Inactive [TP] Wormhole X-Treme - Multi-World Capable Stargates v0.854 [766]

Discussion in 'Inactive/Unsupported Plugins' started by Ben Echols, Jan 24, 2011.

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    This is now inactive - is where you can find the currently active developed version.

    Release v0.854 contains the fix to stop the IndexOutOfBoundsException that happens when 3d shapes have no light blocks. Also contains the fix for 2d gate iris levers (they get added properly again). The Wormhole X-Treme Worlds support is for a version of WXW that is still under development, expect things to break badly if you enable it without the proper version of WXW (0.5, which is not released as of yet).

    If this is your first time downloading this please download the zip, it contains the database software we depend upon.
    You are also encouraged to read the changelog and readme. Especially the readme.
    Basic instruction for use and configuration can be found below.

    Major Features:
    • Player teleportation!
    • Multi-world support
    • Permissions integration (As well as some basic built-in permissions)
    • Custom 3d & 2d gate shapes
    • Iris password protection
    • Minecart teleportation
    • Help plugin integration
    About Wormhole Xtreme:

    Get the Source
    Donate to my coffee fund (It helps me code faster!)

    When I first heard about bukkit I knew I wanted to write a plugin. As I always wanted a way to teleport around I thought it would be fun to write a mod that could do this. I thought writing one like the Stargates from Stargate would be cool.

    So I decided I would make my own portal plugin as my first try at bukkit (and really first mod for Minecraft so far).

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:

    Changelog with important entries in bold (open)

    Changes 0.854
    • Updated chunk (un)loading to happen when gate (de)activates and when dial lever state changes happen.
    • Fixed iris levers not being added properly with 2d gates. (Oops, guess that code WAS needed)
    • Fixed IndexOutOfBoundsException on 3d gate shapes without lighting blocks.
    • Hamfisted fix for signs not updating. Now we nuke the sign and build it from scratch every time a gate sign is toggled. Causes a flash, but... who cares. It works EVERY time now.
    Changes 0.853:
    • Fix for /dial gates breaking when a user who doesn't have dialer permission hit the lever.
    • Switched to getTypeId() from getType(), hopefully this works around the getType() == Air bug that might be lingering.
    Changes 0.852:
    • Added support for upcoming Permissions 3.0.x release.
    • Fixed a NPE in 2d shape code dealing with light block positions.
    • Added soft dependencies to plugin.yml.
    • Minor log format changes for readability.
    Changes 0.851:
    • Complete revamp of how we handle permissions checks. Lots more case statements, lots less if/else if. Much better. This is what enums are for.
    • Added new gate use cooldowns. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.cooldown.groupone', 'wormhole.cooldown.grouptwo', and 'wormhole.cooldown.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.cooldown.groupone' etc. There is a new command to enable, disable, and modify cooldowns; 'wormhole cooldown [true|false|group] <time>', valid groups being 'one', 'two', and 'three', valid time being between 15 and 3600 seconds. There are also Settings.txt options for all of these new settings. Cooldowns are set when a player enters a stargate, not when they /dial. Cooldowns are removed via timer events, and even if the timer event fails, we do a fall back calculation when a player enters a stargate, and gets denied access.
    • Added new gate build count restrictions. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; '', '', and ''. If you have an '*' on any user/group, remember to '' etc. There is a new command to enable, disable, and modify build count restrictions; 'wormhole restrict [true|false|group] <count>', valid groups being 'one', 'two', and 'three', valid count being between 1 and 200. There are also Settings.txt options for all of these new settings.
    • Updated the stargate sign dial sign reset code to be more reliable at causing the client to notice update changes.
    • Added a thrown exception during stargate 3d shape parsing if the shape doesn't have an exit point. We depend on this location for pretty much everything. If it isn't there, really bad bad bad things happen.
    • Now we have more than just Standard as our default shape. We extract Standard, StandardSignDial, Minimal, and MinimalSignDial to the gateShape folder if it is missing shapes.
    • Now we don't toggle stargate signs when we start.
    Changes 0.850:
    • iConomy support removed. I will not depend on plugins that decide to change their package name 5 major versions in and basically give everyone who depended on the package location the middle finger.
    • 3d Gate shapes now implemented.
    • Custom gate settings now in place (read: per gate material settings). This included the re-addition of the portalmaterial and irismaterial commands. lightmaterial, redstone, wooshdepth, and custom commands newly added.
    • Massive internal overhaul, refactorings, cleanups, general goodness and bugfixes.
    • Added support for Wormhole X-Treme Worlds. This allows Wormhole X-Treme to offload its chunk loading and world loading to WXW, for worlds that exist in WXW. Requires user to change Settings.txt option WORLDS_SUPPORT_ENABLED from false to true. This option requires Wormhole X-Treme Worlds v0.5 to be installed, and preferably configured for every existing world populated with stargates. If this option is set to true but WXW is not v0.5 (or not installed), WX will not load its stargates from its database.
    • Removed many superfluous chunk load requests. Added graceful chunk unload queue when we are done with a chunk.
    • Bumped supported version of permissions to include the 2.7 tree.
    • Updated help text for new/modified commands.
    • Added backwards compatibility, for those users who just don't want to upgrade to 3d shapes.
    • Added loads of failsafe settings, for when users don't have any shapes installed, but have stargates already.
    • wxidc now only works on non-sign powered gates which have iris activation blocks set.
    Changes 0.833:
    • Fixed iConomy double(or many many more) charging issue. Tried to do something awesome, turned out to be a bad idea. We'll revisit these kind of changes when 3d shapes are in and I can do some major refactoring and method merges/splits.
    • Bumped supported version of permissions to include the 2.6 tree.
    • Merged some of the sign click schedule related methods. Should make sign click messages more reliable.
    Changes in v0.832:
    • Fixed a NPE in new database initialization. Whoops, missing null-check, added.
    Changes in v0.831:
    • Fixed erroneous messages sent when a plugin is attached to already and WXT receives a plugin event for it. Cosmetic bug, fixed.
    Changes in v0.830:
    • Water now will not flow over Stargate anythings. No more broken levers and magic blocks of water floating in their place.
    • Buckets now will no longer work with stargate anythings. No free water and lava.
    • Minor optimizations and code cleanups.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
    • Updated default gate shapes that come in the zip to include these new values.
      • See gate shape files for more details
    • Removed version 1 DB conversion because new design doesn't allow for it anymore.
      • For users this means if you are upgrading from version 0.3 or less to this version you will need to remake your gates.
    • Fixed NPE in onPlayerInteract caused by event not reporting the block the interact event was associated with.
    • Logic tweak in the find safe teleport code. Should be *safererer*
    • Sign powered stargates now can only target other sign powered stargates.
    • Fixed so that when coming from a lava portal stargate to a non-lava portal stargate fire damage is canceled still. No more nasty fire after a teleport.
    • Added the logic back in to stop people from randomly teleporting when next to the lever of an active gate. The side effect is, when block.getType() fails, gates don't work. Its one or the other.
    • Fixed /wxcomplete permission deny issue with stargates on public networks.
    • Added ICONOMY_OWNER_EXEMPT option to Settings.txt with a default value of true. When true this option disables the charging of gate owners for using their own gates.
    Changed in v0.821:
    • Update version of iConomy we build against and test for.
    • Fix NPE in old non-shape based gates.
    • Added custom StargateTeleportEvent for MinecartMania as we nuke the minecarts before we teleport the player and put them back in the minecart.
    • Refactored package to com.wormhole_xtreme.wormhole in anticipation of adding more stargate related projects.
    Changed in v0.820:
    • Initial support for CraftBukkit Build 600.
    • Got rid of the stupid double error that people got by not reading the readme. Now when we parse settings.txt, if the value is integer for the iconomy settings, we change it to a double by simply dropping a .0 at the end of it. Problem solved.
    • Lots of optimizations to the distance finding method we were using. Also fixes to the gate shape parsing code. (Thanks lirelent)
    • Overhaul of the way we handle permissions internally. More unified approach to the actual permissions checks.
    • Gate block protection should now be compatible with plugins like mcMMO. "Should" being the operating word.
    • Levers now properly move when used and toggle on and off when stargate and iris are activated.
    • All Permissions deny events now log at Level.FINE. Got permissions problems with WXT? Now see what is happening.
    • Optimized fire protection. Now we use timer events that go off 2 seconds after gates close. This way we don't have to listen for fire type events 24/7. :)
    • Fixed teleportation dropping people into very unsafe locations. Now we scan for safe place to drop people, if we can't find one we drop the player in front of the DHD. This will also FIX wormholes by setting the stored teleport location to the new clean and safe location.
    • We now support using the help plugin along with WXT.
    • We now have settings.txt options to hard disable support of iConomy, Permissions, and the help plugin. No longer do we log a warning when unable to find the plugin we depend on. We log at INFO. :p
    • Buttons are no longer really used. If a button exists on a stargate, it will be replaced with a shiny new lever on the first use.
    • Lava stargates are *really* safe to use now. For trees even. Not minecarts though.
    • A whole host of debugging information has been added at Level.FINE. If you can trigger a bug reliably, set yourself to fine and provide the server.log details surrounding the bug. Not recommended for production servers as well... its exceissive.
    • The '/wormhole regenerate' command is partially added. Will regenerate missing activation and iris levers.
    • Minecarts work across chunks and worlds now! If you run into a location where it doesn't work, use the wormhole in both directions to correct the wormhole, then try again. :)
    Changed in v0.812:
    - /wxgo now works properly when traversing world bounderies. First we quickly pop into the default spawn location for the target world, then from there we go to our final destination. It is a hack, but it is a working hack. :)
    - methodized the code to find closest stargates, and find distance from closest stargate blocks as well as the math to find distance.
    - Updated block ignition events to only use proximity style checks. Block ignition event cancellation radius increased to active stargate woosh depth or 4 blocks, which ever is further.
    - Updated '/wxcompass' to use new FindClosestStargate method.
    - Updated onEntityDamage to use only proximity style checks. On active gates a bubble of no fire damage of either woosh_depth or 4 blocks, which ever is larger, is created. On closed gates a bubble of 2 blocks is created to stop fire ticks occuring right as a gate closes. Stopped caring about potential drowning in stargate. If user decides they want to stand in the wrong side of a gate till they drown, that is their choice.
    - Re-added missing CONSTRUCT_NAME_TAKEN error string in ConfigManager. This stops an NPE in 'wxcomplete'.
    - Added support for tkelly's Help plugin. Will generate proper config based on permissions type (simple or complex) or lack of permissions plugin altogether.
    - Refactored the heck out of iConomy and Permissions support. Own classes in a new package to go along with the Help support. Methodized a bunch of useful functions. Less duplicated code.
    - Added some log output for 'wxforce'. Should help combat abuse.
    - Ops are now always able to use 'wxremove'.
    - The '/wormhole simple' command now refreshes Help entries to the proper permissions after being set.

    Changes in v0.811:
    - Came up with a proximity based check for stargates in the lava & fire event
    cancellation code. Now only 3 block radius around active lava portals
    gets its lava & fire events cancelled. STATIONARY_LAVA is safe for players
    to use in portals now. For reals.
    - Version 4.5 of iConomy is now supported and verified as working.
    - Now we actually check for Iris on gate use while in minecart...
    - Back to the good ol kick the player out of the cart and stuff them through
    the stargate method. Doing a bit of a hackish teleport when going between
    worlds as well. We tp to spawn, then instantly to destination. This is only
    when starting the tp while in minecart. If minecart is empty and passing
    into a stargate that will traverse worlds, we kick the minecart back. Otherwise
    it will dissapear into the void.
    - Now we cancel block ignite events on a proximity basis, same way we cancel
    fire and lava events on player. No more trees bursting into flames near a stargate.

    Changes in v0.810:
    - Broke '/wxcompass' out into its own class. Removed '/wormhole compass'.
    - Broke '/wxcomplete' out into its own class. Removed '/wormhole complete'.
    - Broke '/wxidc' out into its own class.
    - Broke '/wxremove' out into its own class. Removed '/wormhole remove'. Fixed so it toggles iris to off state before removing gates with iris active.
    - Broke '/wxlist' out into its own class. Added no permissions error message. Removed from '/wormhole' command.
    - Added command '/wxgo' and broke it out into its own class. Added no permissions error message.Removed from '/wormhole' command.
    - Broke '/dial' out into its own class.
    - Broke '/wxbuild' out into its own class.
    - Broke '/wormhole' out into its own class.
    - Added another message for active gates. Now it will say either remote activated, or activated by someone else already.
    - Added SIMPLE_PERMISSIONS config option. The default value of 'false' makes permissions node settings use complex mode. While the setting of true sets the plugin to check for extremely simplified permissions. Permission node details can be found in the README.
    - Refactored the WXForce class to Force. Hopefully this shuts MSSE up. ^^;
    - Moved a bunch of the initial loading out of onEnable and into onLoad. Now we use onEnable only for events that should only happen at plugin Enable.
    - Updated '/wormhole' command to have more descriptive errors and built in help. Updated help information for this command as well. Command now has unified messaging string headers. Added new 'simple' option to enabling simple permissions while the game is live. Requires the user to have proper permissions node for configuration in target mode. Removed a bunch of duplicated permissions checks. Only one check is needed at beginning of command call now.
    - Revamped readme to reflect important recent plugin package changes.
    - Fire damage, combustion damage, and drown events now canceled in stargate. Now LAVA is really a valid portal material.
    - Creeper explosions are now canceled when they would cause damage to stargates. This will stop signs and buttons from being destroyed during that mad dash to/from a stargate. ^^

    Plugin Commands (open)

    description: Dial a remote Stargate, unlock IDC with optional password
    usage: /dial <StarGate> [IDC]
    <stargate> The StarGate to dial.
    [IDC] Use optional password to open remote Iris.

    description: Wormhole administration and configuration commands.
    usage: /wormhole <commandtype> [ARG1] [ARG2]
    Valid Commands - 'owner', 'perms', 'portalmaterial', 'irismaterial', 'lightmaterial', 'shutdown_timeout', 'activate_timeout', 'simple', 'regenerate', 'redstone', 'wooshdepth', 'cooldown', 'restrict', & 'custom'.

    description: List all Stargates.
    usage: /wxlist - List all Stargates.

    description: Automatically Build Stargate.
    usage: /wxbuild <GateShape>
    <GateShape> The GateShape to build.
    After placing a DHD with a button (and sign if wanted) running this command then pressing the button will cause the specified <GateShape> to be built.

    description: Remove a stargate, optionally destroy its blocks.
    usage: /wxremove <GateName> [-all]
    <GateName> The GateName to remove.
    [-all] destroys gate blocks too.

    description: Point compass needle at nearest Stargate.
    usage: /wxcompass - Point compass needle at nearest Stargate.

    description: Complete StarGate construction.
    usage: /wxcomplete <GateName> idc=[IDC] net=[Net]
    <GateName> The name to give new Stargate.
    [IDC] Optional password to give Stargate.
    [Net] Optional network for Stargate.

    description: Gets or sets a gates IDC.
    usage: /wxidc <GateName> <optional_set_idc>
    Requires being either owner or have wormhole.config
    set -clear to remove the IDC

    description: Forcefully shut down all gates and/or open all iris
    usage: /wxforce <close|drop>

    description: Teleport to specified wormhole.
    usage: /wxgo <GateName>

    Install directions (open)

    New Install:
    1. Download the zip.
    2. Unzip file into same directory that your craftbukkit.jar exists in. This should put the hsqldb.jar into the lib/ folder, the WormholeXTreme.jar into the plugins/ folder, and the latest versions of GateShapes into the plugins/WormholeXTreme/GateShapes/ folder.
    3. Start server
    4. (Optional) Stop the server and edit the newly generated /plugins/WormholeXTreme/settings.txt file as needed.
    5. (Optional) Edit gate shapes in /plugins/WormholeXTreme/GateShapes/
    6. (Optional) If using the Permissions plugin based plugin, set up the appropriate permissions. If using SIMPLE_PERMISSIONS = true remember to use permissions from the Simple Mode list, otherwise use nodes from Complex Node.
    7. (Optional) Start Server again

    Basic use instructions (open)

    Basic Use:
    First off you need to make a stargate. I you can see the design design below - you need the Gate, a Dial Home Device (DHD), and a stone button or lever facing away from the gate on the DHD. The purple blocks are Obsidian, and the Blue has to be air, but will turn to water when the gate is activated.

    A real example of a constructed gate:

    You MUST make the gate exactly as it is in the picture.

    Once it is assembled hit the button ( You need to stand at least one block away from the button for the event to trigger. ) and the system will confirm that the stargate is properly made. If you don't see a "wormhole design valid" message you did not create the gate properly.
    If you did see the message, you simply type /wormhole complete <name> to finish and name the gate. A name sign with the gates name should appear on the gate. You can optionally type /wxcomplete <name> <idc=[IDC]> (idc = iris deactivation code, or the code needed to use the gate) - this will make your gate password protected.

    Now if you hit the button again it will "activate" the gate to be dialed.

    To Dial (after hitting the button) you type "/dial <remote_gate_name>" and the gate will open and fill with water! (You can change the portal material by using /wormhole material) The gates currently don't by default timeout after dialing. If the remote gate has an iris code you will need to type "/dial <name> <idc>" to activate the remote gate.

    Hitting the button again from the gate that dialed out will deactivate the gate. Pressing the button on a gate that has been dialed in to will do nothing because you can't activate a gate that is remotely activated. (Tried to keep it just like the show haha).

    Name Sign Dialing (Public Gate System):
    • NOTE: This is an alternate way to BUILD a gate. Currently existing gates will not work by simple placing a sign next to the activation button. You will need to /wormhole remove first and then re-complete the gate using this system.
    • Place a second obsidian "pillar" next to the main DHD and place a sign on it. Put the name of the gate on the top line.
    • Gates with this sign can only be dialed via the sign now. You will only see other gates that have a sign.
    • Gate without a sign can dial IN to a sign gate.
    • AGAIN : If you make a gate without a sign it will NOT be on the list of gates.
    • To cycle through possible gates use right click - Sometimes it takes a click or two for it to work :)
    • See here for sign dialer gate example:
    • 2011-01-25_02.15.31.png
    • Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate.
    • Networks!
      • If you put any text on the second line of the sign, it will be the "network" the gate is on.
      • You will only be able to dial other gates on the same network as you
      • Currently you cannot change the network, so make sure you type it correctly!
      • By default (if nothing is put on the second line) a gate will be part of the "Public" network.

    Basic configuration settings (open)

    • All configuration is now stored in a file /plugins/WormholeXTreme/Settings.txt
      • All descriptions of the settings will be found in that file with the settings.
    • You can change some options while the server is running:
      • /wormhole activate_timeout <optional_timeout>
        • This is the length of time after activating but before dialing that the gate deactivates.
        • This does not affect sign dialed gates.
      • /wormhole shutdown_timeout<optional_timeout>
        • Setting to 0 means portal only closes after something goes through, and then immediately closes.
        • This setting is how long after a player dials a gate before the gate shuts down.

    Permissions plugin settings (open)

    • This plugin works with the Permissions plugin. (Currently 2.5+ Only)
      • Changing the built in permissions will not change the Permissions plugin at all.
    • Without the Permissions plugin you can use the built-in permissions (disabled by default)
    • /wormhole perms - for more information
    • to enable/disable default perms /wormhole perms active <true|false>
    • When built-in permissions are active:
      • Default OPs get all access
      • Default all other users get USE only
    Permissions Plugin Nodes: (Controlled by settings.txt - SIMPLE_PERMISSIONS)
    Complex Mode:
    wormhole.use.sign - lets a user use sign gates.
    wormhole.use.dialer - lets a user use '/dial' gates
    wormhole.use.compass - lets a user use '/wxcompass' command.
    wormhole.remove.own - lets a user remove a gate that they own
    wormhole.remove.all - lets a user remove any gate - Able to build new wormholes
    wormhole.config - Able to configure settings like material and timeout
    wormhole.list - Able to use '/wxlist' command to list wormholes - Able to use wormholes on NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command. - Part of build restriction group one. - Part of build restriction group two. - Part of build restriction group three.
    wormhole.cooldown.groupone - Part of wormhole use cooldown group one.
    wormhole.cooldown.grouptwo - Part of wormhole use cooldown group two.
    wormhole.cooldown.groupthree - Part of wormhole use cooldown group three.

    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes. - Lets a user build wormholes.
    wormhole.simple.remove - Lets a user remove wormholes.
    wormhole.simple.config - Lets a user configure WormholeXTreme settings

    Help plugin settings (open)

    • Currently there are no configuration options for Help the help plugin. It is just plug and play. If you want to change the help text, you are able to do such via the Help plugin override build into the Help plugin.

    As always please let us know of any bugs! Just remember, some bugs are in vanilla and craftbukkit itself, so we may not be able to address them easily.

    Devs: Lologarithm & alron

    Attached Files:

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    Alron any word about my post earlier?
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    Ok. Now trees will no longer burst into flames near lava portals. Yay stargate proximity checks.

    Looks like there is not terribly much I can do about passing through stargates while in minecarts. It works as intended within chunk, but boy does it break teleporting between unloaded chunks/worlds. Looking like some bukkit related bugs there (I think).

    Now on to making portal woosh not nuke a player when portal material is set to lava. ;)


    Lava portal woosh no longer will set a player on fire. ^^

    So... I dropped another test build in my previous test build post.
    If you're interested in testing newly fixed features, give it a whirl.
    Big fix is the whole lava portal thing being safe.

    Let me know if you run into things that you think look like bugs. I will run through the list and fix everything that I can that isn't a bukkit related bug. Otherwise this build will end up in the OP tomorrow.

    In a moment I'll also put the full command list in that post. Full command list is in the post.

    Ok. Fixed that bug in '/wxgo' when traversing world boundaries. Now we tp to the world spawn then the final destination quickly afterwards. Its kinda hackish, but it seemed to be the best fix. And doesn't give that whole moved wrongly error. ^^

    Fixed version will be in the v0.812 release, and is in the master github repo.

    Find any other bugs in v0.811, let me know. I'm gunning for a release that is as bug free as I can make it.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
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    I don't get hurt by the lava anymore :)
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    Welcome. :)
    That bug has been annoying me for a month. Finally got sick of it and decided it had to be fixed along with every other bug I could get my hands on. ;)
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    So... Now that I've fixed all the bugs I could find (or were reported - that didn't have a blocking bukkit bug)... on to features and functionality.

    So... that brings me to the question for all of you WXT users. Do you use tkelly's help plugin? I'm tempted to add optional support for it in WXT, like how we have support for Permissions and iConomy.

    Let me know what y'all think.
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    Hey alron, i went to the autor of the update plugin, feeling like a messenger now...,
    he said it was fixed, so afaik your plugin could be in autoupdater :) ? :
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    Don't use tkelly's help plugin yet, but have been watching it and FabianN's add ons have had me tempted.. so yeah would be good. If your thinking features tho' - sign gates with an iris?

    Any plans for essentials ecconomy? - or should I just give up on it and jump on board with iConnomy?
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    I have spoken with @Lologarithm about sign gates with iris in the past. I believe it is a planned feature. If he doesn't get to it before me, I'll be adding it.

    As for Essentials Eco, I'm not terribly sure. On one hand, it does make sense to support more than one economy system, on the other hand I haven't really looked terribly much into it so I know close to nothing about it, and on the gripping hand... well... I haven't been terribly impressed with the Essentials support of their non-core plugins recently (this is not me bashing Essentials, which I do use on my servers, just stating an observation).

    So on the Eco question, I'll wait till I have a chance to talk with @Lologarithm and figure out if we really want to use it. So far though, from what I've seen, iConomy has more plugins supporting it... so... probably a safe bet to give iConomy a whirl.

    Hope that answers your questions and gives good response to your suggestion. ^^

    Side note before I go to sleep. Even with the onBlockIgnite code I have in place to protect trees and such from lava portals... trees sometimes burst into flames with no event triggering... :|
    Looks like there is a reported bug about this too, Issue #577. I'll dig into my code some more when I wake up to make sure it isn't some braindead error on my part, but as it stands it does not look like there is much I can do here. :|

    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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    The only bug I've found earlier was that my skin got removed and I became invisible for the other users on my server.. Hopefully that's resolved, haven't taken a look at the changelog.. :)
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    I think that is a bug in either bukkit or the minecraft client. I've seen it randomly happen on teleport even when not running WXT. :|
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    I do use tkelly's help plugin but as my server is a french server I have already made all my ExtraHelp files in french for all the plugins I use, so it won't change anything for me if you add support for it. But I still think it's a good idea to add it ;).

    You're really doing a great job on this plugin, keep up the good work :D.
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    Brilliant plugin, Thanks! :)

    I do have one minor issue, and that is when I try to create a gate with the same name but a different network (/wxcomplete gate net=1 and /wxcomplete gate net=2 ) I get the following error:
    2011-03-22 14:22:24 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'wxcomplete' in plugin WormholeXTreme v0.801
    	at org.bukkit.command.PluginCommand.execute(
    	at org.bukkit.command.SimpleCommandMap.dispatch(
    	at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
    	at net.minecraft.server.NetServerHandler.c(
    	at net.minecraft.server.NetServerHandler.a(
    	at net.minecraft.server.Packet3Chat.a(SourceFile:24)
    	at net.minecraft.server.NetworkManager.a(SourceFile:230)
    	at net.minecraft.server.NetServerHandler.a(
    	at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    	at net.minecraft.server.MinecraftServer.h(
    Caused by: java.lang.NullPointerException
    	at org.bukkit.craftbukkit.TextWrapper.wrapText(
    	at org.bukkit.craftbukkit.entity.CraftPlayer.sendMessage(
    	at com.wormhole_xtreme.WormholeXTremeCommand.doGateComplete(
    	at com.wormhole_xtreme.WormholeXTremeCommand.commandCompleteGate(
    	at com.wormhole_xtreme.WormholeXTreme.onCommand(
    	at org.bukkit.command.PluginCommand.execute(
    	... 12 more
    Can we use same gatenames on different networks?
  15. Offline


    Shouldn't be possible. Not even in different worlds.
  16. Offline


    Weird, but thanks for clearing that up. :)
  17. Offline


    Okidoki, I'll make a proper naming system then :)


    Another question:
    is it possible to shut the gates straight after someone went through, but it also stays open for 20 seconds beforehand?
    (so if no-one goes through it times out, when someone went through it shuts down)
  18. Offline


    I get this error during startup, even though I put the hsqldb.jar in the lib folder and restarted. I'm using CB Build 527.

    2011-03-22 13:28:29 [INFO] [WormholeXTreme][v0.801][By Lologarithm & alron]Load Beginning.
    2011-03-22 13:28:39 [SEVERE] [WormholeXTreme]Unable to parse custom gate due to incorrect height or width: "Standard"
    2011-03-22 13:28:39 [INFO] [WormholeXTreme]Attached to Permissions version 2.5.2
    2011-03-22 13:28:39 [INFO] [WormholeXTreme]Attached to iConomy version 4.1
    2011-03-22 13:28:49 [SEVERE] [WormholeXTreme]Failed to intialized internal DB. Stargates will not be saved: invalid database address: jdbc:hsqldb:./plugins/WormholeXTreme/WormholeXTremeDB/WormholeXTremeDB
    2011-03-22 13:28:49 [SEVERE] null loading WormholeXTreme v0.801 (Is it up to date?)
        at com.wormhole_xtreme.model.StargateDBManager.LoadStargates(
        at com.wormhole_xtreme.WormholeXTreme.onEnable(
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(
        at org.bukkit.craftbukkit.CraftServer.reload(
        at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(
        at org.bukkit.command.SimpleCommandMap.dispatch(
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
        at net.minecraft.server.MinecraftServer.b(
        at net.minecraft.server.MinecraftServer.h(
    Also I am getting this error when I press the stone button for the portal:

    2011-03-22 13:28:51 [SEVERE] Could not pass event BLOCK_INTERACT to WormholeXTreme
        at com.wormhole_xtreme.logic.StargateHelper.checkStargate(
        at com.wormhole_xtreme.logic.StargateHelper.checkStargate(
        at com.wormhole_xtreme.WormholeXTremeBlockListener.ButtonLeverHit(
        at com.wormhole_xtreme.WormholeXTremeBlockListener.onBlockInteract(
        at org.bukkit.plugin.RegisteredListener.callEvent(
        at org.bukkit.plugin.SimplePluginManager.callEvent(
        at net.minecraft.server.BlockButton.a(
        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(SourceFile:230)
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
        at net.minecraft.server.MinecraftServer.h(
  19. Offline


    Ok, I see multiple problems here.

    You need to update your gate shape file. If you haven't made any changes to it, it should be as simple as deleting the plugins/WormholeXTreme/GateShapes/ folder. WXT will place a new version there at startup if it is missing.

    Are you sure that hsqldb.jar is in the lib/ folder? the lib folder should be in the same directory that your craftbukkit.jar lives in and runs from. If you are running your server on linux, make sure the folder is named 'lib' and not 'Lib'. Capitalization does matter.

    Your CB build is old and not the current recommended build. While b527 is technically a supported built, as I have said numerous times in the past 5 pages, it has some very critical bugs in it. Upgrade to b556. If you don't you can expect random issues building and removing gates. Potential flooding. Stuff like that. They are Bukkit bugs and not WormholeXTreme bugs.

    Your Permissions version of 2.5.2 is a known buggy version, recommend updating to 2.5.4.

    Your iConomy version of 4.1 is extremely out of date and known to have some nasty bugs in it. I recommend updating to 4.5 (or the latest in the 4.5 series).

    Hope this helps. :)

    Not as of current, it may end up as a feature with a settings.txt option for it. Let me think on it. ^^

    I'll look into this NPE. No command should be causing this kind of error.

    As is, glad you like the plugin. :)


    Verified this bug exists in the current master repo.
    This bug has been corrected in the master github repo. Thankfully was just a missing error message, not a full on functionality breaking bug.

    Oh very nice, RSS support. I'll put together a RSS feed for this plugin later today when I am done addressing bugs.

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


    Is there way to remove a network or a gate that has a name like "Portal 1" when I try using spaces it doesn't seem to work and I don't know how to remove a network. Great mod btw, I love it when I get some extra money I'll have to donate to the coffee fund.
  21. Try putting the gate name in quotes when you use the remove command. :)
  22. Offline


    Ok, I submitted a RSS feed in the CraftBukkitUpToDate thread.
    Redyugi likes this.
  23. Offline


    Ok, got some time playing with it.
    I appreciate the ease of gate creation, but it seems that gate shape is picking automatically. If I'm going to make some different portal shapes, I have to, either, be creative about location of DHD relative to the gate in every case (as it seems like it's the key to the succesful shape detection), or use administrative means... Either isn't good. (If you want an example of what I'd like to use, Elevators would be it. But as I'm not came up with solid idea about "less dumb" gate creation process as of yet, you may ignore this reference for now.)

    An issue worth mentioning (but I don't think it needs fixing, as we are generally pleased by this (apparently unintended) behavior of plugin): If you create a gate without a sign, that is part of a custom network, it WILL BE mentioned in the sign dialing.

    Related to the previous issue, a bug (or oversight, or however you view at it): It's not possible to dial locked gate from sign-dialing gate. Or more precisely, it DO dial to the locked gate, but deny you to pass through. Could you please make it so, if called gate is locked, instead of establishing a worthless link, local gate would come online as normal and ask for "/dial name idc" for remote gate?

    Another issue with custom network is that they are completely unprotected. Anyone could link in and have full access to the gates. For this, I think I have easy solution. Scan 3rd line on a sign for network join password. And for gates without address book... Khm.
    May be something like
    /wxcomplete <name> [idc=<Password>] [net=<NetName> [+<NetPassword>]]

    And a small issue with Iris levers, they are not reflecting the actual state of the protection system.
  24. This might just be the old SMP lever error. For some reason they just don't work right in SMP. Unless you're testing in single player, then I have no idea.
  25. Offline


    Yes, this is a known issue. I haven't really been able to come up with a work-around for this. It might be something as simple as a sign on the other side of the DHD stating what the intended shape is. As is, I'll defer to @Lologarithm on that, as the shape code is all him.

    That is most definitely a bug, and I'll be adding it to my list. Sorry.
    In the future I'll see about making it so non sign gates can be toggled as sign gate targets at creation.

    Yah, this is a known issue, at the moment no sign gates should really have IDC. I know we plan on making IDC for sign gates in the future.

    Use the gate network permissions. '' and ''

    Yep. This is because we cancel the event. Purely cosmetic issue, at some point I'll try and address it, but probably not soon.

    Hope this answers your questions. :)

    Anyways, back to adding @tkelly Help plugin support in WXT. It'll be in v0.812, which I think will be a general (read: non-testing) release.

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


    Well, there's a good place for a sign on the SIDE of a DHD. And it's much more visible than at the top of the gigantic obsidian ring (you have to build a pile of dirt to be able to actually read what that dign says... >.<)
    You could let people put any technical information about gate in there (like name, shape, passwords), and upon creation, it will be replaced by gate status sign.

    Could you please don't fix it until that option is available? ^_^

    No-no. Sign gates don't have IDC. And I don't think they should (apart from network join code, but that's a separate issue)

    I don't think this is necessary, if you implement password-protected networks. (Or you have a real-world example, in which it could be useful?)

    Good for workaround, but not acceptable long-term.
    I've explained our situation earlier, but if you want a short recap: we're merging servers, but not worlds.
    We need a public 1-1 gate between worlds (count it as done, it's pretty straightforward operation), and a number of networks of different privacy. One of them would be our world-limited network, and I think people on the "other side" would like to have semi-private network too.

    In VERY short terms: I'd like to see players decide, what they want to do. Not admins enforce it.

    Erm... why? :D I want cool red lights around my gate when locks are open. But switch don't provide current as it is...
  27. Offline


    Well so far so good alron. Using 810 and cb556 and no problems so far for my uses. I pretty much just leave a lot of settings default. Got a fair few gates up spread very far. All good so far.
  28. Offline


    Aww, while I remember.
    Could you please tell WX to stop spewing
    07:20:49 [WARNING] [WormholeXTreme]iConomy Plugin not yet available - there will be no iConomy integration until loaded.
    into log? It's not like iConomy is required to run WX, no sense in this warning at all.

    And it is possible to build gate "G1" through /wxcomplete but not using signs (invalid gate name)
  29. Offline


    Cool, thank you very much.

    Something else popped up while playing with the portals. Some players asked me how many portals they can have and that made me think of something. Is it possible to limit the amount of gates per player in the settings or via permissions settings?
    e.g. wormhole.maxportal.1 wormhole.maxportal.2 5 10 etc. then I can hook that up to my promotion scheme, so people with higher levels can build more portals.
  30. Offline


    I like that idea. It fits pretty well into the complex permissions setup. Once I'm finished getting the new Help plugin support into place, I'll see about getting something like that in place.
  31. Offline


    So, i downloaded the newest iConomy 4.5 but your plugin seems to be the ONLY one that keeps telling me 4.5 isnt supported by it, so i cant use gates in the economy unless i do it myself for them. Any chance of you supporting 4.5 soon?

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