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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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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    Great plugin and enjoy using it.

    2011-02-20 12:25:06 [INFO] This server is running Craftbukkit version git-Bukkit-"51dd641"-b{$bamboo.buildNumber}bmb (MC: 1.2_01)

    2011-02-20 12:25:08 [INFO] [WormholeXTreme][v0.736]Load Completed.

    Have noticed one problem. I will use a gate and then realize I forgot something and will wait for the shutdown then use the gate to go back and it acts like everything in working normally but when I step into the gate it doesn't transport me. I have to wait a quite a bit before I can use the gate to dial back.

    EDIT: Now I don't seem to be able to go out from this gate at all even though it is giving all the indicators that is connected to the other end. I even tried removing it and recreating it but still can't go through this gate.

    In Settings.txt

    Value: 38
    Description: Number of seconds after a gate is dialed before automatically shutdown. With 0
    timeout a gate won't shutdown until something goes through the

  3. Offline


    You can.

    Will give you this:


    The only thing to note is I use worldedit to make the sign block back into stone after the gate is made. Seems to work. Ideally I'd like to be able to designate where the dialer sign goes so you could make an exact copy of the "Stargate" mod's gates. A minor complaint for an awesome mod, though :)

    Edit: Changing the sign stone to stone from obsidian breaks the sign. You can still click it to change the destination, but it doesn't change the display. So for now, Obsidian it is behind the sign :(
    --- merged: Feb 21, 2011 12:54 AM ---
    There's some wierdness going on. I re-made those portals with obsidian behind the sign, and now when you go in it you don't teleport. The button works, summons the water, and you don't go through. If I build the same exact portal structure elsewhere, it works. Sometimes building the gate above doesn't even register in the mod as building a stargate. So very confused.
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    It would be cool if you could add gates in which only, say, minecarts can travel through. Would work awesome for this subway system im making.
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    Minecarts can go through. Riding the cart through the gate isn't recommended :-p
    tension69 likes this.
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    After all my teething probs, finally seem to have this plugin nailed down. Using Version 0.735 with Craftbukkit version git-Bukkit-0.0.0-409-gcb2bced (MC: 1.2_01).

    As long as there is solid ground under the gate and the gates are at relatively the same elevation we don't seem to have the materializing in the floor problem any more. I'd not recommend building them over water on a jetty either as that seemed to cause the bug (at least for us).

    Awesome Mod for exploring the world. Got lost? Whack up a gate to portal back :D

    Looking forward to Worldguard & Worldedit finally catching up with Bukkit so I can use latest releases all together.

    Nice work Lologarithm ~thumbs up~
  7. Offline


    You should get the version i just released - 0.736. It added a config value to custom gate shapes so you can define how big the woosh should be :)

    Also - thank Alron, he has done awesome work helping me clean the code up and fixing bugs.
  8. Offline


    Go back a page or Bukkit breaks a lot of the plugins I use, and tho I tried 0.736 wasn't having any of it with the Craftbukkit I run. Things are smooth now so I can wait :)

    Yeah big up to Alron too, took time out to post replies today and was much appreciated. I kinda feel bad for forgetting him now....

  9. Offline


    I am getting

    [SEVERE] Could not pass event PLAYER_MOVE to WormholeXTreme
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremePlayerListener.onPlayerMove(
    at org.bukkit.plugin.RegisteredListener.callEvent(
    at org.bukkit.plugin.SimplePluginManager.callEvent(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.a(SourceFile:232)
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
    at net.minecraft.server.MinecraftServer.h(

    Issues from time to time, and I am assuming this is why quite often I dial a gate walk into it and it does nothing

    WX Version is : 0.736
    CB version is : git-Bukkit-0.0.0-437-g9de610a-b405jnks (MC: 1.2_01)

    Any ideas on what causes this?

    -Edit : Also I have had the "gates dial but dont work" bug in previous versions of both CB and WX

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    I'll look into this after I finish on the refactoring I'm working on. I always have this big fear with errors like you have that an API just changed on me. :(
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    Thanks for the quick response :)
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    I dug through the code and didn't find anything out of the ordinary when building against the latest snapshot of bukkit. I have no problems passing through wormholes as well.

    What plugins do you use?
    I'm wondering if one of your other plugins is trampling on WXT. :|
  13. Offline


    I've just updated to 7.36 from 7.25 and added the Gate Shapes folder, run server, restarted it and went to dial a gate and it opened but when I tried to go through nothing happened nor could I close it with the stone button. I also updated to the latest version of Craftbukkit (405) from here
    The error log is
    2011-02-21 14:04:12 [SEVERE] java.lang.NullPointerException
    2011-02-21 14:04:12 [SEVERE]     at com.bukkit.lologarithm.WormholeXTreme.model.Stargate.AnimateOpening(
    2011-02-21 14:04:12 [SEVERE]     at
    2011-02-21 14:04:12 [SEVERE]     at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(
    2011-02-21 14:04:12 [SEVERE]     at net.minecraft.server.MinecraftServer.h(
    2011-02-21 14:04:12 [SEVERE]     at
    2011-02-21 14:04:12 [SEVERE]     at
    2011-02-21 14:04:12 [SEVERE] Unexpected exception
        at com.bukkit.lologarithm.WormholeXTreme.model.Stargate.AnimateOpening(
        at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(
        at net.minecraft.server.MinecraftServer.h(
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    Didn't find it in search, so I thought I'd ask here. Is there a way when using iConomy to make a specific gate NOT be owned by anyone, such as a public stargate for a spawn area?
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    Well, you can edit the database script, for instance, write "Stargates Inc" in the name field.
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    Ack, looks like you triggered an upgrade bug. And looks like Lologarithm didn't mention it in the first post. And I totally forgot to add information about it to the readme. (Fixing now)

    EDIT: I LIED. Is in the README.txt in the upgrade section. Steps 4 and 5.

    Basically what you needed to do after upgrading to 0.736 *before* pressing any gate buttons was destroy a single gate ('/wormhole remove' being the easiest option) and re-add it. There was a change to the database schema adding the custom woosh/splash depth. Until a single gate was re-added the database didn't have a value for it. Thus the crash.

    This only was triggered on upgrades, and I'll look for a way to fix it in the future.

    But for now, your best bet is to go ahead, destroy one gate like I mentioned, and re-add it.

    Let me know if this works for you, it should. (It did for me)
    --- merged: Feb 21, 2011 2:28 PM ---
    Not easily as of current, though that is a good idea. I'm adding it to my TODO list. Probably won't actually make it into the codebase until we push the update which allows gates to have unique settings. I.E. gates with different portal, splash, iris, light, and stargate materials.
    --- merged: Feb 21, 2011 2:30 PM ---
    Also, just so you folks know. I'm currently working on an interim update to fix a few bugs I ran into.
    I'll post it when it is tested and ready. :)
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    With a thought to this I do run WorldEdit and Essentials and dynamap etc (well not dynamap atm as its playing up)

    So what I have done is move to the latest promoted build :

    Cleared everything back and am just running WXT, going to watch the server log like a hawk and if that runs for a few days fine then I will add more stuff back in. :)
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    Thank you for the fast reply :D
    Also wanted to know how this interacts in worldguard protected regions. I have a special "StarGate" area near the spawn that is for public use, but the regular members can't seem to use them. They can use them outside of the area and teleport in but they cant press the button to dial out. I have given them a group permission and set it but it still doesn't seem to want to let them press the button. Any clue as to what this may be?
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    You sir, are most awesome.

    I know I test my dev build with only Essentials and dynmap (multi-world dev build).

    I'll have an updated version of WXT for you in a little while, that'd probably be a better version to do stability tests on. ;)

    --- merged: Feb 21, 2011 2:53 PM ---
    Have they tried right clicking the button block? And I'm pretty worried that WorldGuard is stomping on WXT now. Keep hearing the same problems, but I'm not seeing them at all on my local test server which runs without WorldGuard.

    After I am done with the bunch of code that I am working on I will see about testing with WorldGuard and fixing WXT to be more compatible with it.
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    Ha thanks! Oh if you do find a version of dynamap that works well (latest multi-world build?) I would be grateful! I wont add it yet until I have finished testing :)

    Cool when you have the updated version of WXT I will roll it out and test on my server. Thanks again for the great support!
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    Thanx for your help yesterday Alron !

    I've just made my first working gate design and I'm chuffed as f***:)




    BTW, is there a limit to how many gates you can have, and their physical size?

    Cheers, tension69
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    No known limit to number of gates and to their physical size, though I'm guessing that size needs to fit well within the chunk loading distance, centered on stargate. Just be aware, larger the size, the more the plugin has to work to parse it. Larger the gate, the more data stored in the database. Larger the database, slower the program runs.

    Its a balance. :)

    Also, glad you like it. :)
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    Is it possible to set a price for using the Wormholes? I don't have any plans on including iConomy in my server (it's too overly fancy, I just need something simple), but I do have mods like Minecart Mania, and with gate systems everywhere there is no incentive in building the railroads nor using them. So if I could set something simple like "to dial, please provide x" it would be perfect, since people that really need it will use it and the railway will stay alive for those that don't want to pay.
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    On bukkit 405 the plugin dont even load when i start the server
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    Here is that much anticipated update. Cleaned up a bunch of my prior code.
    Fixed it so gate name signs no longer are infinite free sign spawners.
    Fixed it so when you delete a gate with a sign dialer, it resets the sign dialer sign back to the name of the gate.
    So no longer gates with names like "-gatename-" by creating a gate with an old sign dial sign.
    Other stuff... in the changelog.

    The remove gate, re-add gate (steps 4 and 5) are important if you are upgrading.

    WormholeXTreme 0.740 Only works with Latest CraftBukkit. I don't even know what the build number is, I tested with a git repo source built version. If your bukkit is older than 2 days, it won't work with this version. I will not support old versions. Expect all new versions of this plugin (at least the ones I work on) to support only the latest and greatest from bukkit. Just don't have the time and manpower to keep multiple versions going or to support old bukkit builds that are full of deprecated API. Sorry.


    If you have problems with this build and you're running WorldGuard, try it without the WG. And see if it works.

    --- merged: Feb 21, 2011 4:55 PM ---
    Did you follow the directions?
    hsqldb.jar installed in your minecraft server directory?
    --- merged: Feb 21, 2011 5:01 PM ---
    Using iConomy support will allow you to set prices on gate travel. At the moment it effects all gates. You can also set how much it costs to build a gate.

    Configure them in your plugins/WormholeXTreme/settings.txt (preferably while the server is in an off state).
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    Nice one, will restart server tonight just running this and test, will give feedback of any issues or if working fine.
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    Awesome. Thanks much. :)
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    Hey, I'm having an issue with having properly installed WormholesXtreme but my server not detecting it that it exists.... when the server loads up, no message saying its enabled, etc, and commands dont do anything in-game

    any help available?

    most recent version of xtreme, craftbukkit build 326
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    The OP Says Build 361. My updated post said if your build is older than 2 days, it aint supported.
    Update your bukkit to 361+ (or whatever they decided to call the build numbers this day) if you want to use this.
  30. i have the same problem, server displays nothing that has anyting to do with wormhole and the commands also dont work
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    How old is your bukkit? If it is more than 2 days old. upgrade if you want to use WormholeXTreme.

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