a normal member uses it. He pays for it. But i don't get the money.
    Is this known, is this supposed to be like this or?
    Anyway thanks for the awesome plugin.
    Awaiting response, HeaveN
     
  20. Offline

    ricochet1k

    Yeah, that's how I wrote it. I've added the ability to put the name of the account on the other end of the transfer on the 3rd line of the sign, I will be releasing that shortly with some neat new stuff.

    EDIT: Released.
     
  21. Offline

    HeaveNFienD

    SWEET! Thanks :)
     
  22. Offline

    KoryuObihiro

  23. Offline

    Master666

    I kinda like it but I when read the documentation I kinda.... confuse. maybe a simple-er tutorial?
     
  24. Offline

    danieldk1212

    Hello now i have downloaded this plugin but i cant really understand what to write at the signs can somone help me add me on skype or connect to my server or somting its Danieldk112 = skype id
    I tryed to write what the doc says but i just cant get anyting to work ? anyone els have this problem?
     
  25. Offline

    catageek

    Hello,

    I have an error when starting craftbukkit :

    [INFO] This server is running Craftbukkit version git-Bukkit-1.8.1-R4-107-g57bd936-b1578jnks (MC: 1.0.1) (Implementing API version 1.0.0-R1-SNAPSHOT)
    [...]
    [INFO] [PowerSigns] Enabling PowerSigns v1.1[Permissions not found]
    [GRAVE] Error occurred while enabling PowerSigns v1.1 (Is it up to date?): net/minecraft/server/EntityFallingSand
    java.lang.NoClassDefFoundError: net/minecraft/server/EntityFallingSand
    at com.ricochet1k.bukkit.powersigns.PowerSigns.onEnable(PowerSigns.java:126)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:188)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:968)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:280)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:186)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:169)
    at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:348)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:335)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:165)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:399)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
    Caused by: java.lang.ClassNotFoundException: net.minecraft.server.EntityFallingSand
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:36)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:24)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 11 more

    It seems that this error is present in others plugins as well since december 2011. Check http://forums.bukkit.org/threads/entityfallingsand-issues.49772/

    Thanks to have a look.

    Regards,

    Catageek
     
  26. Offline

    ricochet1k

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