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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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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    Sorry if this has been asked before but i havn't got the time atm to read the last 75 pages of discussion.
    I was wondering if the gate information was suppost to save when you create them and load when the server loads?
    I just installed this mod and after i created a wormhole network i had to restart the server after , But when i logged back on after the restart i had to complete all the gates again as none of them exsisted i did the command /wxlist and none showed up.
    Any help would be appreciated and once again sorry if this has been discussed before.
  3. Offline


    I can't seem to get this to work properly. Everything works fine for me when I'm an op, but I de-opped myself and then I can't do a single thing.

    I know it's a permissions thing, but I'm not 100% clear on how I should be setting it up if I'm using the Permissions plugin. I want almost everything to be available to everyone. My permissions file looks like this:
            default: true
                prefix: ''
                suffix: ''
                build: true
                - 'commandbook.who'
                - 'commandbook.whereami'
                - 'commandbook.whereami.*'
                - 'commandbook.rules'
                - 'wormhole.simple.use'
                - ''
                - 'wormhole.simple.remove'
                - 'wormhole.simple.config'
                - 'wormhole.use.sign'
                - 'wormhole.use.dialer'
                - 'wormhole.remove.all'
                - ''
                - 'wormhole.config'
                - 'wormhole.list'
    Any suggestions?

    EDIT: I also can't even use the portals unless I'm an op. and I can't show you any console errors, as it's on a Multiplay server, and I can't/don't know how to see that stuff.
  4. Offline


    Yes gates should be saving after a restart. Did you put hsqldb.jar in your lib folder? Are there any console errors?

    Make sure that you didn't give your username a different permission group (other than default). If someone else logs in can they use the gates?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
  5. Offline


    No, I'm in the default permission group. I had a friend log in and try to turn on a gate (made when I was opped) and it wouldn't turn on for him either.

    Okay, slight change in the situation. I changed absolutely nothing as far as I know, I was just browsing through the settings and reset the server. It seems to be more functional now; when I click the button on a portal (not completed, just set up and everything), it tells me to complete it with /wxcomplete , but then tells me I don't have permission. Am I missing something in my previously stated permissions? (I haven't touched them)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    It is hard to debug this unless you have console access. Do you know what version of permissions you are using?

    Also, do you have "use simple permissions" set to true in your settings.txt?

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
  7. Offline

    Psycho Robot

    I been thinking about the animation technique that you've shown for the whoosh and light effects, and I'm a little confused. When you put #1 on a portal particle, does that mean that it will show up on the first tick, then disappear on the 2nd? If not, what if you wanted that? And if so, how do you make it stay for later ticks? Lastly, would it be feasible to specify frames? By that I mean what if, instead of specifying the order of the whoosh appearance, you did this:

    # Number of ticks to wait between frames. 1 tick = ~50ms
    FRAME_TiCKS = 3;
    After the last frame, all whoosh material currently out would disappear. This way, you could specify exactly when they turned on and off, and you could make it as detailed as you are willing to devote to animating a minecraft stargate unstable wormhole
  8. Offline


    In my addons list it just says "Permissions (v3.0a+MP)" , but I think I have the latest version, 2.5.5

    EDIT: Didn't see the 2nd post;

    My settings.txt doesn't say "use simple permissions"

    This is my entire settings.txt file:
    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.
    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
    Update: It seems I actually CAN use the portals, as long as they aren't in the spawn area (spawn protection) So it is just using the default permission settings. That makes more sense now, but I'd still like to not have to be an op to make them.
  9. Offline


    Thank you i download the jar file not the zip and didn't get the lib folder at all. Once installed correctly and tested it was all good. Cheers for that.
  10. Offline


    My gates break.

    I keep reading all these plugins where people say "works perfect!" but honestly, I am finding this to be very rare, unless people are not doing extensive testing.

    So, I was using this on MC 1.2, and now I'm using this again on 1.4... it just doesn't ever seem to want to work. This plugin looks great, and works for awhile, but gates keep wanting to break. They become unresponsive and do absolutely nothing but take up space.

    So, is there a fix? Or perhaps something I am doing wrong... because everything starts out working fine, but after a few times using a gate, it becomes useless.
  11. Offline


    That's a really small settings file. As a matter of fact, that looks like something that was copied out of the OP at the top and definitely won't work. If you download the zip file, is that identical to the plugins/WormholeXTreme/Settings.txt you find in there? Alternatively, I think it'll generate a new Settings.txt if you delete the one you currently have.

    @Lologarithm or @alron Another permissions related technicality question for you: I have

             default: true
                 prefix: ''
                 suffix: ''
                 build: true
                 - 'wormhole.use.*'
                 - ''
                 - 'wormhole.remove.own'
                 - '*'
                 - '*'
                 - ''
    Will that last line, the "- ''" prevent my users in the Default group from building dialer gates (non-signed) on the Public network? I'm trying to set it up so they can build dialer gates on the public network, but just not signed gates on the Public network.

    To help Alron and Lologarithm figure out what the problem is faster, it'll really help if you post details such as specifically what versions of CraftBukkit (build #) and WXT you're running. Since there are a lot of different versions of CraftBukkit that run on Minecraft 1.4, simply saying 1.4 or 1.2 doesn't really help much.

    Also, you'll need to post things like a list of what plugins you're running, and if you have Permissions, what the permissions config file is (put it on Pastebin or in a code block here). The WXT settings file is also important.
  12. Offline


    I'm using a Multiplay server actually, so I pretty much just click addons from their list of supported addons, and it does the rest, thats why my settings.txt is messed up.

    I guess I'll contact the multiplay guys and figure out how they make it work, since apparently they've tested all of the plugins.

    EDIT: If anyone has a settings.txt file they could post here that actually has everything its supposed to, I could try replacing mine with whats written in yours, and maybe I'd get some sort of functionality out of it.

    EDIT2: I also can't delete it.
  13. Offline


    Let's see.... I'm running CB #670 and running version v0.832 of Wormhole X. Permissions are wormhole.*, and I'm using the default config file. As far as plugins... too many to list... if there are known conflicts from other plugins tho, it'd be nice to have a list of them.

    Like I say... it's not that this 'isn't' working... it's the fact that it STOPS working.
  14. Offline


    Everytime I edit my settings.txt file then either reload all my plugins or restart the server, the file reverts back to the original default one. Is anyone else having this problem?
    I am using cb #617 and v0.832
  15. Offline


    I was having this problem with another plugin. Just put in your settings and change the file to Read Only... that outta teach it!
  16. Offline


    Please no .... I don't want to spend hours dickering with text files. I just want my gates to stay the way I've defined them.
  17. Offline


    Ok, for all of those of you who are on windows. When you want to edit your config file, shut down your server first. THEN edit your config. Difficult proposition eh?

    Hell, do the same thing if you run Linux or osx. I really shouldn't have to explain this to server admins.
  18. Offline

    Don Nguyen

    Hi, I am running a server on the latest 670 build of bukkit and I cannot get this to work properly. I have been using this plug in for awhile and it has been working perfectly up to the recent updates. Everything builds and works nicely, the only issue I am having with this is that hsqldb will not load up and therefore every time I shutdown my server, the portals that were made are not saved. This means every time I restart my server I have to go to all the gates and set them up again. Obviously painful when some are extremely far away.

    Could you please help me with this? Thank you.
  19. Offline


    Make sure you don't have multiple wormholextreme.jar files in your plugins directory.
  20. Offline

    Psycho Robot

    You wouldn't have to set it up like that. You could just keep the default gates. Logarithm has said that the new format would not break the old format styles. Such dickering would only be for people who actually want to dicker around with them.
  21. Offline

    Don Nguyen

    Yeah I actually don't have multiples of the jar file. I actually set up an entirely new world to test just wormholextreme and it gives me the same error.
  22. Offline


    lol Thats a brut force way, but it worked!
    Thanks for the help.
  23. Offline


    It is also the wrong way. Now every time you make config changes via the in game interface they will be lost at restart. Good job.

    Your best bet is to... you know... shut down the server before you manually edit the config file. It is safe and works every time.

    I assume you have hsqldb.jar in lib/ ?

    Are there any errors at startup? Warnings? Severes? Maybe you should post them here, so we can help you.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
  24. Offline


    Thank you for the correct way of doing this, much appreciated
  25. Offline

    Don Nguyen

    I would assume my hsqldb.jar is in the right place. The plugin worked flawlessly before and when I updated I just put the all the same files at the same place they were before. Here's what I get when starting the new server just with wormhole.

    The location of hsqldb.jar is in the same folder as minecraft_server.jar and craftbukkit-0.0.1-snapshot.jar. This is correct right?

    Log (open)

    13:52:17 [INFO] Starting minecraft server version Beta 1.4
    13:52:17 [INFO] Loading properties
    13:52:17 [INFO] Starting Minecraft server on *:25565
    13:52:17 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-646-
    gb61ef8c-b670jnks (MC: 1.4)
    13:52:17 [INFO] Preparing level "world"
    13:52:17 [INFO] Preparing start region
    13:52:17 [INFO] 144 recipes
    13:52:17 [INFO] [WormholeXTreme][v0.832][By Lologarithm & alron]Load Beginning.
    13:52:18 [SEVERE] [WormholeXTreme]ERROR: failed to load HSQLDB JDBC driver.
    13:52:18 [SEVERE] java.lang.ClassNotFoundException: org.hsqldb.jdbcDriver
    13:52:18 [SEVERE] at$ Source)
    13:52:18 [SEVERE] at Me
    13:52:18 [SEVERE] at Source)
    13:52:18 [SEVERE] at
    13:52:18 [SEVERE] at
    13:52:18 [SEVERE] at java.lang.ClassLoader.loadClass(Unknown Source)
    13:52:18 [SEVERE] at java.lang.ClassLoader.loadClass(Unknown Source)
    13:52:18 [SEVERE] at java.lang.Class.forName0(Native Method)
    13:52:18 [SEVERE] at java.lang.Class.forName(Unknown Source)
    13:52:18 [SEVERE] at com.wormhole_xtreme.wormhole.model.StargateDBManager.
    13:52:18 [SEVERE] at com.wormhole_xtreme.wormhole.model.StargateDBManager.
    13:52:18 [SEVERE] at com.wormhole_xtreme.wormhole.WormholeXTreme.onLoad(Wo
    13:52:18 [SEVERE] at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftS
    13:52:18 [SEVERE] at net.minecraft.server.MinecraftServer.e(MinecraftServe
    13:52:18 [SEVERE] at net.minecraft.server.MinecraftServer.a(MinecraftServe
    13:52:18 [SEVERE] at net.minecraft.server.MinecraftServer.d(MinecraftServe
    13:52:18 [SEVERE] at
    13:52:18 [SEVERE] at
    13:52:18 [SEVERE] null initializing WormholeXTreme v0.832 (Is it up to date?)
    at com.wormhole_xtreme.wormhole.model.StargateDBManager.loadStargates(St
    at com.wormhole_xtreme.wormhole.WormholeXTreme.onLoad(WormholeXTreme.jav
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.a(
    at net.minecraft.server.MinecraftServer.d(
    13:52:18 [INFO] [WormholeXTreme][v0.832]Enable Beginning.
    13:52:18 [INFO] [WormholeXTreme]Permission Plugin not yet available. Defaulting
    to built-in permissions until Permissions is loaded.
    13:52:18 [INFO] [WormholeXTreme]iConomy Plugin not yet available - there will be
    no iConomy integration until loaded.
    13:52:18 [INFO] [WormholeXTreme]Help Plugin not yet available - there will be no
    Help integration until loaded.
    13:52:18 [INFO] [WormholeXTreme][v0.832]Enable Completed.
    13:52:18 [INFO] Done (0.089s)! For help, type "help" or "?"

    Sorry for the trouble, I hope I haven't done anything blatantly stupid. Thank you for the help.
  26. Offline


    The location changed some versions back. put the hsqldb.jar in the lib/ folder. the lib folder should be in the same directory as your craftbukkit.jar. everything should work after that. :)

    You are most welcome. Just trying to head off other errors before they happen. :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
  27. Offline

    Don Nguyen

    Perhaps I'm not quite understanding this, but I believe I do have the hsqldb.jar in the same directory as craftbukkit.jar. Sorry, I'll have a picture to show you what my folder looks like.

    Attached Files:

  28. Offline


    O.K., in that directory, make a new directory named "lib". (without the quotes of course)
    Put the hsqldb.jar into the newly makde "lib" directory.
    Run bukkits, enjoy wormholes. :)
  29. Offline

    Don Nguyen

    Ah, /facepalm

    Wow okay, thank you very much for your patience and sorry for being so silly.
  30. Offline


    No worries. Just glad we were finally able to get it resolved. :)
  31. Offline


    LOL, I was sorely tempted to make quip about "Someone should make an FAQ or something!" but decided that some folks might actually take it seriously.

    Here's a thought - and potentially an annoying bit of work for our beloved Devs ;)

    What do you think of.... Let's say we have North group and a South group. Is it possible that we could eventually see a crossover gate that can connect to both groups? Or can unsigned gates already do this?

    I was thinking something like a DHD with two signs on it as the bridge gate so you could select from either list.

    I dunno. Like I said, just a thought.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016

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