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

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

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    This is now inactive - 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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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; '', '', and ''. If you have an '*' on any user/group, remember to '' 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.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
    • 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)

    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.

    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'.

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

    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.

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

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

    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.

    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

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

    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.

    A real example of a constructed gate:

    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)

    • 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)

    • 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)
    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 - 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 - Able to use wormholes on NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command. - Part of build restriction group one. - Part of build restriction group two. - 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 Mode:
    wormhole.simple.use - Lets a user use wormholes. - 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)

    • 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:

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    I don't even know what movecraft is, so I'm pretty sure I don't have movecraft.
  3. Offline


    @odielag have you updated to Craftbukkit 271+ yet? Your OP stated you were using an older build.
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    Hey guys, had a problem with this. But i have solved what it was. Was reloading my plugins for permissions using the /reloadall command but then i noticed all my wormholes reset. I didnt know if it was because i had reset the server or what, but i tried replicating it and it was down to the /reloadall. Just thought id let people know incase they have it happen
    Apart from that i love this plugin. works wonderfully :D kudos to the creator.
  5. Offline

    John Barney

    Any chance you can add the ability to initialize other worlds that are not nether? Serverport can, but I prefer the gate network of this plugin. Please add if possible. Thanks.
  6. Offline


    I dont know with you guys, but is build 271 F***** Up?

    And btw lolgoarithm, it didnt work when i tried to fix the permissions config file.
    So I'll post whole here now, and since it is working with you, you can just change the thing that is wrong.

    # Supports "Default" and "GroupUsers"
            system: default
    # Groups can contain inheritance.
    #   To make a group inherit the permissions from another
    #   group simply place the groups name in the "inheritance:"
    #   field seperated by commas.
    #   Example: inheritance: Default,Admins,
    #   All permissions including the asterisks must be placed in single quotes.
    #   like so:
    #       - 'general.spawn'
    #   Otherwise errors will happen!
    #   Globalized Permission settings:
    #       If a permission contains periods (.) you can denote a globalized parameter:
    #           - 'general.*'
    #       This will allow you to use all general commands.
    #   Single Asterisk denotes all commands:
    #       - '*'
            default: true
                build: true
                - 'essentials.helpop'
                - 'essentials.clearinventory'
                - 'essentials.getpos'
                - 'essentials.nick'
                - 'essentials.whois'
                - ''
                - 'essentials.warp'
                - 'essentials.list'
                - 'essentials.home'
                - 'essentials.sethome'
                - 'essentials.mail'
                - 'essentials.mail.send'
                - ''
                - 'essentials.helpop'
                - 'essentials.motd'
                - 'essentials.afk'
                - 'essentials.sell'
                - 'essentials.worth'
                - 'essentials.rules'
                - 'essentials.msg'
                - 'essentials.compass'
                - 'essentials.depth'
                - 'essentials.realname'
                - 'jail.usercmd.jailstatus'
                - 'general.spawn'
                - 'wormhole.use'
            default: false
                build: true
                - Default
                - 'essentials.item'
                - 'woolcolor.spawn'
            default: false
                build: true
                - Donator, Default
                - 'essentials.item'
                - 'essentials.time'
                - 'essentials.kick'
                - 'essentials.ban'
                - 'essentials.unban'
                - 'woolcolor.spawn'
                - 'wormhole.use'
            default: false
                build: true
                - Moderator
                - '*'
            default: false
                build: true
                - Moderator
                - '*'
    # DarkGrave has control over all commands.
    # sk89q can use /spawn & /time
            group: Owner
            - '*'
            - 'wormhole.use'
            - ''
            - 'wormhole.remove'
            - 'wormhole.config'
            - 'woolcolor.spawn'
            group: Owner
            - '*'
            - 'wormhole.use'
            - ''
            - 'wormhole.remove'
            - 'wormhole.config'
            - 'woolcolor.spawn'
            group: Admins
            - '*'
            - 'wormhole.use'
            - ''
            - 'wormhole.remove'
            - 'wormhole.config'
            - 'woolcolor.spawn'
            group: Admins
            - '*'
            - 'wormhole.use'
            - ''
            - 'wormhole.remove'
            - 'wormhole.config'
            - 'woolcolor.spawn'
            group: Admins
            - '*'
            - 'wormhole.use'
            - ''
            - 'wormhole.remove'
            - 'wormhole.config'
            - 'woolcolor.spawn'
            group: Moderator
            - 'wormhole.use'
            - 'woolcolor.spawn'
            - 'essentials.kick'
            - 'essentials.ban'
            - 'essentials.unban'
            - 'essentials.item'
            - 'essentials.time'
            group: Moderator
            - 'wormhole.use'
            - 'woolcolor.spawn'
            - 'essentials.kick'
            - 'essentials.ban'
            - 'essentials.unban'
            - 'essentials.item'
            - 'essentials.time'
            group: Moderator
            - 'wormhole.use'
            - 'woolcolor.spawn'
            - 'essentials.kick'
            - 'essentials.ban'
            - 'essentials.unban'
            - 'essentials.item'
            - 'essentials.time'
            group: Moderator
            - 'wormhole.use'
            - 'woolcolor.spawn'
            - 'essentials.kick'
            - 'essentials.ban'
            - 'essentials.unban'
            - 'essentials.item'
            - 'essentials.time'
            group: Donator
            - '*'
            - 'woolcolor.spawn'
            - 'essentials.item'
            - 'essentials.time'
            group: Donator
            - '*'
            - 'woolcolor.spawn'
            - 'essentials.item'
            - 'essentials.time'
            group: Donator
            - 'woolcolor.spawn'
            - 'essentials.item'
            - 'essentials.time'
    I'va sladded out something of their names, those were those who didnt want to be known.
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    271 works fine for me. What is the problem youre actually having? whatever plugins do you have?
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    Well, i tried /i 1 (this should give me 64 stone)
    then i tried /item 1, none of those worked, i tried /time day, didnt work.
    I'll post a link to the picture of what plugins i got.
    Click here to see the picture
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    Dude. that is a shitload of plugins, excuse my language. I can tell you now something is most likely conflicting. Try enabling them one by one and see how it goes. That is WAYYY to many plugins lol. I use 6.
    Minecart mania

    Dont Group users and permissions do the same thing? may be a conflict there. Just try disabling them all and adding one by one. If commands dont work with no plugins installed its bukkit.
  10. CB 282, plugin 0.67:

    Doing the following will BREAK the plugin:
    Create a new world (using another plugin)
    Go that that world using the other plugin
    Create a stargate there.
    Reboot the server
    Plugin cannot find the stargate on the other side because that world hasnt loaded yet
    Load other world in
    do a /reload to reload the wormholes
    Wormhole plugin crashes

    This crash orrcus because the plugin is unable to initialize the internal DB ebcause the database is already in use by another process
    Lockfile: exists=true locked=false valid-false
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    Still nothing happens when I hit a sign.. any help?
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    Hmm, that is an interesting issue. If you do a /reload is the "onDisable" function called for plugins first? If there isn't I have no way of knowing how to release the lock on the DB.

    The gate not being found on the other server seems bad. I currently have gates in other worlds on my server and they load with no issues, but I think I have a plugin that loads the world for me before my plugin tries to load.

    I will see if I can preload other worlds before loading the gates.
    --- merged: Feb 8, 2011 4:37 PM ---
    Usually if you make a gate and hit the button and nothing happens it means that you don't have a gate properly created. If you think you do have a gate try typing '/wormhole list' and see if its in the list.

    Another useful debugging step that can help me help you is to check your server logs.
  13. Hmm its indeed interesting, but before you fix it, i guess we should wait a few days to see how the multiple worlds thing evolves, i would guess that would make it easier to fix stuff

    PS: That error was caused using a world plugin in development, using another plugin (which loads in worlds before other plugins) the plugin gives me some other error, if you want the error i can post it though.
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    No, I created it properly and both gates work by dialing via console command, but sign's don't work
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    Well, yes, GroupUsers and Permissons do the same thing.
    But i only use GroupUsers to get colors in chat, like this:
    And i cant get it to work in Permissions.
    Any1 want to help me with that?


    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 6, 2016
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    You can't have a gate that is both a dial gate and a sign gate. When you create the gate, it stays that way until you remove it and rebuild it.
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    what is the process to create a sign gate? do you put the sign on the pillar before you complete the gate, or after? And if its before, do you leave it blank or put the name on the sign first?
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    Put the sign up before you complete the gate, and type the name on the first line. Then hit the button and it will automatically complete, no command needed.
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    This is updated, yeah? =)

  20. The sign problems occur when using the MultiVerse plugin, this plugin enables you to travel to worlds and loads in the "nether world" on startup before the wormhole plugin.

    Wormholes with signes (public systems) dont work, though wormholes that need to be dialed via commands do.
    this is due to this error:

    Unable to get sign for stargate: *name* and will be unable to change dial target.

    This error doesn't occur if i disable MultiVerse or if i dont let MultiVerse load another world, so my guess would be that wormholes plugin doesn't handle ok with multiple worlds yet.

    using the /wormhole go *name*
    command teleports you to the right location.. in the other world

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    Use iChat for getting colors in chat using Permissions 2.0.
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    Ahh, I'll do it tomorrow.
    Maybe that also will fix my problem that i have to add players to the users.txt file just to make them able to build?
    I will remove GroupUsers only if i get colors to work.
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    @Lologarithm im not sure what your coding skills are but at work i was brainstorming and your wormhole plugin is perfect for multiword support not just the nether. Is there anyway you could incorporate multiple worlds right in this plugin? It could end up just like Stargate hahaha it would be badass. If this plugin already exists forgive me. Ive just been using dinnerbones for now and not sure how to manipulate it to make 3 or 4 worlds and link with your gates
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    How would I go about setting up another world to teleport to?
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    download dinnerbones plugin. make sure your updated to the latest version of bukkit then while ingame type /goto nether and it will create and teleport you to a new spawn point in the nether
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    This is a wonderful plugin. It's been up for 12+ hours without a problem. My server wouldn't be the same without it. It's the main reason to have iConomy currency currently.

  27. Offline


    I can't find dinnerbones plugin. I did a search on the plugins search page. Can you help?
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    its on the announcment on the front page but ill make it easier. heres the link
  29. Offline


    Using CB 283, and WH .67 with netherbone to create a nether

    When I start the server, all gates are full of water (as activated) but are not connected, using one works as normal save two errors. and both gates empty of water.
    First, it sends me to the wrong world, but the right coords in that world.
    Second, the gate I attempted to visit, no longer works at all. (pressing the button does nada) it is still listed in the Wormhole list tho.
    Restarting the server causes all gates to refill with water, but the gates that were un-usable are still broken.

    Updating to CB 289 does nothing to this problem.
  30. Offline

    Thomas Sturge

    My install doesnt remember the gates at all, have to set them back up if I want to use them. Thankfully no other problem other than the buggy database recording
  31. Offline


    Are you running linux? Some people have reported some issues with the way I am doing some stuff I think.

    I haven't used anything newer than 271 yet. I will update tomorrow and see what happens. What are the two errors you get?
    --- merged: Feb 9, 2011 7:35 AM ---
    Read my release notes / the how to use this plugin. It currently supports multiple worlds (at least on my server :) ). You could theoretically create thousands of worlds all with a stargate and be able to dial across the worlds. However, this plugin does not CREATE new worlds, only allows teleportation across them.

    As I said before in a previous post, if anyone does this, please make a video or something, because that would be awesome.

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