Inactive [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin [1317]

Discussion in 'Inactive/Unsupported Plugins' started by Drakia, Feb 10, 2011.

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    Stargate - The Bukkit Port. A portal plugin.
    Version: 0.6.10
    CraftBukkit: 1317
    Addons: Stargate-DHD

    Plugin Dependencies:
    Permissions 2.x/3.x (Optional)
    Register (Optional, will allow any Economy plugin to be used)

    I require a few things to offer support to you. First, I need you to enable debug mode (set debug to true in the Stargate config.yml file). Second, I need you to post your server.log file to and post a link to that in the topic. Then I need you to paste both your Stargate config.yml, and your Permissions config to and link to those as well. Without this information I will be unable to help you, so do yourself a favor and post the required information!

    This plugin supports Permissions 2.x/3.x as well as SuperPerms via the PermissionsBukkit plugin or another SuperPerms manager.
    This plugin supports Register -- This will allow use of any economy plugin that Register supports

    This is a port of the Stargate plugin from hMod - Originally by Dinnerbone/Sturmeh.
    Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.


    Language Packs
    ============= -- German (Thanks EduardBaer) -- Dutch (Thanks Grovert11) -- Russian (Thanks ckr@jk) -- French (Thanks Dauphin14)

    Known Issues

    User Videos
    ============= - Tutorial video by @BIG_PIP_IN - A few notes:
    1) The 'F' option is actually to create a 'F'ree gate. A fixed gate is when you specify a destination on the second line.
    2) The button is automagically created for you, so there's no need to actually place a button, but no harm in it either

    I now fully implemented SuperPerms support, which meant an overhaul of the Permissions nodes. I also removed the network/world filter options as they are completely handled by Permissions now with no need for an option. The new permissions nodes means you may need to redo your permissions setup.
    A child node (indented) will be given if a player has the parent node (So a player with stargate.use will have access to all* nodes essentially, though it's not implemented like this you can think of it like this).

    If you want to have more control over who can use what network, first set the stargate.use permission to false (This is REQUIRED, as it defaults to true, and is a full override). When using the network/world nodes, you will need to set up BOTH nodes, leaving out either or will result in 'Permission Denied' errors.
    Once you have disabled stargate.use, you can either give individual{name} nodes, or give them and set specific{name} nodes to false to deny access to those specific networks.
    Worlds work in the same way, though with{name}. (Make sure to set up both AND nodes to avoid Permission Denied errors).
    Create and destroy permissions work along the same lines, stargate.create/stargate.destroy will override all other options, if you want more fine-tuned control first set those permissions to false, then give and use the subnodes to remove specific networks/gates.

    If you are not using stargate.use, stargate.create or stargate.destroy then you MUST define EVERYTHING yourself for that specific set of nodes

    stargate.use -- Allow use of all gates linking to any world in any network (Override ALL network/world permissions. Set to false to use network/world specific permissions) -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use*){world} -- Allow use of gates with a destination in {world}. Set to false to disallow use. -- Allow use of gates on all networks (For Permissions 2.x/3.x please use*){network} -- Allow use of all gates in {network}. Set to false to disallow use.
    stargate.option -- Allow use of all options
      stargate.option.hidden -- Allow use of 'H'idden
      stargate.option.alwayson -- Allow use of 'A'lways-On
      stargate.option.private -- Allow use of 'P'rivate -- Allow use of 'F'ree
      stargate.option.backwards -- Allow use of 'B'ackwards -- Allow use of 'S'how
    stargate.create -- Allow creating gates on any network (Override all create permissions)
      stargate.create.personal -- Allow creating gates on network {playername} -- Allow creating gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow creating gates on network {networkname}. Set to false to disallow creation on {networkname}
      stargate.create.gate -- Allow creation of any gate layout (For Permissions 2.x/3.x please use stargate.create.gate.*)
        stargate.create.gate.{gatefile} -- Allow creation of only {gatefile} gates
    stargate.destroy -- Allow destruction gates on any network (Orderride all destroy permissions)
      stargate.destroy.personal -- Allow destruction of gates owned by user only -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname} -- Allow free use/creation/destruction of gates -- Allow free use of Stargates -- Allow free creation of Stargates -- Allow free destruction of Stargates
    stargate.admin -- Allow all admin features (Hidden/Private only so far)
      stargate.admin.private -- Allow use of Private gates not owned by user
      stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
    Please read this if you are using PermissionsEx
    PermissionsEx loads nodes in a very screwed up manner. You need to put any wildcards AFTER their negations. So if you want to allow access to all networks except 'Bah' you would do it as such:
    This is a PermissionsEx issue, and there is nothing I can do to make it easier to use negations.

    Default Permissions
    stargate.use -- Everyone
    stargate.create -- Op
    stargate.destroy -- Op
    stargate.option -- Op -- Op
    stargate.admin -- Op

    Building a gate:
       O  O - These are Obsidian blocks. You need 10.
       O  O - Place a sign on either of these two blocks of Obsidian.
       O  O
    Sign Layout:
    - Line 1: Gate Name (Max 11 characters)
    - Line 2: Destination Name [Optional] (Max 11 characters, used for fixed-gates only)
    - Line 3: Network name [Optional] (Max 11 characters)
    - Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate, 'P' for a private gate, 'F' for a free gate, 'B' is a backwards gate (You will come out the back), 'S' is for showing always-on gates in their destination list)

    The options are the single letter, not the word. So to make a private hidden gate, your 4th line would be 'PH'.

    Show Spoiler

    Using a gate:
    - Right click the sign to choose a destination.
    - Right click the button to open up a portal.
    - Step through.

    Fixed gates:
    - Fixed gates go to only one set destination.
    - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to an always-open fixed gate however.
    - To create a fixed gate, specify a destination on the second line of the stargate sign.
    - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.

    Gate networks:
    - Gates are all part of a network, by default this is "central".
    - You can specify (and create) your own network on the third line of the sign when making a new gate.
    - Gates on one network will not see gates on the second network, and vice versa.
    - Gates on different worlds, but in the same network, will see eachother.

    Hidden Gates:
    - Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
    - A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
    - Set the 4th line of the stargate sign to 'H' to make it a hidden gate.

    iConomy Support:
    The latest version of Stargate has support for iConomy. Gate creation, destruction and use can all have different costs associated with them.
    There is a default cost defined in the Stargate config.yml, and you can define per-gate layout costs in the custom .gate files you create.
    To define a certain cost to a gate just add these lines to your .gate file:

    Custom Gate Layout
    You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
    The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
    portal-open/closed are used to define the material in the gate when it is open or closed.
    "X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
    In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
    You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
    As of v0.5.5 you can use block data in .gate files in the format:
    Which would make the block only work if it's black wool. If no data is supplied any type of that block (Any color wool) will work.

    default-gate-network - The default gate network
    portal-folder - The folder your portal databases are saved in
    gate-folder - The folder containing your .gate files
    destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
    useiconomy - Whether or not to use iConomy
    createcost - The cost to create a stargate
    destroycost - The cost to destroy a stargate (Can be negative for a "refund"
    usecost - The cost to use a stargate
    chargefreedestination - Enable to allow free travel from any gate to a free gate
    freegatesgreen - Enable to make gates that won't cost the player money show up as green
    toowner - Whether the money from gate-use goes to the owner or nobody
    maxgates - If non-zero will define the maximum amount of gates allowed in a network.
    lang - The language to use (Included languages: en, de)

    debug - Whether to show massive debug output
    permdebug - Whether to show massive permission debug output

    Message Customization
    As of 0.6.5 it is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt.
    If a string is removed, or left blank, it will not be shown when the user does the action associated with it.
    There are three special cases when it comes to messages, these are:
    ecoDeduct=Spent %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%

    As you can see, these three strings have variables in them. These variables are fairly self-explanatory.
    The full list of strings is as follows:
    destroyMsg=Gate Destroyed
    invalidMsg=Invalid Destination
    blockMsg=Destination Blocked
    denyMsg=Access Denied
    destEmpty=Destination List Empty

    ecoDeduct=Deducted %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%
    ecoInFunds=Insufficient Funds

    createMsg=Gate Created
    createNetDeny=You do not have access to that network
    createPersonal=Creating gate on personal network
    createNameLength=Name too short or too long.
    createExists=A gate by that name already exists
    createFull=This network is full
    createWorldDeny=You do not have access to that world
    createConflict=Gate conflicts with existing gate

    Q) Why aren't gates destroyed when I remove the obsidian with a tool like the superpickaxe?
    A) Because when you use a plugin tool such as that, it SETS the block to air, it doesn't destroy it in the same way as hitting it does. Therefor no block destroy hooks are called.

    Q) How do I make a custom .gate file?
    A) Take a look at plugins/Stargate/gates/nethergate.gate, it has all of the information you'll need. You will need to work on a COPY of nethergate.gate however, as nethergate.gate is overwritten on plugin startup.

    Q) Does this plugin work with {X}?
    A) I really don't know, I don't know how {X} is implemented, or whether they will conflict. I'm also about as interested in looking into it as you are apparently ;)

    Q) What is a "Hidden Gate"?
    A) A hidden gate is a gate on a network that is only shown on other gates destination lists if the player looking at them is its creator, or somebody with the stargate.hidden permission. A hidden gate can still be dialed out from by anybody unless it's set to Private.

    Q) What is a "Private Gate"?
    A) A private gate is a gate that can only be dialed out from by its creator, or somebody with the stargate.private permission. If it's not hidden then anybody can still dial into this gate.

    Q) What does "destroyexplosion" do?
    A) If "destroyexplosion" is false, and an explosion even touched a portal control (Sign or button) the entire explosion is cancelled. If it is true, then the gate will be destroyed as if somebody had removed the sign/button. There is currently no way I can stop just the sign/button from being destroyed, which is why the entire explosion must be stopped.

    Q) What does "stargate.create.personal" allow players to do?
    A) If a player has stargate.create.personal, they can create Stargates that have the network name set as their username, or a substring thereof (The maximum length of a network is 11 characters, so I had to substr the name). This allows a specific group to be able to create their own personal Stargate network. This network will not interfere with any other Stargate networks as everything is stored separately in memory.

    Q) Why is PlayerB getting "Access Denied" when trying to go through a gate PlayerA opened?
    A) Only one user can use a stargate at a time, if PlayerA sets the sign, nobody else can hit the button. If PlayerA sets the sign/hits the button, nobody else can walk through the gate. Always-Open Fixed Gates are an exception, as they have no "Active User".

    Q) What does this error mean "[WARNING] [Stargate] Missing destination point in .gate file nethergate.gate"?
    A) This error means there is no destination point in your .gate file, please read the section on custom gate layouts.

    Q) Why can't I use "/sg reload"?
    A) This command is only usable from the console, and will stay that way.

    Q) Can you add command X?
    A) No, the only command this plugin will ever have is /sg reload, and that's a console-only command.

    Q) Why do I get kicked with the message "You moved too quickly!(Hacking?)" when I use a gate?
    A) Stargate is not compatible with iZone.

    Q) I gave my users '' and '' but they can't use gates, why not?
    A) If you are using Permissions 2.x/3.x please use '*' and '*' respectively. This is a difference in how Permissions and SuperPerms are implemented.

    Q) My permissions aren't working properly, help!
    A) Turn on both debug and permdebug, you will get a LOT of output when using gates. First of all, try to determine the issue yourself based on this output. If all else fails, and only if all else fails, post your log and ask for me to resolve the issue for you.

    Q) The Russian lang pack isn't showing ingame, why not?
    A) You need to have a client mod to get russian characters in-game, same with any non-ANSI characters. Please Google for this as I don't know how to install them.

    Q) How do I enable debug mode?
    A) Add the following to your config.yml:
    debug: true
    permdebug: true

    [Version 0.6.10]
    - Added Register support as opposed to iConomy
    [Version 0.6.9]
    - Added UTF-8 support (With or without BOM)
    [Version 0.6.8]
    - Fixed unmanned carts losing velocity through gates
    - /sg reload now properly switches languages
    [Version 0.6.7]
    - Added lang option
    - Removed language debug output
    - Added German language (lang=de) -- Thanks EduardBaer
    [Version 0.6.6]
    - Added %cost% and %portal% to all eco* messages
    - Fixed an issue when creating a gate on a network you don't have access to
    - I can't spell
    [Version 0.6.5]
    - Moved printed message config to a seperate file
    - Added permdebug option
    - Hopefully fix path issues some people were having
    - Fixed iConomy creation cost
    - Added 'S'how option for Always-On gates
    - Added 'stargate.create.gate' permissions
    [Version 0.6.4]
    - Fixed iConomy handling
    [Version 0.6.3]
    - Fixed (Not Connected) showing on inter-world gate loading
    - Added the ability to negate Network/World permissions (Use, Create and Destroy)
    - Fixed Lockette compatibility
    - More stringent verification checks
    [Version 0.6.2]
    - Fixed an issue with private gates
    - Added default permissions
    [Version 0.6.1]
    - Stop destruction of open gates on startup
    [Version 0.6.0]
    - Completely re-wrote Permission handling (REREAD/REDO YOUR PERMISSIONS!!!!!!!!)
    - Added custom Stargate events (See Stargate-DHD code for use)
    - Fixed portal event cancellation
    - Umm... Lots of other small things.
    - I really hope I didn't screw anything up ^.^
    [Version 0.5.5]
    - Added 'B'ackwards option
    - Fixed opening of gates with a fixed gate as a destination
    - Added block metadata support to gates
    [Version 0.5.1]
    - Take into account world/network restrictions for Vehicles
    - Properly teleport empty vehicles between worlds
    - Properly teleport StoreageMinecarts between worlds
    - Take into account vehicle type when teleporting
    [Version 0.5.0]
    - Updated the teleport method
    - Remove always-open gates from lists
    - Hopefully stop Stargate and Nether interference
    Previous Changes (open)

    [Version 0.4.9]
    - Left-click to scroll signs up
    - Show "(Not Connected)" on fixed-gates with a non-existant destination
    - Added "maxgates" option
    - Removed debug message
    - Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock
    [Version 0.4.8]
    - Added chargefreedestination option
    - Added freegatesgreen option
    [Version 0.4.7]
    - Added debug option
    - Fixed gates will now show in the list of gates they link to.
    - iConomy no longer touched if not enabled in config
    [Version 0.4.6]
    - Fixed a bug in iConomy handling.
    [Version 0.4.5]
    - Owner of gate now isn't charged for use if target is owner
    - Updated for iConomy 5.x
    - Fixed random iConomy bugs
    [Version 0.4.4]
    - Added a check for*/* on gate creation
    - Check for*/* on gate entrance
    - Warp player outside of gate on access denied
    [Version 0.4.3]
    - Made some errors more user-friendly
    - Properly take into account portal-closed material
    [Version 0.4.2]
    - Gates can't be created on existing gate blocks
    [Version 0.4.1]
    - Sign option permissions
    - Per-gate iconomy target
    - /sg reload command
    - Other misc fixes
    [Version 0.4.0]
    - Carts with no player can now go through gates.
    - You can set gates to send their cost to their owner.
    - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
    - Created separate '{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added '*' permissions
    - Added '*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option
    [Version 0.3.4]
    - Added '' permission
    - Added iConomy cost into .gate files
    [Version 0.3.3]
    - Moved sign updating into a scheduled task, this fixes the sign bugs.
    [Version 0.3.2]
    - Updated to latest RB
    - Implemented proper vehicle handling
    - Added iConomy to vehicle handling
    - Changed how blox hash is generated, fixes multi-world
    [Version 0.3.1]
    - Changed version numbering.
    - Changed how plugins are hooked into.
    [Version 0.30]
    - Fixed a bug in iConomy checking.
    [Version 0.29]
    - Added iConomy support. iConomy 4.4 or 4.5
    [Version 0.28]
    - Fixed an issue with removing stargates during load
    [Version 0.27]
    - Fixed portal count on load
    [Version 0.26]
    - Added stargate.create.personal for personal stargate networks
    - Fixed a bug with destroying stargates by removing sign/button
    [Version 0.25]
    - Fixed a bug with worlds in subfolders
    - Fixed gates being destroyed with explosions
    - Added stargate.destroy.owner
    [Version 0.24]
    - Fixed a loading bug in which invalid gates caused file truncation - Thanks @ Jonbas
    [Version 0.23]
    - Added a check to make sure "nethergate.gate" exists, otherwise create it
    [Version 0.22]
    - Fixed multi-world stargates causing an NPE
    [Version 0.21]
    - Code cleanup
    - Added a few more errors when a gate can't be loaded
    - Hopefully fixed path issue on some Linux installs
    [Version 0.20]
    - Added more null checks, hopefully fix some errors with other plugins.
    [Version 0.19]
    - Set button facing on new gates, fixes weirdass button glitch
    - Beginning of very buggy multi-world support
    [Version 0.18]
    - Small permissions handling update.
    [Version 0.17]
    - No longer treat GM as a special case, just load it as Permissions 2.0 like the author intended
    [Version 0.16]
    - Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
    - Left-clicking to activate a stargate works again
    [Version 0.15]
    - Built against b53jnks -- As such nothing lower is supported at the moment.
    - Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
    - Removed long constructor.
    [Version 0.14]
    - Fixed infinite loop in fixed gates.
    - Fixed gate destination will not open when dialed into.
    [Version 0.13]
    - Fixed gates no longer show in destination list.
    [Version 0.12]
    - Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
    - Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
    - Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
    - Fixed but not AlwaysOn gates now open the destination gate.
    - Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
    [Version 0.11]
    - Oops, b0rked something in 0.10, fixed in 0.11
    [Version 0.10]
    - Hopefully fixed the "No position found" bug.
    - If dest > origin, any blocks past origin.size will drop you at dest[0]
    - Switched to scheduler instead of our own thread for closing gates and deactivating signs
    - No longer depend on Permissions, use it as an option. isOp() used as defaults.
    [Version 0.09]
    - Gates can now be any shape
    [Version 0.08]
    - Gates can now consist of any material.
    - You can left or right click the button to open a gate
    - Gates are now initialized on sign placement, not more right clicking!
    [Version 0.07]
    - Fixed where the default gate is saved to.
    [Version 0.06]
    - Forgot to make gates load from new location, oops
    [Version 0.05]
    - Moved Stargate files into the plugins/Stargate/ folder
    - Added migration code so old gates/portals are ported to new folder structure
    - Create default config.yml if it doesn't exist
    - Fixed removing a gate, it is now completely removed
    [Version 0.04]
    - Updated to multi-world Bukkit
    [Version 0.03]
    - Changed package to net.TheDgtl.*
    - Everything now uses Blox instead of Block objects
    - Started on vehicle code, but it's still buggy
  2. Offline


    Hey hey, no fighting please. It seems clear to me that awem probably isn't looking for Stargate if he wants commands, because I'm of the same mind as Drakia: No commands for Stargate. It's the exact reason why I avoided Wormhole X-Treme, I simply wanted it as easy as possible with in-game features (that does mean: no commands) available to the player.

    So I'm very glad you ported Stargate from the hMod version, Drakia. Not everybody will be happy, but as you said there are a lot who are and are very grateful for all the work you've done so far!
    ZeroPoke and Drakia like this.
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    I dare to disagree on one thing - in my opinion (which I am somewhat afraid to express, since people have seemed somewhat unfriendly towards opinions in this thread), signs are essentially console commands, except they're significantly less handy to use and remain in place after they've been typed. I find this greatly limiting, and I can see how the plugin programmer can be reluctant to add new features when he's sticking to this system. I understand that making plugin interface user-friendly is a priority, just like I prefer chest-based shop plugins over the command line ones. Still, with a little effort new features can be added without messing around with neither the console nor signs. Example admin-side implementation I was thinking of was an ability to make the sign disappear after gate creation by adding/editing a line in the .gate file.

    Stargate is a great plugin with many features I can't imagine living without. It's a shame that some people seem to believe adding new features is equal to bloating the software, making it worse.

    And that's just childish, I refuse (and don't really see the necessity) to comment any further.
  4. Offline


    Figured it out. I had actually forgotten the asterisk in the file. I'm dumb. :D
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    @CubeGuy Alright, that's good :)

    Some pretty big updates the past few days!
    [Version 0.4.0]
    - Carts with no player can now go through gates.
    - You can set gates to send their cost to their owner.
    - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
    - Created separate '{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added '*' permissions
    - Added '*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 8, 2016
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    Nice to hear! I will update tonight :) Are carts still appearing with speed 0 on the other side? An what happens if an empty cart goes through the gate and the target gate's chunk is not loaded? Will it be loaded automatically?
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    I really love this plugin, it's working great.

    Only one thing, I can't seem to block the exit of the stargate, I tried to fill the inside of the gate, put blocks in front of it, but the player just go through these blocks. Any idea ? Thanks a lot for this plugin !
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    @mze9412 That is Minecart Mania stopping them. Place redstone torches underneath the obsidian on both sides, or make gates out of a different material.
    @Sakacoco The player is spawned 1 block in front of the gate, if you make a 2-thick wall in front of it the player will suffocate. Or break their way out.
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    Hiding the sign and button so you are required to use the DHD addon to dial is something I would really love to see.
    Like a D on the 4th line for DHD only?

    I would also like to see destination only gates that can't be dialed out from period. Say with an N on the 4th line.
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    @Ahagen550 There will never be an option of not having a sign on the Stargate itself. You can hide it by placing it below ground, but it's still going to be there.
    You can use this same method to make a gate that can be dialed into but not out of. For further "No-dialing-out"edness you can add the 'P' line which will allow the gate to be dialed into by anybody, but not out of by anybody except the owner.
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    I have sort of a weird problem, which im not sure can be fixed.
    Basically i own my own server of about 7 people and My friend J_J_ wants to charge people for his rollercoaster he made. now i figured out how to do that and it is working. However, its paying iConomy and not J_J_ for the people who use the gate to the elevator. anyway to fix?

    also forgot to say... i have stargate version 0.4.0

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 8, 2016
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    Nevermine, my mistake ... Shouldn't update a server at 2:30 am in the morning
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    @mze9412 Well then, looks like you fixed it :)
    @retrogrymlyn The only way is to either set all gates to charge to owner, or all gates to charge to null. The next update I do will contain the ability to set per-gate-layout toowner/null however.
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    Yeah, I copied everything to a new directory and forgot to copy the world over :D So of course it could not find any of the signs ;)
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    @Drakia Alright sounds good... at least i know im not too much of an idiot
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    I want to make stargates with specific colours of wool for a project, is it possible to define the wool colour? I've tried stuff like X=35:7 but I don't think that quite worked. Is it possible, then how, or if it is not, then could it be added? :)

    Also, while experimenting and trying the stuff above and doing '/plugin reload Stargate', all of my other gates in that world got wiped. :/ (the design of the original nethergate.gate never was touched, all other gates were using that)

    (CB617,SG0.3.2 (still have to upgrade sometime))
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    im crashing trying to move to a custom gate close to bedrock. returning via the gate is fine. tried destroying the gates and rebuilding them. this doesn't work. had some successes for short periods after changing things around but nothing lasting and nothing i can really recall or mark as significant. no changes at all and theres no improvement. there wasn't a problem at all for quite a bit. server restarts don't seem to fix the problem. grabbing a new minecraft.jar fixed nothing.
    occasional bad login message after attempting to log in again after a crash.

    snapshot of client error message below, sometimes there's more information- this time there wasnt.
    there isn't one in server console.

    Edit: i tried moving the gate up one z level, problem fixed. move it back down, had the problem again. something below me is causing problems.
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    @Trinsec You can't define damage values, and I don't know if I'll add something like that. Any specific reason you can't just make it wool and set the color? The gate should still be valid (It only checks block type).
    As for "/plugin reload stargate", I've never used that command (I always /reload everything), so I don't know exactly what it does to reload the plugin. Were there any errors when you did this?

    @Meiun There is nothing I can do about client bugs.
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    except that the bug is fixed reliably by increasing the z level of the gate by one z level and its NOT a problem with other plugins (i/e i cannot replicate this with wormhole extreme or serverport)

    whats more at this z level i have problems with any newly constructed gate and its with a clean client.

    its my conclusion from TRYING to provoke the client crash with OTHER plugins that something specifically done by this plugin causes the client crash.
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    At the moment it is set to just wool but it'd be so nice if it could be enforced to specific wool colours. Just wool is way too easy to make those, certainly too easy compared to obsidian. It's going to be used as station gates (for railroads) and I'd definitely want it to be in specific colours.

    Minecart Mania has options where you can define specific wool colours for its control blocks, maybe you could take a peek at that? It's certainly possible!

    As for the error.. I created a station.gate with trying out stuff like 35:7 and such. When done, I did a /plugin reload Stargate to let it read those new files. The error was a lot of:
    2011-04-09 08:04:19 [SEVERE] Could not pass event PLAYER_INTERACT to Stargate
        at net.TheDgtl.Stargate.Portal.activate(
        at net.TheDgtl.Stargate.Portal.cycleDestination(
        at net.TheDgtl.Stargate.Stargate$pListener.onPlayerInteract(
        at org.bukkit.plugin.RegisteredListener.callEvent(
        at org.bukkit.plugin.SimplePluginManager.callEvent(
        at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(
        at net.minecraft.server.ItemInWorldManager.a(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.Packet15Place.a(SourceFile:57)
        at net.minecraft.server.NetworkManager.a(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
        at net.minecraft.server.MinecraftServer.h(
    Then immediately after that I got a call from one of the players that 'my gate is broke', I guess that's when they got wiped even though those were nethergate.gate ones.
    I didn't quite realize that yet, I thought it was just loaded improperly. So server shutdown and restart.
    2011-04-09 08:05:25 [SEVERE] Could not load Gate station.gate - Invalid block ID given
    2011-04-09 08:05:25 [INFO] [Stargate] Unregistering gate Hek2
    2011-04-09 08:05:25 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@6bb5eba4, network=central name=Hek2, type=nethergate.gate]
    2011-04-09 08:05:25 [INFO] [Stargate] {worldSurvival} Loaded 4 stargates with 2 set as always-on
    2011-04-09 08:05:25 [INFO] [Stargate] {worldNether} Loaded 1 stargates with 1 set as always-on
    2011-04-09 08:05:25 [INFO] [Stargate] Found Permissions (v2.5.1)
    Whoops, 4 stargates, instead of the 18? Those 4 were the 2 station.gate and 2 nethergate.gate that I made that session to test stuff with. All the old ones were wiped.

    I'm never going to do a /plugin reload again, only trouble with it. :/
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    Yeah, I can report when I do that command, it completely wipes my stargates.

    Also having an issue with it double charging me to make a gate, also sometimes the portal image doesn't show and says the destination is blocked. Also sometimes having the issue with it saying invalid destination but I can still go through it but the not existent portal blocks.
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    Bug report: If the stargate is destroyed with TNT or similar the stargate doesn't get removed from the list properly. You can still select it and get teleported to where the destroyed stargate used to be. The console spams me with:
    11:24:24 [INFO] [Stargate::SignPost::update] Sign null
    I have to remove the gate manually from the <world>.db file.

    (I've now updated to CB670 and SG4 ;) )

    Another little report:
    line1: Hek1
    line2: Hek2
    line1: --Hek1--
    line2: To: Hek2
    line3: (central)
    I just wonder why (central) even shows up, since it doesn't seem to be accessible via the network at all. What use is it?
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    @Trinsec @killerbeez "/plugin reload" is hacky at best. It disables the pluging, and loads another instance of it (If it's the same as it was a few months ago when I used to use it). Doing a straight /reload is a much better solution (Even if it takes a few seconds longer).
    @Trinsec I know it's possible to do per-color wool. I'll take a look and see how difficult it would be to implement.
    @Meiun Do you have any other plugins that create Portal material at that level? The only thing Stargate does once a gate is created is set blocks to portal material, set a sign, and teleport. (Well that's all that gets sent to the client, off the top of my head).
    @Trinsec I'll look into the TNT thing, that's an odd bug, I musta screwed something up when I made gates not destroy via TNT. This is with 0.4.0, correct? As for why "(central)" shows up, it's because that gate is still on the "central" network, as gates in different networks can have the same name.
    @killerbeez I'll look into the double charging, I've never encountered that before. Does it say the "deducted" message twice? Or does your money just go down by twice the amount? Portal material not showing up hasn't happened to me in ages, it's just a bukkit thing, I can't fix it. And if it says invalid destination it should deactivate the gate, are you sure it's not just not showing the gate material? "Blocked Destination" happens if the other ends gate is already open.
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    Reload issue: I think I've done a /reloadall before in the past but GroupManager got loaded up twice. I'll experiment some more tomorrow to see if those other issues have been fixed. I only know that I've never really been able to do a reload of anything sanely in Bukkit (as opposed to hMod). :/

    Wool colours: I'd absolutely love you if you can do that. :) My players would too!

    Network: *nod* I know it is still on the 'central' network. I could put in 'Loop' on line 3 and it'd show (Loop). But if it's a fixed gate, it's kind of useless, since you can't go to that gate via that network.. I probably am basically asking if that could be removed instead if it's a fixed gate. No biggy, just aesthetics, really. ;) The wool thing is more important!
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    It's not useless though. Two gates, both linking to "Station" one in the "Central" network, one in the "Nether" network, BAM, confusion.
    Also, do /reload, it's the built-in Bukkit reload command. I dunno what gives /reloadall
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    Oooooh! Gotcha! Didn't think of that. Thanks! :D
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    Yes, it does show the deducted message twice. I did the reload command since the portal stopped working by itself, right clicking the sign did nothing, then tried to recreate the portal since the portal file was blank and it double charged me. I noticed that before in the portal file, it would just list the name of the portal, now it does --portalname--.
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    @killerbeez That means there's two copies of the plugin running. Do you have two stargate JARs in your plugins directory? Did you do /reload or /reloadall? Because with how /reload is implemented, I don't think there's any way it could load a plugin a second time :/
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    No, just one, must be the bug in the /plugin reload stargate

    Still curious on why the stargate would just randomly stop working. Is there any known errors with worldguard or people creating portals with a _ in their name? I wish I could provide an error report but I get nothing. My attempt to fix it (this has happened twice where the portal within spawn going out to all the other stations on the Central network would stop working) is to change the default network name to default and continue using the central network name.

    Also had a member use --name-- for their portal name so it was ----name----
    Would this cause issues?
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    Hmm, I /did/ have some issues about some signs not working and having to restart. But I can't say much right now, but I'll definitely experiment some tomorrow. What I did was destroying said sign (Stargate destroyed.) and recreating it (Stargate created.), and then it did show up correctly. Until then it wouldn't even be usable, pressing the button would say invalid destination but you couldn't scroll through the list of destinations since the sign didn't want to act properly.
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    I can't really offer support with "/plugin reload", as I said, that command is hacky at best (Multiple instances of the plugin running, just one set to "disabled").
    @killerbeez About it randomly stopping working, you're running the latest RB? I've never had gates just up and stop working unless you did a reload when the file was empty. The gate data is stored in a HashMap by Blox (Worldname, X, Y, Z). The only times I've had gates "destroy" is when I had a chunk error, but that gave me a "Gate Destroyed" message in console.

    Could both of you guys try shutting down your servers and starting them back up? I think the "/plugin reload" has kinda FUBAR'd things.
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