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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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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    Possible but a lot of work.
    Maybe make a 3rd network that lets you teleport between the north and south areas with the gates from this network next a gate from the other networks.
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    Psycho Robot

    In the actual show, they had two networks, the pegasus galaxy and the milky way, with gates which couldn't connect to eachother, so they just dragged one gate from the pegasus galaxy and one gate from the milky way to the middle point between the galaxies. That way, a ship could come out the pegasus gate and immediately enter the milkway gate, overcoming the incompatibility between the two networks. The point is, you could make a gate from the north network right next to a gate in the south network and use that as a bridge.
    CaptainArcain likes this.
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    Using CB 670 and WX 0.832 some of my users are reporting the dead gate switch that has been seen before where it randomly stops working then works again.
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    Got any errors showing up on your console?
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    Yeah, I mean it's not THAT big a deal really. We could just suck it up and take the whole 2 minutes to set up two gates side-by-side and do the same thing really. I was thinking more on an aesthetic level than anything else.
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    So i installed multiverse and traveled to a second world (nether) but it will not let me create a stargate in nether
    no errors nothing in the way off the gate.

    No errors no warnings.
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    Nothing I could see right now but I will keep a eye out. I had one gate port me under it lucky had god on then ported to it and it was none functional. I then went to another gate dialed it and started working fine again.

    Just happened on a sign gate also no errors in console. Both sign and lever are not responding.

    We fixed it by logging out and back in

    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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    Hm... a bug just like this was fixed recently, I thought? I know our friend alron here got a pull request accepted that seemed to fix this issue for, at the very least, the two of us. It may sound silly, but are you absolutely positive you're running 670?
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    Thorned Rose

    Is this 'error' with Permissions 2.6 ignorable till next update or would it be best to revert back to permissions 2.5.5?
    16:08:38 [WARNING] [WormholeXTreme]Not a supported version of Permissions. Recommended is 2.5.4
    (Running on WXT 0.832 and CB670)
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    You can ignore the error, it is purely cosmetic. :)
  13. Offline


    I PM'd Lologarithm about the 3D shapes a while back and thought that the example gate was just not "fan-boy" enough for me, so I edit-ed it! I first did a draft on graph paper (and used some CAD software to plot 7 chevrons within 16 possible places) then I went in and changed a whole lot. I also added a much more detailed woosh animation, and tried to have it come in from the edges, then out (like the show), but this brought up a few concerns for me.

    • Does a woosh reverse itself after reaching the last required tick?
    • If yes, do [P] blocks un-woosh as well? If so then it would sorta ruin the animation of the standard gate (and most others I can imagine).
    PasteBin for the configs, I'll have the paper drafts up soon for an easier to visualize model.
    About the image, it's the two gates I talked about. when I drew them, I paper clip'ed 5 sheets together so that they were layered, making drawing a lot easier. For this image I just scanned them, edited them with on-line webpage software (real nooby crop/resize/sew together) and called it done. unfortunately you don't get the nice layering effect, but it's still better than code in my opinion.

    Attached Files:

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    First, have to thank you for a great plugin.

    There is a question though - is it possible to disable automatic loading of worlds that have wormholes in them? (perhaps via a config option). The users on our server like to explore various challenge worlds, but they often get obsoleted and removed from the active load list (here's a problem - a world with an active wormhole in the database will be loaded anyway or generated if its folder is removed).

    Why not just remove the portal on an inactive world?
    There are times when a need arises to revisit a world. It's way easier if the portal has been preserved (saves the hassle of manually teleporting and setting up another).

    If there's no option of disabling the loading I'd like to suggest such feature. Possible failsafe for sign gates: when a user tries to activate the gate to a non-exsistent world a warning is displayed and nothing happens (the gates are still on the sign list).
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    Sorry, I might just have accidently skipped this while reading, but is there a command to rename a gate yet? If so, what's it called? If not, could you add one?

    And will there be a possibility to create (dial-)gates, that can connect to every other gate (= accross networks)? I suggested this some time ago (called it "master-gate" back then and gave some ideas on how to implement it), but after alron's reply (he said it could be an interesting feature and he would consider it) nothing else was said. Is this feature-request considered unfitting/too difficult or will it be added later, when you aren't occupied with fixing bugs?

    Thanks for your replies and for making such a great plugin :)
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    using CB 670, WH .832.

    Some of my users are getting charged double for using gates (one user got charged 18 times). The only message in the console, is the multiple uses of the gates. I can't determine what the reason only some users are being charged and others aren't. Everyone on the server (save me) is in the same member group. Nothing has changed via permissions (2.5.5, was doing the same thing with 2.5.4)

    I am using Dynmap, WormholeXTreme, ecoCreature(formally iMonster), General, Help, iChat, iConomy, mcMMO, Minecart Mania:Core, Autocart, Station, Multiverse, MultiInv, MyHome, Permissions, PreciousStones, SimpleShop
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    I'm getting multiple messages on teleportation as well, usually just two messages, but sometimes three. All that happens, is the message appears multiple times in the server console, exact same time stamp and everything.

    I recently gave TIMEOUT_SHUTDOWN a value larger than 0, which as you're probably aware, doesn't make the gate shut down as soon as someone steps through. Perhaps as a result, the gate captures the player standing inside multiple times in rapid succession? It'd make sense, as the portal material persists as opposed to instantly disappearing.
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    I know what the problem is.

    I'll fix the problem in the next version.

    Same problem as @Nachocuban.

    I'll fix it in the next version.

    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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    I have the following problem (using cb670 and WH 0.832):
    Few minutes after the server is started, a wormhole stops working. All gates are sign dial gates. You still can dial to the gate but the DHD just stops working (nothing happens when clicking the sign or the lever). Already removed and rebuild the gate without success. (No errors in the console)
    Already had the issue with an different gate after updating to 612.

    Any clues? Thanks in advance.
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    So... for some reason I have the permissions:
                - 'wormhole.simple.use'
                - ''
    set on one of my 'Default' users, and it isn't working for them. They are saying it says they don't have permission to build, but clearly they do. Any idea why?


    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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    Did you enable simple permissions in the Settings file?
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    In your plugins/WormholeXTreme/Settings.txt file, did you enable Simple permissions. Also, did you do this wile the server was not active? If you edit the config while the server is running, it will overwrite the config file on exit.

    There is a '/wormhole simple' you can use from in game.

    If this is something that you can reliably trigger, you can do a couple of things to help me out:
    1. Shut down your server.
    2. Backup (or delete, I don't care) your server.log. This is so we are working with a fresh log.
    3. Edit your plugins/WormholeXTreme/Settings.txt file. Change LOG_LEVEL from the default "INFO" to "FINE". (Save the file, of course).
    4. Start the server and trigger the bug for me.
    Once you've triggered the bug:
    1. Stop the server.
    2. Change your LOG_LEVEL back to "INFO".
    3. Pastebin the server.log file, and give me the link to it.
    4. Restart your server(?).

    And please, if you decided you must edit the server.log file, just remove your ip or usernames or what have you. Other than that, I'd like the whole unadulterated logfile. :)


    Ok, I've got the fix for the multiple iConomy charges completed. I've also bumped our supported version of Permissions.

    Just need to know if you guys have any other bugs for me (other than the random gate failures) that I need to push fixes for into v0.833. You've got 2 hours and change from the time of this posting to speak up. At 23:30PST I will be pushing v0.833 with the current fixes, unless someone has something else.


    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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    simple permissions are true, it even says so in-game with the /wormhole simple command.

    Is switching to complex an option to fix this? I'd rather not...
    Actually, none of the permissions I set for him work... even though they're the same as mine? (for other plugins too)
    Do you have any idea why?
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    Sounds like a configuration error in your permissions plugin. If you want to pastebin your permissions config, I'll give it a look over and see if I can spot anything. :)

    I'm currently just waiting for the new 3d gate code to be implemented. Once it is in place, I'll probably be implementing master gates the same time that I implement Iris on Sign Dial gates.

    It wasn't forgotten; just set aside while there were bigger fish to fry.

    As for renaming stargates, there is no current command to do this. I'll look into adding something like this once the 3d gate code is in as well.

    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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    Uhm, Iris on Sign-Dial gates actually works...
    After you created the gate, just use the command
    /wxidc (gatename) blabla
    and the IDC-lever appears (and works)
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    Fine and dandy until you try and actually try and walk through from a sign dial gate. :)
    No current way to open the iris other than by using a /dial gate.
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    Oh yea, now that you mention it. :p
    Never thought about that :eek:, my mistake.
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    Hehehe, it was a partial implementation. If you'd have mentioned it like 10 minutes earlier, I'd have included a check for sign gate into that command in the v0.833 relase. lol

    Anyways, v0.833 is up. It has the fix for the multiple charges by iconomy and an update to how we were sending messages about sign gate sign clicks. Also bumped our supported version of Permissions up to 2.6.x.


    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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    Well, gotta wait for the next version then. ;)

    Oh, and I have a little request/idea :)
    Could it be possible to change the location of the Dial-Sign?
    As far as I know I can just place the Name-Sign somewhere.
    Would be nice to enable it for the Dial-Sign as well. :)

    And.. using the same name for a gate twice - in a different network of course - would be nice as well, since I use them as elevators very often and I can't name them Level 1, (Level 2, ...) :)
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    The 3d Gate code will allow people to have their dial sign anywhere as the DHD is being merged into the actual gate shape.

    As for using the same name twice... It would require a bit of a rewrite. As we key off of the stargate name for a lot of features. So, not something that will be happening anytime soon. But maybe in the future... maybe.

  31. Offline

    Nathan Kamenar

    So now I have a new problem. Got the database set up so it saves the gateways but I was trying to do iconomy integration to make users pay to use the wormholes but it seems everytime the plugin reloads it is recreating the settings file so any changes I make to it never go through. Any ideas?

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