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


    First of all, I love this plugin, however, since 1.8 came out I have a creative world on my server with Stargates, but users often accidentally hit the sign, destroying it in creative mode. Is there anything you can do to prevent this from happening? Thanks.
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    Could you add the ability to define what color the free gates should appear as. Green can be quite hard to see in some cases so I'd personally try blue or something else.

    If not, I can do it myself.
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    I'll look into it when I'm less busy with work (I've been out of the house 28 hours in the past 48 for work).
    This will be fixed in the next version.
    I'll add it in the next version as a config option.
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    Hello, I'm Nater am Brazilian and I would also translate to Portuguese Stargate
    I wonder if I can translate and give you ...
    If I can contact me via e-mail [email protected]
    (I'm using google translator)
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    Just create the translation and post it on the forums, and I'll add it to the first post.
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    I don' get this to work :/
    The plugin is loading up just fine but i can't create any stargates, when i place a sign with a name on the first row nothing happens. I am using CB 1240.
    Can someone help me? Would really enjoy this plugin
  8. Offline

    jf pion

    ok it's working fine for the admin with the "*" node
    i've got some pb with the players, I want them to access to the network "central" I add in their permissions "" but it's not working , i use multiverse core, set the permissions to access to the other world, still not working, do i have to spécify each world in stargate world permission ?

    thank you

    bpermissions (using superperms) multiverse core bkkit last version

    thank you
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    You either need to specify or each individual world.

    Well that sucks, but I recommend re-reading the first post.
  10. Offline


    Ok so it apparently was something wrong with my config, only the default config works. If i edit something in it it wont work. But thanks for an awesome plugin :)
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  12. Offline

    jf pion

    thank you

    I had to give these permissions :

    - stargate.option
    - multiverse.access.bienvenue_nether
    - multiverse.access.joss1
    - multiverse.access.joss18
    - multiverse.access.fightclub
    - multiverse.access.bienvenue
    look like stargate.option and are needed in addition to the network and world permissions but it is not obvious in the doc

    anyway it's working now thank you
  13. Offline


    @jf pion
    stargate.option is only needed for creating gates. is only needed if you have iConomy enabled.
    And as stated quite clearly above the Permissions in the first post: "If you are not using stargate.use, stargate.create or stargate.destroy then you MUST define EVERYTHING yourself for that specific set of nodes" followed with supplemental information for the given nodes: " -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use*)". I could not have made it any clearer.
    The first post also has this in the FAQ:
    "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."
    Had you followed this advice it would clearly print out which permission returned false.
  14. Offline

    jf pion

    in the description it is written:
    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
    non explanation about create, only about use

    with multiverse i dont know if iconomy is enable by default

    Yes you can ! ;-)
    everything is very vast and there is a lot of thing always obvious for the one who design it but not for the other
    a very simple example of the perm and required nodes is a great help for the new user (look a bit boring at the beginning but avoid to have to repeat the same thing again and again)

    I'using bpermission and i don't know how to get the debug system (if there is one) so I added the permission till it's working !

    but a very simple description of a server with 2 world 2network 6 gates 3 player with different rights and the permissions node could be a good thing to help people to have the thing correctly rigged from the beginning.

    And there is a lot of non English native people, so sometime implicit thing are not understood very well, it's good to try to keep the sentence simple and a lot of example (I know computer's guys are very synthetic in the explanations, but users are usually less at ease with condensed implicit directives) that's a weak point in computer class: relation with no brain computer's formatted guys ;-)

    I hope my english is not too bad, i'm french

    could be simple for the user to make the permission to use a network simply giving the possibility to use all the gates of the network without having the need to specify everything

    but may be a bit tricky in the code

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    That is what stargate.use is for, if you want fine-grained control, you have to define EVERYTHING, because that's what fine-grained control is. As for the description not being clear enough, the first post literally explains everything you have to do, it tells you how to debug permissions (Just search the first post for permdebug if you don't understand that FAQ, crazy, I know). 'Options', as stated in the first post
    It does not say anything at all about USE, so why would you assume that over create? To me it seems far more logical it is for creation.

    If you don't even know what plugins your server is running, you probably shouldn't be trying to run a server.

    No, I can't. There are parent nodes, and subnodes for Permissions, denoted by indentation in the list. This is straight forward. If you don't define a parent node, a subnode is not defined unless you define it. This is not magic, it is logic, very basic logic. I state clearly the parameters of not just using stargate.use (That you must define EVERYTHING), it was you who chose to ignore this.

    This would require 6+ examples, as every permission system is different. First learn how to use Bukkit, then learn your permissions system, THEN choose other plugins. Here is a perfect example of how to allow users to use stargates:
    stargate.use: true
    Bam, done.
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    Hi . I'm back with the translation of the stargate the link to download your own

    Attached Files:

    • br.txt
      File size:
      776 bytes
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    Hey everyone, it's my first post in here.

    I had a server back in late 2010 with hMod in it and the Stargate plugin with a bunch of gates in my world. After almost an year I decided to put the server up again. I've uploaded the backup that I had and installed the Stargate for Bukkit but I'm having a hard time getting it to work with the gates that are already there (they just don't work at all). I'm also having troubles with permissions and stuff, but that's another issue.

    What is the best procedure for people who already have a bunch of gates (from the hMod era...) and need to get them to work with the Bukkit version?

    Thanks in advance,
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    Hi I love the plugin, but have been having some really crazy problems with always ON gates (option A) under latest bukkit running 1.81

    Always ON gates often (but not always) result in teleporting to your destination where the 16x16 chunk has not rendered when you arrive, so unless you are on creative mode you fall to your death.

    For some gates this is repeatable. I have checked logging as suggested in your help but have not seen anything out of the ordinary (i.e. log is identical for gates that do and don't work)

    I have done extensive testing and have resolved problem sometimes by shifting destination gate to different orientation.

    The biggest bugbear is that using "sg reload" in the console will inadvertently delete many of the gates
    "20:43:55 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@50aa1830, network=central name=Carnival, type=nethergate.gate]
    20:43:55 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@4f1a20af, network=central name=Hogsmeade, type=nethergate.gate]
    20:43:55 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@3c57e9bb, network=central name=Airship, type=nethergate.gate]
    20:43:55 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@2fb212f0, network=central name=Isaacs_City, type=nethergate.gate]
    20:43:55 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@53f96306, network=central name=Azkaban, type=nethergate.gate]
    20:43:55 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@19d449fc, network=central name=Edgeville, type=nethergate.gate]"

    I noticed that on repeated use of "sg reload" that often one gate (in this case "Edgeville") keeps repeating and not deleting, but has a different 'id' for the sign each time.
    "20:43:59 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@2d059fd6, network=central name=Edgeville, type=nethergate.gate]"
    "20:44:00 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@39946cd6, network=central name=Edgeville, type=nethergate.gate]"

    All standard gates with select via sign work fine.

    We have used your nether gate.gate and simply changed the ON material to running water:

    Any ideas?? Or any testing that I can do to help resolve this??

    Thanks again for all the time you have spent importing the plugin :)

    ps: paste of log file at

    pps: world.db at

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    Do this work whit pex?
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  22. Offline

    Mosh Mage

    Idk if this has been spoken or not, i'm damn hungry you see, but is there such a thing as "per warp price"? as in, i want some gates to be X price but another location to by Y (and by Y i mean expensiver or cheaper).

    If not, could it be a opt-in of some sorts?
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    Hungry? :D Food for thought: You can define a cost-per-stargate type using custom .gate files.
    It's in the Original Post, under iConomy support. Just add the extra lines to the .gate files you create.
    Each gate style you define there can have a different cost for use. I hope that helps.
  24. Offline

    Mosh Mage

    Oh my, thanks! :) And i was food hungry, not thought hungry :p
    But thanks indeed for that .gate thingy i missed in the OP.

    My pvp server will now have active wars thanks to this tiny piece of technology, "Daniel Jackson".
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    @Kwasimoto Your .gate file is wrong.
    @jazzb I will look into this after work. Could you set "debug: true" in your config file, and post your log after doing that? It should print out exactly why the gate is being destroyed.
    @Monk3y The first post clearly states iConomy 5.x support
    @alfw I do not use or offer support for PEX, it is the most backwards plugin manager in existance.
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    Hi, I have your plugin and it works good but when i restart the server all my portals get wiped out and I have to redo them. On occasion they don't get wiped out but they are no longer active. This mostly happens with the portals going to another world. I have these plugins:​
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    Enable debug, post server log.
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    14:42:52 [INFO] Stargate v.0.6.9 is enabled.
    14:42:52 [INFO] [Stargate] Loaded 1 gate layouts
    14:42:52 [INFO] [Stargate] {world} Loaded 6 stargates with 2 set as always-on
    14:42:52 [INFO] [Stargate] {world_nether} No stargates for world
    14:42:52 [INFO] [Stargate] Found Permissions (v2.7.4)

    It's only loading the portals for one worlds and I have 3 worlds
    I also don't see debug anywhere in the config
  29. Offline


    That is not a server log. Post your server log if you require assistance.

    Add the following to your config.yml:
    debug: true
    permdebug: true

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


    Stargate works perfectly, but now I'm getting a weird issue after adding the BukkitInventoryTools plugin.
    I have both fixed gates and network gates, and there aren't any problems with them.
    But when I stop the server, the console gets spammed with this error:
    [SEVERE] Could not pass event BLOCK_PHYSICS to BukkitInventoryTools
    java.lang.ClassCastException: org.bukkit.craftbukkit.block.CraftBlock cannot be cast to org.getspout.spoutapi.block.SpoutBlock
        at dk.gabriel333.BukkitInventoryTools.BITBlockListener.onBlockPhysics(
        at org.bukkit.plugin.RegisteredListener.callEvent(
        at org.bukkit.plugin.SimplePluginManager.callEvent(
        at net.minecraft.server.World.k(
        at net.minecraft.server.World.applyPhysics(
        at net.minecraft.server.World.update(
        at net.minecraft.server.World.setTypeId(
        at org.bukkit.craftbukkit.block.CraftBlock.setTypeId(
        at net.TheDgtl.Stargate.Blox.setType(
        at net.TheDgtl.Stargate.Portal.close(
        at net.TheDgtl.Stargate.Portal.closeAllGates(
        at net.TheDgtl.Stargate.Stargate.onDisable(
        at org.bukkit.plugin.SimplePluginManager.disablePlugin(
        at org.bukkit.plugin.SimplePluginManager.disablePlugins(
        at org.bukkit.craftbukkit.CraftServer.disablePlugins(
        at net.minecraft.server.MinecraftServer.stop(
    I'm pretty sure Stargate is the cause, because the error gets spammed like 10+ times right after this appears in the console.
    [INFO] Closing all stargates.
    I can start the server back up and everything still works normally, but should I be worried about this?

    edit: I did try with debug options on, and as you probably already know, nothing new showed up.
  31. Offline

    Mosh Mage

    Hi, i'm in a bit of a 'situation' here, Daniel Jackson, can you see this hieroglyphs and see what you can make of'em?
    Follows the .gate chevron, a copy of the orginial .gate but that's not quite working :eek:

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