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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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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    Completely understand and thankyou guys.

    East-West facing gate top sign locates correctly, but when I dialed the first gate and activated the flew off onto the ground ROFL. Arrived at first N/S facing gate...teleport was fine BTW....and the top sign was on the floor as well....LMFAO:rolleyes:

    Happy bug hunting:)
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    UPDATE: This was with permissions 2.4 as download is suspended for 2.5 atm by the developer

    I had some odd behaviour with a test I did this morning, CB #478 and the just released 0.752.

    I updated the server, (removed gateshapes and restarted the server so it was regenerated) I removed my 'Spawn' gate using /wormhole remove Spawn which went fine, smashed and replaced the dialler sign with the top line as 'Spawn' pushed the button, it added the gate fine but also dialled, the gate (to nowhere) shutting down the gate then dialled it but without a wosh or chevron lights. A restart fixed but then other signs were duplicating my gate name or skipping over it. Very odd!

    With the duplication on the signs / chat text a /wormhole list only showed one instance of the gate named 'Spawn'

    I will do some further testing tonight, have rolled it back for now while I am at work.
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    I am using CB478, permissions 2.5.1 and Wormhole 0.752 and I have noticed some strange behaviour, some of my gates work fine (including my one in the nether, however, one of my portals which existed before the update won't work.
    Nor can I remove it to add it again, this doesn't fix it.
    I have a screen shot of what happens, and the console log is below:

    2011-03-01 09:58:06 [SEVERE] Could not pass event BLOCK_INTERACT to WormholeXTreme
    java.lang.ClassCastException: org.bukkit.craftbukkit.block.CraftBlockState cannot be cast to org.bukkit.block.Sign
    at com.wormhole_xtreme.model.Stargate.CompleteGate(
    at com.wormhole_xtreme.model.StargateManager.CompleteStargate(
    at com.wormhole_xtreme.WormholeXTremeBlockListener.ButtonLeverHit(
    at com.wormhole_xtreme.WormholeXTremeBlockListener.onBlockInteract(
    at org.bukkit.plugin.RegisteredListener.callEvent(
    at org.bukkit.plugin.SimplePluginManager.callEvent(
    at net.minecraft.server.BlockButton.a(
    at net.minecraft.server.ItemInWorldManager.a(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet15Place.a(SourceFile:57)
    at net.minecraft.server.NetworkManager.a(SourceFile:230)
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(

    Attached Files:

  5. Offline


    Have you tried shutting down the server and editing the WormholeXTremeDB.script file in the WorlmholeXtreme/WormholeXTreemDB folder and removing the offending gate line. *Backup The File First*!

    In theory you should then be able to add the gate again... (Not personally tested this)

    Edit: Make sure you shut down the server first as I think it writes this info back on shutdown.
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    Why 478?? Latest recommended build is still 440, which my most important plugins are built against.
    (worldguard/edit bigbrother etc)
    I won't be updating CB till the next recommended build, so I can't update your plugin.
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    Because it contains fix for both chunk loading on teleport as well as fixes (sorry, adds a hackish workaround) for the client/server desync which reigns havock on a whole range of plugins including Wormhole and causes the infamous reappearing block bug.
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    In that case I'd love to update but I don't know if it will cause issues for
    the other plugins I have, which I mentioned before.
    Do you have any experience with those, using 478?
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    Lol, #478. Most people run #440 because it's recommended, though I do understand your reasoning for picking #478. Guess I'll have to wait.
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    With a few exceptions, any plugins that have moved away from PLAYER_COMMAND and onPlayerCommand which was announced to be removed one month ago should work on 478/480 if they work on 440. The only exceptions to this I know of which does not is Treehugger and CraftIRC which seems to break on more or less every Bukkit change related craftbukkit build.

    Best way to test in any case is to copy your plugins to a new folder and run a test server on a different port using the new folder as pluginfolder and see what plugins throw errors and quickly verify if their functionality still works.
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    Latest releases of WorldGuard + WorldEdit work fine for me with build#478.Permissions2.4 and the unoffical general are fine too,as well as latest releases of iChat and MyHome. Most other devs will be pushing further than build#440 now anyway.
    If you want/need to use a lot of other plugins it's of course your perogative to run whichever server build you can to run them. The devs of this plugin chose the build# they did because of some of the tweaks/issues ThomasJ has already mentioned in his posts above.
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    Like ThomasJ said - 440 will *probably* work for wormhole - we just recommend 478 because it is more stable in regards to what we are doing.
  13. Offline


    And by work you mean the wormholes will connect. Gate block protection and destruction detection will not work.
    Teleporting will happily drop you underground as well in 440.

    Oh oh, I want to be dropped underground.
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    Some images to help you see what's happening :-
    Image 1 - Sign at odd angle on N/S facing gates

    Image 2 - When activated the whoosh effect knocks sign on gates to floor

    My gateshapes from previous versions seem to all be recognized fine and teleporting functionality also
    seems fine. Loss of skin in my inv needs a relog to fix over large distances though. This I believe is a bukkit bug atm?
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    Speaking of which. For those who simply cannot upgrade past 456 (ish) because of onPlayerCommand/PLAYER_COMMAND breaking plugins should be able to use build 450 which at least loads the chunk (not entirely reliable with WormHole) you teleport to which should minimize the potential dying.

    I really do hope that they update the recommended build soon though, but I suspect they are still holding off while trying to fix the remaining issues which still causes the servers to randomly break block related handling.
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    Wormhole 752 isnt working with latest build of permisisons

    - errors

    10:57:47 [INFO] Starting minecraft server version Beta 1.3
    10:57:47 [INFO] Starting minecraft server version Beta 1.3
    10:57:47 [INFO] Loading properties
    10:57:47 [INFO] Starting Minecraft server on *:25565
    10:57:47 [WARNING] The server will make no attempt to authenticate usernames. Beware.
    10:57:47 [WARNING] While this makes the game possible to play without internet access, it also opens up the ability for hackers to connect with any username they choose.
    10:57:47 [WARNING] To change this, set "online-mode" to "true" in the server.settings file.
    10:57:47 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-484-g36a33aa-b481jnks (MC: 1.3)
    10:57:47 [INFO] Preparing level "world"
    10:57:47 [INFO] Preparing start region
    10:57:48 [INFO] Preparing spawn area: 81%
    10:57:49 [SEVERE] Could not load plugins/MinecraftRKitPlugin.jar in plugins: null
            at org.bukkit.plugin.SimplePluginManager.loadPlugin(
            at org.bukkit.plugin.SimplePluginManager.loadPlugins(
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(
            at net.minecraft.server.MinecraftServer.e(
            at net.minecraft.server.MinecraftServer.a(
            at net.minecraft.server.MinecraftServer.d(
    Caused by: java.lang.NoSuchMethodException: com.drdanick.McRKit.plugin.RTKPlugin.<init>()
            at java.lang.Class.getConstructor0(
            at java.lang.Class.getConstructor(
            ... 8 more
    10:57:49 [INFO] [Permissions] version [2.5] (Phoenix) was Initialized.
    10:57:51 [INFO] [MYHOME]: 13 homes loaded
    10:57:51 [INFO] [MYHOME] Permissions enabled.
    10:57:51 [WARNING] [MYHOME] 'Help' isn't detected. No /help support.
    10:57:51 [INFO] MyHome 1.9.2 enabled
    10:57:51 [INFO] WorldEdit 4.0-beta6 enabled.
    10:57:51 [INFO] WorldEdit: Permissions plugin detected! Using Permissions plugin for permissions.
    10:57:51 [INFO] [WormholeXTreme][v0.752][By Lologarithm & alron]Load Beginning.
    10:57:52 [INFO] [WormholeXTreme]Attached to Permissions version 2.5
    10:57:52 [WARNING] [WormholeXTreme]Failed to load iConomy Plugin - there will be no iConomy integration.
    10:57:52 [INFO] [WormholeXTreme]13 Wormholes loaded from WormholeDB.
    10:57:52 [INFO] [WormholeXTreme][v0.752]Load Completed.
    10:57:52 [INFO] Loading map 'org.dynmap.kzedmap.KzedMap'...
    10:57:52 [INFO] Loading renderer 'org.dynmap.kzedmap.DefaultTileRenderer'...
    10:57:52 [INFO] Loading renderer 'org.dynmap.kzedmap.CaveTileRenderer'...
    10:57:52 [INFO] Activated world 'world' in Dynmap.
    10:57:52 [INFO] Loading map 'org.dynmap.kzedmap.KzedMap'...
    10:57:52 [INFO] Loading renderer 'org.dynmap.kzedmap.DefaultTileRenderer'...
    10:57:52 [INFO] Dynmap WebServer started on /
    10:57:52 [INFO] AppleTree activated.
    10:57:52 [INFO] [General] version [] (TheBeginningOfTheEnd) loaded
    10:57:52 [INFO] [Permissions] version [2.5] (Phoenix)  loaded
    10:57:52 [INFO] WorldEdit: Permissions plugin detected! Using Permissions plugin for permissions.
    10:57:52 [WARNING] [WormholeXTreme]Failed to attach to Permissions: com.nijikokun.bukkit.Permissions.Permissions cannot be cast to com.nijiko.permissions.PermissionHandler
    10:57:52 [INFO] [iChat] Attached plugin to Permissions. Enjoy~
    10:57:52 [INFO] [HeroicDeath] enabled.
    10:57:52 [INFO] Done (0.503s)! For help, type "help" or "?"
    looks like you're maybe calling old depreciated namespaces (java noob, not sure if this is right lingo >:p)
  17. Offline


    It works fine with Permissions 2.5.1 and the build reccomended by the devs(478)
    Ask Lologarithm, he was just on my server checking out the latest bugs on working gates;)

    I've also read on the forum calling your world 'world' can cause issues with to ask the dev in his thread as I' unsure if this is still an issue in later builds.
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    Well, CB builds 483 and 484 have been verified as working properly with WXT 0.752.
  19. Offline


    This is good to know, I am also on 440... it is absolutely true that most people will not update to the bleeding edge, as most admins like myself who USED to do this got royally screwed when we attempted it at around 350 ages ago. We simply have too many plugins to synchronize to risk updates for the one plugin on that bleeding edge. I will test it on 440 and report back if there are any errors, though!

    Edit: Works PERFECTLY on 440 as far as I can tell, however I have not attempted to make any new gates.
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    Expect errors. We rely on changes that were made post 440. namely when it comes to gate protection.

    Also, what plugins are you guys using that don't work with the latest stuff? (I ask, so I can stay the heck away from them in the future. )
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    using CB 484 and Wormhole 0.752 gate dial comes up once you dial you get a you dont have permission then gate is stuck with Gate Remotely Activated. I am using also newest Permissions 2.5.1 and I am set full access.
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    Hurm, and I assume you have your permissions set properly in worldname.yml instead of config.yml?
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    Hmm don't see the worldname.yml file? where is it suppose to be located?
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    So I've had this same problem for a long time now... but so far it hasn't been resolved.

    I can't delete gates with spaces in their names. I currently have one in the Nether that was deleted when essentials ruined my nether map... so it now transports the player to the location where nothing is... and I have no idea how to fix this without completely trashing our network and starting again. I tried using a "_" but that failed... any other advice for me? :X
  25. Offline


    When referencing gates with spaces in their name, use "quotes". I.E. /wormhole remove "space gate"
    --- merged: Mar 1, 2011 11:30 PM ---

    I mean, with permissions 2.1+ if you have the following worlds "mainworld, netherworld, and secondworld" your plugins/Permissions directory should have "mainworld.yml, netherworld.yml, and secondworld.yml" Easiest way to do it is just copy your config.yml to worldname.yml, for each of your worlds. So, default config with nether enabled using Essentials would have your plugins/Permissions/ folder having a world.yml and nether.yml.

    Hope this helps.
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    Do signs work properly in those latest builds alron? TBO I'm not bothered as it works fine other than that one bug. Lologarithm put a sign on one of my gates afterwards and it didn't fly off.
    Using 478 and perm 2.5.1 all works lovely, we even had our first excursion to the Nether and back. What fun:D

    EDIT : Updated to build484..everything seems ok, not built a new gate yet tho. Need to design a new one :)
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    Adding the extra yml files helped the copy paste rename did the trick awesome man thanks.
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    Glad I could help. I got bitten by this one after updating to permissions 2.1 myself. ;)
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    Thinking linking them to the same file so I wont have to edit each one in the future. But for now it works and I aint touching it lol
  30. Offline


    Exactly what I did. Didn't suggest symlinks as I didn't know what OS you were running. ;)
  31. Offline


    Currently having a problem where I have 2 gates: vilicus, zulu. vilicus can dial zulu, zulu can dial vilicus... however... when i step into the wormhole from zulu to vilicus, nothing happens. Everything seems to work fine though coming from vilicus to zulu.

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