Inactive [MECH] PailStone v4.0 - A redstone extension [2034]

Discussion in 'Inactive/Unsupported Plugins' started by Hafnium, Feb 28, 2011.

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    Eonz PailStone
    A Redstone Extension

    Version: v4.0 (download)

    Permissions: Any

    Do you like this plugin? Help a poor student out, and toss me a few bucks!

    New version control setup coming soon.​

    • :logic IC signs to simplify redstone logic gates and save space.
    • :logged IC detect if a player is in the world.
    • :item IC spawns item drops.
    • :ctime IC signs to check the time.
    • :send and :recv transmit signals wirelessly.
    • :sensor senses players withing a certain area.
    • :spawn IC spawns mobs.
    • :cuboid IC changes up to 100 blocks at a time
    • :bolt IC to spawn lightning
    • :disp IC to send you text from anywhere when redstone power is applied!
    • :announce IC to display messages to everyone in an area.
    • :trigger IC to turn on redstone power from anywhere.
    • :cweather IC to sense the weather conditions.
    And MORE! Full List


    • Major overhaul of all systems.
    • Some significant syntax changes.
    • Added :area
    • Added /ps area
    • Added :arrow
    • Added :teleport
    • Added /ps coord
    • Added pulse
    • Permissions Overhaul

    • Added :click and :count.
    • Added support for PermissionsEx and Bukkit permissions.
    • Made PermissionsEx the default choice for permissions.
    Old Changelog (open)

    • Added :delay, :toggle, :clock, :rand
    • Fixed minor errors in text prompts
    • Added :item, :logged
    • Added config file
    • Added sign wipe protection to combat standing bugs in vanilla minecraft (toggleable in config)
    • Added variable cuboid limit, settable in config.
    • (3.4.1) Fixed error when triggering :trigger signs from console.
    • Fixed bug with a single input not working when extra inputs were wired.
    • Fixed bug where signs with blank lines would not always load.
    • Optimization.
    • Added :cweather
    • Added data values to :cuboid
    • Fixed bug where :send signs fired in rapid succession would not always trigger their :recv signs.
    • Added :disp
    • Added :announce
    • Added :trigger (previously :command)
    • Bugfixes (Thanks, Ollieboy)
    • Total rewrite. New release.
    • Various bug fixes.
    • Signs names, not arguments, are now colored.
    • Updated for 602.
    • Fixed major bug in the :cuboid IC regarding build limits. (Thanks to kenohki for pointing it out)
    • Added :twire IC to detect players in cuboid areas.
    • Started work on IC scripting language. (Unreleased)
    • :spawn IC
    • :cuboid IC
    • Updated to 556 to capitalize on the chunk ghosting glitch fix. The chunk ghosting glitch was causing spontaneous sign unloading.
    • Various bug fixes.
    • Pulled all code onto the main thread to stop concurrency errors.
    • Fixed a major bug that caused signs to sometimes spontaneously unload.
    • Fixed proximity's sensor range bug
    • Temporary bugfix for levers not triggering signs. (This is a craftbukkit problem. I put in a hacky solution)
    • Added config file.
    • Added ability to set data values of blocks with :set (fourth line)
    • Updated for CraftBukkit 531
    • Removed reference to Block.getRawData()
    • Updated for CraftBukkit 527
    • Redid backend entirely.
    • Added : proximity
    • Added :send and :recv
    • Removed (maybe temporarily) : players
    • Major bugfix.
    • Added :command
    • Minor bugfixes to :set.
    • General bug fixes.
    • Added players sign.
    • Major bugfix. (Thanks GagaPeter)
    • Added :rand sign.
    • Modified the :disp sign.
    • Added support for Permissions 2.5+
    • Added :set
    • A few bug fixes.
    • Fixed a bug that broke :ctime signs in some cases.
    • Auto-toggling ICs now fix their output levers if a player flips it.
    • Fixed code that still referred to the plugin by its old name.
    • Added support for automatically toggling signs.
    • Added :ctime and :logged
    • First Public release.
    • Added :logic and :disp
    sinkir and furekusu like this.
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    something I really REALLY would like is to be able to use redstone to activate a jukebox. high signal would make the jukebox play the music disc it has inside it, low signal would turn it off. If this is possible I really hope you implement it into your plugin. The server I play on uses pailstone and I really like it a lot.
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  4. Though the main plugin author seems to indeed be MIA - I have a pretty good grasp of the source and will make sure to update it (unofficially) if any MC updates break it. I'm pretty dependent on PailStone for my own server :)
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    Oh, duh, I just noticed the source again. I must have forgotten.
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    Be sure to link us to any builds if it does happen.
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    Hafnium? It's oamd, what happened to Specialattack?

    I'm saddened ='(
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    Oh, I'm not MIA. Just occupied with life.

    PailStone 4.0 will be arriving Friday. No new ICs (at least not yet), but the entire plugin has been overhauled, updated for the new versions of bukkit, etc.

    I'm going to be looking for people to help localize PailStone into FIGS. (French, Italian, German, Spanish) If you speak any of these languages fluently and are willing to help, shoot me an email at [email protected] and I'll forward the format and guide when they become available.

    Lots of things.

    I'm helping run fCraft's servers now, with Lim, Fragmer, and Ollieboy.

    This sounds neat. I'll plug it into the feature tracker.

    Off the top of my head:

    : precord - Plays a record given the relative XYZ of the jukebox.
    : srecord - Sets which record the jukebox contains.

    This still doesn't expose permissions for offline players.

    Not likely to happen.
    Tanite likes this.
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    Might I ask why not?

    E: My post seemed a little crude. I'm glad you're still keeping Pailstone up to date.

    I want to note, that the :logged sign doesn't seem to be working properly. I'll file a ticket though.
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    so 4.0 is coming .. epic :)
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    Because I've been using Pail as an identifier for quite a few private plugins.

    I'll take a look at the logged sign. Can you reliably reproduce the error? If so, for what usernames does it not work?

    I know this is an old message, but I'll address it anyway!

    1) So the only thing PailStone is missing is pulse-duration? I can fix that.

    2) Each server tick is 50 milliseconds. :clock takes its times in server ticks. What do you mean by variation?

    Adders and dividers and such will be added eventually, but the demand for them is VERY niche.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 10, 2016
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    Atomic Fusion

    Isn't it one config folder per plugin, or the same name as the plugin, at least if you're using the Bukkit configuration API?
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    Forget it, i will say it in other way:

    Can you make a pulsar sign? It's a very fastest clock for shooting arrows! :B

    Are you going to update the plugin? Im having problems since R1 with the persistence of the sings across restarts, we really miss this plugin :(.
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    :clock can pulse at the fastest speed the server will allow.

    I'm not using the Bukkit config API, and config is certainly not the only thing I'm saving to file.
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    All my pailstone redstone currents from 1.8.1 still work! This plugin is fantastic. And thank you for the good videos on your plugins website dear author, they helped a lot!
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    I can reliably produce it, randomly. I can't decern any kind of pattern other than that it only detects players online within a certain group. It hasn't worked for anyone outside of the "default" group, however when the player is moved to a group that is shared with a player that the sign does NOT work for, it STILL works for them. It's so confusing but it's been unreliable.

    EDIT: I also noticed that it's limiting it's check to a certain world. I didn't read into the logic (JD-GUI BTW), but just to note, all the players were in the same world.

    (Shouldn't it check server-wide?)
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    Thanks, and thank Ollieboy for the videos. He's our amazing Australian narrator.

    Odd. I'll be nuking this code and re-writing it from the ground up for 4.x, so this will HOPEFULLY get resolved.
    Tanite likes this.
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    May the Nine guide and protect you both!
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    Check the permission state when they first create the sign, deny sign creation if they don't. Then when the pailstone sign is powered, check the permission of the player. If they're online and don't have the permission, delete/modify the sign to disable it. If they're offline, assume the permission state was true since they had to have permission when they first created the sign. That seems like a fine compromise.
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    Yeah, I suppose. I'm going to work out some permission cache for 4.1

    4.0 is taking a bit longer than expected, but everything will be REALLY shiny! Hopefully a preview build by Wednesday and a fully backwards-compatible build by Friday.
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    Very informative and well designed homepage. There are many IC-plugins out there, but I'm going because this one is that clean and simple to use.

    But there is only one question: Will it work with R5?
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    4.0 will, and that should be less than a week away.
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    Oh very nice. I was beginning to worry again *twitches* :p
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    I actually got a hint. We use Citizens for NPCs. Apparently whatever method this plugin is using to detect online players is actually catching the NPCs, instead of just real players. I did look at it though JD-GUI and I figured the method being used was different than what I was expecting but I didn't think that was it.
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    3.8's logged ic looks for a player with a specific name in the world the sign exists in.

            // playerName is the name provided on the sign.
            Iterator<Player> i = this.getWorld().getPlayers().iterator();
            boolean inWorld = false;
            while (i.hasNext()) {
                if ( {
                    inWorld = true;
            if (lastState != inWorld || isNew) {
                isNew = false;
                lastState = inWorld;
    If Citizens is doing weird shit with Player objects, then it may not work properly with :logged.
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    It probably is. A way I see to fix it is during each iteration of the player, check to see if that player exists with getServer().getPlayer(name) If it's null, then the player is not online.
    Citizens NPCs register on the world scope for some reason, but not on the server scope. I know this because many plugins we have, including one I've written, check for players on a server scope and not on a world scope.
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    Interesting, I'll throw this into 4.0
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    Starting to run on valve time here. :B

    I'm still implementing some ICs for 4.0, and then I have to write a converter for 3.8 saves. I expect to have a release by Wednesday.
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    [email protected]

    Are you going to put it on They have a subscription feature that tells us when all of our favorite plugins get updated and I've come to rely on it quite a bit :)
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    is there a new release date?
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    Well, here's the prerelease!

    I hope to have 4.0 beta done by Friday.

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