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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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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    Hello, I've been using your mod for some time now and must say that it is great! I do have a question and i don't know where to place it but considering I would like to use the stargates to make this idea work i figured this would be a good place to start. I want to make it so that there are 2 servers running on my server box. One will be the world everyone one is on at the moment but there are some people that want to pvp and have little to no rules. To do this i thought it would be cool to make a netherworld. This is where the second server come into place... i think :confused:. I don't want to transform the current world that people are already on into a nether. I would like a whole world separate from the other to be a nether... How do I make a world a nether world? Do i need a mod to do it? if so which one and since i want it to be two separate worlds will the stargates be able to help people jump from one world to another?

    Thanks in advance for any help ;)
  3. Offline


    You can use the Plugin Alron developed called wormhole extreme worlds i beleive and just create a second world on the same server. Just create a stargate in each world for travel. Im not sure if you can set different properties yet with that plugin for pvp on/off since i havent used it. If not there a a hundred plugins that let you create multiple worlds that are normal or nether. I used to use multiverse and have about 3 worlds currently running on one server. we just use stargates to travel between them. You dont need two servers running on one box. Hope this helps.
  4. Offline



    The plugin is awesome and works like a charm!

    Only, I have a little problem: most of my gates, I dial them with a DHD on the ground.
    But I have built a big replica of Atlantis, and I try to make it correspond to the serie. Means that the DHD is one floor above the gate, and quite far from it.
    How can I keep my "on the ground" DHDs working and still have an "uphill" DHD for this very gate? Is it possible to activate the DHD via a redstone wire? Since it is a lever, I don't manage to activate it from distance.

    Thank you if you have a solution for it!

  5. Offline


    Design a new gate for it. Sounds like all you have to do is make a copy of the Standard.shape file and adjust the settings at the bottom (button_up, right, and away) And save it as a new gateshape
  6. Offline


    This corresponds to a feature request I made a few pages back asking for a new way to link DHD's, so their position doesn't have to be RIGHT NEXT to the gate.
  7. Offline


    Modifying the shape is a good idea, thank you!

    Nevertheless... I just added a shape and it made all the gate shape uneffective. I have the minimal shape, the standard one, and the "atlantis" one in the folder, but none works. Even the standard shape that used to work isn't xorking anymore. Do I need to change an option somewhere?

    After some modifications and restart of the server, I do manage to add gate shapes all right, even to move the DHD horizontally, but each time I set the "UP" value to 0, 1, 2... etc, it doesn't work. Anybody ever managed to make a DHD uphill?

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

    Omri Barak

    Null pointer (Error starts with HSQLDB Error, which I think leads to the null pointer)
    15:49:43 [INFO] [WormholeXTreme]Detached from Permissions plugin.
    15:49:43 [SEVERE] [WormholeXTreme]ERROR: failed to load HSQLDB JDBC driver.
    15:49:43 [SEVERE] java.lang.ClassNotFoundException: org.hsqldb.jdbcDriver
    15:49:43 [SEVERE] at$
    15:49:43 [SEVERE] at Method)
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at java.lang.ClassLoader.loadClass(
    15:49:43 [SEVERE] at java.lang.ClassLoader.loadClass(
    15:49:43 [SEVERE] at java.lang.Class.forName0(Native Method)
    15:49:43 [SEVERE] at java.lang.Class.forName(
    15:49:43 [SEVERE] at com.wormhole_xtreme.wormhole.model.StargateDBManager.connectDB(
    15:49:43 [SEVERE] at com.wormhole_xtreme.wormhole.model.StargateDBManager.stargateToSQL(
    15:49:43 [SEVERE] at com.wormhole_xtreme.wormhole.WormholeXTreme.onDisable(
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at org.bukkit.plugin.SimplePluginManager.disablePlugin(
    15:49:43 [SEVERE] at org.bukkit.plugin.SimplePluginManager.disablePlugins(
    15:49:43 [SEVERE] at org.bukkit.craftbukkit.CraftServer.disablePlugins(
    15:49:43 [SEVERE] at net.minecraft.server.MinecraftServer.g(
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] [WormholeXTreme]Caught exception while shutting down: null
    15:49:43 [SEVERE] java.lang.NullPointerException
    15:49:43 [SEVERE] at com.wormhole_xtreme.wormhole.model.StargateDBManager.stargateToSQL(
    15:49:43 [SEVERE] at com.wormhole_xtreme.wormhole.WormholeXTreme.onDisable(
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at org.bukkit.plugin.SimplePluginManager.disablePlugin(
    15:49:43 [SEVERE] at org.bukkit.plugin.SimplePluginManager.disablePlugins(
    15:49:43 [SEVERE] at org.bukkit.craftbukkit.CraftServer.disablePlugins(
    15:49:43 [SEVERE] at net.minecraft.server.MinecraftServer.g(
    15:49:43 [SEVERE] at
    15:49:43 [SEVERE] at
  9. Offline




    Actually makes the DHD go 3 blocs up. Problem solved.
  10. I havent read all 84 Pages, but I looked through the Code and havent seen my
    Idea implemented so here it comes: What about making the "Chevrons" out of
    Orange Wool. When you dial the Gate the Wool turns from Orange to red one
    after another (like it would on the real Gate). Nice twist would be the activation
    of the 8th Chevron if you Dial to another World. After all 7/8 Chevrons are activated
    the "Splash Effect" goes off. Just an Idea though.
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    This probably is a dumb question but... if a Sign Gate is locked with a IDC, how can you remotely open the IDC if you dial from another Sign Gate? That possible?
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    I would enable this feature on my server.

    I'm sure none of my users would appreciate the added load time, but this is just too cool.
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    Hey, I'm getting a bug on the most recent version, with CB 677 through 711. Occasionally, the stargate locks, and always says that another user has activated it. The timeout is set to 30 seconds, but it lasts far longer. I've done /wxforce close, and it is still stuck open. The only way to force it closed is to restart the whole server, which is inconvenient (as this happens on a daily basis). Other than that, this plugin works great!
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    Considering that you aren't using a RB, I don't think they can help.
    However, it seems to be happening to people using 1.4 servers as well.

    I am running 709, and it works perfectly fine for me.
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    It was happening even when we were running an RB..... 677, as I said.
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    I mistakenly thought 670+ was 1.5. Sorry.
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    I had posted about this a couple days ago, sent alron a copy of my server files, he said he was working on it, so hopefully he'll find the issue and fix it soon.
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    You should make stargates that happen to get struck by lightning to open a gate to a random address for a few minutes.

    I was going to say have it bump active gates to another address, but lightning has been harnessed as a power source before
  19. Offline


    Oh, and make it so if lightning strikes an active gate, it randomly shunts it to a nearby gate. (Like in the series)
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    Sorry, I don't know if this has been posted or if anyone else has this problem, but signs for networked gates aren't updating properly for me.

    Ex: I set up Gate1 on public network. I then set up Gate2 and finally Gate3. Gate3 shows Gates 1&2 on the sign, but Gate2 only shows Gate1 and Gate1 says that there aren't any other gates on the network.

    The DHD dials just fine and everything else seems to work, but it's as if I the gates simply aren't refreshing their signs.

    Also, about the above discussion w/ lightning, sounds wicked cool, would love to see it implemented. And the error if you try to make a gate dial itself made me lol.
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    Well, while working on finishing up the integration of the 3d gate animation code that @Lologarithm handed me on friday... I think I found what may very well be causing some of the weird chunk related failures. I've got a potential fix in place for testing.

    Also, v0.850 will have optional (read: disabled by default) support for Wormhole X-Treme Worlds. I'll have more details about that when we're closer to releasing.
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    Sorry to insist, but is this possible to add a simple command to remote open a iris when we use Sign Gates? Seems simple to do when I look to the code. I'm not familiar with java syntax and I don't know hox to compile the source, but from what I understand it would be very simple.
  23. Offline


    Edit: Disregard that, I was using an old jar. After testing for a bit I've found I can't use glass though because you require the DHD to be the correct material, and I cant put a lever on glass :/

    Can you override the glass non-stick surface and let me build with obisidan dhds?

    ie: Build obsidian dhd, /wxbuild gate with different material type (glass), then replace the dhd with glass and force the lever to stick?

    Hey Al, got to playing with different portal materials with the new gate shapes. I tried to make a minimal gate out of glass, specifically I used /wxbuild GlassMin, but it seems to have made it out of obsidian instead. I'm sure I'm just missing something, but could you glance at my shape file?

    Here's the relevant parts:
    [COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)]GateShape=[/COLOR][/COLOR][/COLOR]
    [COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][P][/COLOR][/COLOR][/COLOR]
    [COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][P][/COLOR][/COLOR][/COLOR]
    [COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][O:E][/COLOR][/COLOR][/COLOR]
    [COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)]STARGATE_MATERIAL=GLASS[/COLOR][/COLOR][/COLOR]
    [COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)][COLOR=rgb(192, 192, 192)]

    And here's what wxbuild creates:
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    So, I've started testing the 3d gate animation code now. We've got it more or less fully implemented, just working out the kinks. So far, pretty sweet. Finally got my horizontal gates. ;)

    Then I get to revisit my safe teleport code and rework it to something a bit more similar to what I wrote for the wormhole x-treme worlds safe spawn code. Faster and more reliable, I think.

    And like I said in a previous post, I think I found the cause of our block.getType() issues and have a work around in place (bug appears to be chunk loading related, as in we loaded chunks, and they never unload... So... when we are done with the chunk we schedule it for a safe unload).

    I'm also currently tracking down the "remote activated" bug in the stargates, I have a few ideas on what might be causing it, but we will have to see. I did update wxforce in v0.850 to properly deal with the "remote activated" bug. So, even if I can't find an immediate fix, when we do release v0.850 there is an admin option.
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    Please make IRIS levers not only interact with player. I want to use CraftBook to lock IRIS from distance.
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    Getting a strange error with the gates.
    After restarting the server, all the Sign Dialing gates don't see each other anymore. Nothing, just lost the 10 gates I built over the past day. Before the restart, everything was perfect and I got to say, awesome ass mod man, but am I missing something? Tried leaving the chunk and coming back but nothing.

    EDIT: I think the error is me. I'm using cb #732 on 1.5_01. I'm assuming its not 100% stable on that build yet. noob server admin i am, lol. Jumped the gun on updating.
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    Sounds more like you not having the hsqldb.jar in your lib/ folder.
    It is in the zip file.
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    I had the file, in the /lib, but in the wrong tree, had it in minecraft/lib and not just /lib in the server folder.

    I just had to fly around to the gate, pop off the sign, add a new one, click and everything working again. Thanks for your help.

    The only other issue I'm having is with destroying one gate. Has no name so I cant wxremove it, and when I try to take off the blank sign or the button, keeps coming back. I know I'm setting a permission wrong or something, but I'm not using any special permission plugins. This is basically my first time really messing with bukkit plugins and you mention "STARGATE_FULL_ACCESS or wormhole.remove" but I don't understand how to utilize that. Could you spell it out a little more for me? Sorry if this is common knowledge, still trying to learn this stuff.
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    Easiest way to remove a gate that you don't know the name of is to destroy one of the gate blocks(Not the dhd blocks).
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    Thanks for all the work into this mode, It is awesome!

    I would like to know how I can get a gate on a nether world. I have gates working in a number of normal worlds, but I would like to get one working to send to a hell world. Is it possible, and how would I do it?
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    Cheers for the creator of this plugin. This plugin is very good!

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