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

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

  1. Offline


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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

  2. Offline


    How do i install different shape files
    EDIT: nevermind i just had to rename the shape files
  3. Offline


    Hi, thanks for the great plugin you made!, a great feature will be different iconomy costs for each gate ^^
  4. Offline


    Hehe, I think we actually are planning for things like that. In the future. ^^
    So hey, looking like CB Build 539 doesn't have the block.getType() bug. Or at least I was unable to trigger it easily like I used to. ^^

    Worth checking out, maybe.

    Well, never mind, it causes other major problems. ^^
    Welp, found a small rare NPE during gate removal. Corrected it in main github repo. Will be in the next release.

    Until then, if you build 2 sign dial gates, remember to click their signs at least once before removing them. :)
  5. Offline


    We have build 540 on our Server.

    If i use a gate it shutdown immediatly. Why?
    I have try some configurations and it shuting down :(

    We use Groupmanager 1.00 alpha 5
  6. Offline


    Got any errors on console?
    Also, what other plugins do you use?
    Does this problem happen on Build 531 (the bukkit recommended build)?
  7. Offline


    Might be my laziness speaking, but any chance you could add a /wxgo command?
  8. Offline


    k problem solved :)
    was an bug. Now no problems and no console errors :)
  9. Offline


    Absolutely! It is one of the next commands I was planning on adding. ^^
    Expect it in the next release.
  10. Offline


    Ok, so here is the deal with what happened to me. I installed plugin, got it working, linked 3 gates and had my whole server warping around, then i downloaded a plugin and it must have clashed with yours or something idk, i deleted it and even restored backup just to find that no matter WHAT i do it will not let anyone under OP use the dial/sign, but they can teleport thru it if myself or another OP opens the gate for them, which is very annoying to do all day. Please please please help me figure out why my permissions wont run your stargates correctly like it did before, i have even reset the file up the same way as it was working before with no luck. Thanks in advance for any help you can give me and my server, here is my permissions file, at least your part of it.

    default: false
    prefix: ''
    suffix: ''
    build: true
    - Default
    - 'wormhole'
    - ''
    - '-wormhole.config'
    - '-wormhole.list'
    - '-wormhole.remove'
    - '-wormhole.go'
    - 'essentials.spawn'
    - ''
    - 'essentials.home'
    - 'essentials.sethome'
    - 'essentials.back'

    I only do it that way because it wouldnt work at all the first time untill i put in - wormhole by itself, then from there i just removed commands to make it fit my liking, i dont know how to do it differently (correctly)
  11. Offline


    You might need to change the wormhole permission from - 'wormhole' to -'wormhole.*'
  12. Offline


    im not sure if this is correct but try removing the second dash from (-'')
    so it looks like (-'')

    and this is a great plugin btw [​IMG]
  13. Offline


    i tried both of your ideas, still nothing sadly :(

    great plugin if i didnt have to portal everyone in my server all the time lol

    i also tried removing all of the ' on each side of the permissions
  14. Offline


    - 'wormhole.*'
    I forgot the space after the -
  15. Offline


    I don't know how Permissions handles that case - I would try adding wormhole.use.*
  16. Offline


    i know you did, i didnt change it to the wrong way

    would switching to group manager help me any?
  17. Offline


    Don't know. I had trouble when I switched to Group Manager. Kept getting errors and plugins not recognising "Permissions" or "FakePermissions" so I switched back.
  18. Offline


    I just fixed that problem with Group Manager, thank you very much :p
    New problem: Gates arent connecting right
    Solution: fix it myself
    thanks for the help
  19. Offline


    First of all, I'd like to say that I love your plugin.
    I was able to make a portal with a simple button dial to a Nether world, which was what my players were looking for.

    Now I'm trying to use the network gate with the sign dial.
    I created a network with two gates in one of my other world, worked like a charm.
    Then I tried to create another network with two gates between 2 different worlds (a normal one and a nether one)
    The gate activation is working but when I step inside the portal, I've got a message stating that "You lack the permissions do to this".
    I'm op on this server.
    I'm using CB493 with the Permissions plugin (2.5.3)
    I've permission files for both world stipulating that I've full control.

    I tried a general search to know if it was possible to have a network between world but the search wasn't successful.

    So I was wondering if we can use network gate between worlds? And if so, what could I have done wrong?
  20. Offline


    it seems that the plugin doesnt wrork in the new bukkit version can you pleas update it?
  21. Offline


    I think you should stick with using the recommended build of Bukkit. This works perfectly fine with the latest recommended CB531.
  22. Offline


  23. Offline


    This is very nice, im gonna tell evrybody on my server to use the sign dialing system, because its alot easier to use.
    also, i was a bit confused where to unzip the .zip file.
    but i got it right now.
  24. Offline


    Ok, so I got a doozie for yah. I was wondering if it is at all possible to get a gate to link with another gate in a different world. I've been thinking about how this could be done but unfortunately my skills with java are limited to non existent so I have no idea where I would even start. So far I haven't heard this mentioned on this thread or any other thread, i could be overlooking it though. Anywho, what I have in mind would probably require a major update to bukkit, seeing as how the server would have to be able to simultaneously load and maintain two world files at once. This would use a HUGE amount of resources. But then again, if two servers were running on the same machine (ie same ip address different ports) one with one world (let's call it W1) and the other with another world (W2). let's say that the admin (local machine player) goes to W1 and builds a gate, let's call it W1 Gate. He puts it on a network called "InterWorld". next he disconnects from server 1 and logs into server 2 and builds a gate in W2, calls it W2 Gate and puts it on the same network as the W1 Gate. If there were an intermediary file, just a simple text file, to which the plugin could refer to in order to route these wormholes, would it be possible to then link the two worlds and allow players to pass between them?

    Yeah, When I teleport to a long-range gate, it tries to kill me. using the //unstuck command saves you if you do it in time but still... I think that this could be easily fixed if there were some way to make it so that the server will keep the chunk that the gate sits in active, y'know just the one chunk so that when someone teleports over there they at least have something to stand on while the server catches up. obviously, if you make a lot of gates this could eat your RAM up right quick. But then again, I'm not entirely sure how Minecraft deals with these chunks. I know that there are coordinates in the world, but unless it can address these coordinates to specific places in RAM, I'm not sure how that would work. Any ideas?
  25. Offline


    :p LOL. Yes. That's why this thread says "Multi-World Capable Stargates" in the title.
    Get the Multiverse plugin to have multiple worlds. The multiple worlds run on the same server. No need to run multiple servers.
  26. Offline


    2 worlds on same server ok, but what about two network gates on different worlds?
  27. Offline


    Yes. I am doing that on my server. I have a network called "Worlds" which are the gates that travel between my 4 different worlds (one of them being the Nether). Then I have a separate network on each world. That way the "Interworld" gates don't get mixed up in the gates used for travelling around in the same world.
  28. Offline


    HA! so I'm just blind. [​IMG] I was driving myself crazy trying to find out how that was supposed to work. thx Reterg! I'll have to implement that right away.

    So does anyone know how Minecraft loads chunks? I'm still getting murdered by the long range gates, it doesn't happen as often, or hardly at all when there are other players, especially if they are in the vicinity. But if I'm alone on the server either testing things or doing maintenance and I try to use them they almost always kill me if I don't use //unstuck fast enough, and even then it has killed me...
  29. Offline


           >   22:51:01 [INFO]        [WormholeXTreme][v0.8][By Lologarithm & alron]Load Beginning.
            >   22:51:01 [WARNING]        [WormholeXTreme]Not a supported version of Permissions. Recommended is        2.5.4
            >   22:51:01 [INFO]        [WormholeXTreme]Attached to Permissions version 2.0
            >   22:51:01 [WARNING]        [WormholeXTreme]iConomy Plugin not yet available - there will be no        iConomy integration until loaded.
            >   22:51:01 [SEVERE]        [WormholeXTreme]ERROR: failed to load HSQLDB JDBC driver.
            >   22:51:01 [SEVERE]        java.lang.ClassNotFoundException: org.hsqldb.jdbcDriver
            >   22:51:01 [SEVERE]        	at$ Source)
            >   22:51:01 [SEVERE]        	at Method)
            >   22:51:01 [SEVERE]        	at Source)
            >   22:51:01 [SEVERE]        	at
            >   22:51:01 [SEVERE]        	at java.lang.ClassLoader.loadClass(Unknown Source)
            >   22:51:01 [SEVERE]        	at java.lang.ClassLoader.loadClass(Unknown Source)
            >   22:51:01 [SEVERE]        	at java.lang.Class.forName0(Native Method)
            >   22:51:01 [SEVERE]        	at java.lang.Class.forName(Unknown Source)
            >   22:51:01 [SEVERE]        	at        com.wormhole_xtreme.model.StargateDBManager.ConnectDB(
            >   22:51:01 [SEVERE]        	at        com.wormhole_xtreme.model.StargateDBManager.LoadStargates(
            >   22:51:01 [SEVERE]        	at com.wormhole_xtreme.WormholeXTreme.onEnable(
            >   22:51:01 [SEVERE]        	at
            >   22:51:01 [SEVERE]        	at
            >   22:51:01 [SEVERE]        	at        org.bukkit.plugin.SimplePluginManager.enablePlugin(
            >   22:51:01 [SEVERE]        	at org.bukkit.craftbukkit.CraftServer.loadPlugin(
            >   22:51:01 [SEVERE]        	at org.bukkit.craftbukkit.CraftServer.loadPlugins(
            >   22:51:01 [SEVERE]        	at net.minecraft.server.MinecraftServer.e(
            >   22:51:01 [SEVERE]        	at net.minecraft.server.MinecraftServer.a(
            >   22:51:01 [SEVERE]        	at net.minecraft.server.MinecraftServer.d(
            >   22:51:01 [SEVERE]        	at
            >   22:51:01 [SEVERE]        	at
            >   22:51:01 [SEVERE]        null loading WormholeXTreme v0.8 (Is it up to date?)
           	at        com.wormhole_xtreme.model.StargateDBManager.LoadStargates(
           	at        com.wormhole_xtreme.WormholeXTreme.onEnable(
           	at        org.bukkit.plugin.SimplePluginManager.enablePlugin(
           	at        org.bukkit.craftbukkit.CraftServer.loadPlugin(
           	at        org.bukkit.craftbukkit.CraftServer.loadPlugins(
           	at        net.minecraft.server.MinecraftServer.e(
           	at        net.minecraft.server.MinecraftServer.a(
           	at        net.minecraft.server.MinecraftServer.d(
    I get that error on Bukkit 531, any ideas?

    Ignore this now. My mistake I remember using it a while back but not actually needing the other files so I just got the updated Jar. Got the zip and everything is fine. Sorry for not reading the introduction again
  30. Offline


    No worries, glad you figure out your problem. ^^

    Just so you know, you were just missing hsqldb.jar in the lib/ folder. ^^
  31. Offline


    Just thought I'd mention I have two bugs right now.
    In the past day since the .8 update I've had multiple gates with minor leakage problems which go away after the gate deactivates, and two gates with major water leakage problems (all woosh water stays even after gate is turned off and then it starts flowing). This is only really fixed by filling the whole area with another material such as dirt, and can be a bit annoying.

    The second is we have a gate which says it is remotely activated and we have no clue where from. If you could log what gate has activated it when I press the button I would greatly appreciate it :)

Share This Page