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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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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    Hi! I just updated this add-on today from an older version, and I have a slight issue. When my players use wormholes, they are being dropped from the top of the stargate, and taking fall damage when they land. While it is light damage, it will add up. These stargates functioned normally prior to the latest update. Any suggestions?

    PS. Not sure if it matter, but we built the bottom layer of the gates into the ground, so that the opening is level with the field in general. Is this what causes the issue?
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    Try to remove/add the gate again - and it should work just fine after that. I put in some logic to check for a block in the way and move the teleport point up... Looks like its a bit buggy though. Should be fixed in next release though :)
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    Is it possible to control gate activation with redstone?

    My server uses very sophisticated railway system, so it would be nice to remotely control some wormholes for long-range cargo minecart deliveries...

    I know what i can use any other railway plugin, but i really like to see some gates flash-open then i throw the switch in my secret bunker below local desert :)
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    Psycho Robot

    That was what I forgot to do sir. Also I've encountered a bug, or what I believe to be a bug. Recently one of the people on my server attempted to build a gate with the wxbuild command, however rather than replacing any blocks that were in the way, like it usually does, it built partially. The parts of the ring which were blocked by trees or the ground weren't built and the offending blocks remained. In the console, it gave me this error message:

    20:21:49 [SEVERE] Could not pass event BLOCK_INTERACT to WormholeXTreme
            at com.wormhole_xtreme.logic.StargateHelper.checkStargate(StargateHelper
            at com.wormhole_xtreme.logic.StargateHelper.checkStargate(StargateHelper
            at com.wormhole_xtreme.WormholeXTremeBlockListener.ButtonLeverHit(Wormho
            at com.wormhole_xtreme.WormholeXTremeBlockListener.onBlockInteract(Wormh
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
            at net.minecraft.server.BlockButton.a(
            at net.minecraft.server.BlockButton.b(
            at net.minecraft.server.ItemInWorldManager.a(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.Packet14BlockDig.a(SourceFile:42)
            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(
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    @alron I know you previously stated you were using Multiverse to handle multiple worlds. Have you been using an alternative for the newer bukkit builds because Rigby hasnt updated to the Player_move and it spams the shit outa my console. When the new WX release comes out I still need to make new worlds and stuff. I wish WX could just handle this ;) hint hint.
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    If I have enough time before the next RB, I'll be trying to add my own multi-world management. I'm tired of having to depend on other plugins to get WXT working on a fresh server. ;)

    Which is to say, this feature has been on my list for a few days. ;)
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    badass. thnx dude. Its aggrivating as hell sometimes lol. just now i created a new world using single player. moved it onto my server using Multiverse but its not using the same spawn point now so if you die i spawn far away from the stargate i created. it sucks
    ehh im retarded. always check to see if multiverse is handling world respawning priority over map spawn. lesson learned
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    This is awesome news - I too am just using MV just to 'import' and create blank worlds... MV's config file is simple IMIRC so hopefully it'll be easy to swap over ~hopes~

    Also as I suspect they are waiting for MC1.4 to release a new RB... I'm gonna ask the question you've probably been dreading. Are you gonna let us take our wolfs through gates? ;)
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    Try EpicGates. It's much smaller than MV, and provide next to no additional functionality.
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    And isn't being updated anymore, and isn't as cool as this.
    Maybe people want all this functionality.
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    Anyone recommend a good nether handler for multi world? I'm looking for one that uses the normal nether style portals and has the distance feature. Multiverse has it but auto portal build doesnt work. Any reccomendations that wont interfere with WX? Thanks
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    I'm using essentials. Seams to work out OK - creates portals and they line up correctly, unlike some others I tried. Not sure if it has the 1:8 ratio tho...
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    New RB is scheduled for tomorrow (or today depending on how you look at it).
    I'm rushing as much as I can to get my code in order. Doesn't look like a Multiworld manager is going into v0.820.
    I'll slate that for v0.830 (or something similar).

    Sorry. :(
    I really wanted to get it in too, but I'd rather work on bug testing than adding the new feature.

    As is, I'm in the final testing stages of my more or less reliable safe teleport method (rewrite, previous try wasn't terribly reliable... at being safe. x_x ).
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    dont rush! one great feature of this plugin is that you and lolgarithm take your time, dont rush and push out stable compatible releases. I can wait for the multiworld manager. Multiverse still works for now.
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    Hmm... I have an idea in my head - its got serious issues but...

    If/when you do multiworld creation - how about a way of dialling a gate to a new world that doesn't exit yet. Kinda like the TV show. /dial -new [CHEVRON CODE HERE]. The code can be used for the seed so each code will produce the same world - (then we can swap codes of good worlds - lol). Yeah I know this means loooooads of new words being created and slowing the server down - limiting codes to exactly 7 characters and even limiting to a set of letters to use would limit things - but some kind of clean up would be needed...

    Either delete worlds not visited in a certain time period - or delete each world 1 hour after returning unless its flagged on the console to store the world as a good destination? (and I know that the first time someone finds a dungeon next to the gate - or easy minerals people will go, farm, and then not remember the world so its regenerated next time) call the worlds "WX-[chevron code here]" so they are fairly unique named and not gonna overwrite existing worlds? </brain-dump>
  17. Offline


    Ok, got the safe teleport stuff tested and pushed into the main repo again. If you run into a teleport that just can't find a safe location to drop you off (after multiple passes at checking), it'll instead drop you in front of the DHD. Then you should be able to remove the stargate, and re-add it to reset its teleport location. Shitty work around to a shitty problem. But if it works, I'm not going to complain.

    Now on to fixing the minecart issue. I have a method (or will) that should make the minecarts work. Was chatting with @Drakia earlier about the minecart teleport issue as he was having it also; I mentioned a logic path that I'd considered trying when I had time. Well... he implemented it, and it works. So, long story made short, he gave me permission to rip off that portion of his code. :)

    Well, before I put the minecart stuff in, I had to fix an issue... We no longer have buttons for activating stargates. It is lever based only. That having been said... if you use a button on an existing stargate, it will change it to a lever automagic like. Simplifies some things. Of course, the current implementation of this means you can build a stargate with a button, it'll just turn into a lever (at some point, probably after being used the first time).

    Committed and pushed into master repo for v0.820.

    Side note. In v0.820 it will be impossible to destroy buttons, levers, and signs for a gate. This is a bug, but I'm not removing it until v0.821 releases.

    Also along that line, the new "/wormhole regenerate" command is not completed. It will only regenerate missing activation levers and iris levers. In v0.821 it will regenerate everything about a stargate that can be broken, yet have the stargate still be considered a stargate.

    Also... Looks like fixed minecart teleport will have to wait till v0.821. Too many code changes to test all the major permutations for. Wasn't expecting a RB before the 1.4 release. :|

    Ok, the only thing left for me to bugcheck is the new permissions code. I'll have to do that after I wake up.

    If you want to see what the current changelog is, click here.

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


    Very! :D
  19. Offline


    Ok. Back awake. Time to start testing permissions support. ^^
  20. Offline


    im pumped for this. not pumped that multiverse still hasnt updated for the builds this works for. wtf. haha
  21. Offline


    New RB CB#600 is out. If you wan't a working WXT, wait to upgrade until I get the new built out. I'm in the final stages of testing what I can test. Should be an hour at most.

    Also, a bit of good news. I've got minecarts working between worlds and chunks now. Just cleaning up my code there.

    There we go. OP updated with latest details. Let me know if you run into any bugs. I expect some will have made it past me. :|

    Ok kids, haven't seen anyone screaming about bugs. Soooo... I'm headed off to dinner.

    I'll be back in about an hour or so. If you find a bug, let me know. Please. I want to fix them, really.

    Oh, side note. There is a new permissions version about to be released by TheYeti. 2.5.5, I just tested it and it works as expected with WXT 0.820.

    Also, if you get an error about iConomy 4.63 version, ignore it. It is cosmetic and will be fixed in v0.821.

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


    Were you had a chance to check that suspicious report of (yet again) broken block.getType()?
  23. Offline

    Psycho Robot

    When I dial a gate, the portal material appears without the "whoosh", and when I step into it, nothing happens. Then, after a few moments of a frozen game, it disconnects me with a time-out. The following error appears in the console:

    23:55:20 [SEVERE] java.lang.NullPointerException
    23:55:20 [SEVERE]       at com.wormhole_xtreme.model.Stargate.AnimateOpening(Sta
    23:55:20 [SEVERE]       at
    23:55:20 [SEVERE]       at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainT
    23:55:20 [SEVERE]       at net.minecraft.server.MinecraftServer.h(MinecraftServe
    23:55:20 [SEVERE]       at
    23:55:20 [SEVERE]       at
    23:55:20 [SEVERE] Unexpected exception
            at com.wormhole_xtreme.model.Stargate.AnimateOpening(
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(C
            at net.minecraft.server.MinecraftServer.h(
    23:55:57 [SEVERE] Connection reset
    23:55:57 [SEVERE]       at Source)
    23:55:57 [SEVERE]       at Source)
    23:55:57 [SEVERE]       at Source)
    23:55:57 [SEVERE]       at net.minecraft.server.Packet.b(
    23:55:57 [SEVERE]       at net.minecraft.server.NetworkManager.f(NetworkManager.
    23:55:57 [SEVERE]       at net.minecraft.server.NetworkManager.c(NetworkManager.
    23:55:57 [SEVERE]       at
    I have build 600 of craftbukkit and v0.820 WXT
  24. Offline


    They "fixed" it a few builds back (last night). Apparently they forgot to merge the second half of a git pull request. :|

    Looking into this now.

    Hrm, old stargate? We had some big updates in the code during the long wait between 0.812 and 0.820.

    Can you try removing the gate and adding the gate back and see if the problem is still there?

    Also, does this happen every time? Or just that once?

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

    Psycho Robot

    It happened every time, however re-making the gate as you suggested worked.
  26. Offline


    Thanks. :)
    Just trying to figure out why you see it, and I don't. :)
  27. Offline

    Psycho Robot

    One more bug to report. I changed my sun image file to this:


    But I still can't time travel. Is that coming in 0.821?
  28. Offline


    Hahahahaha, solar flare for the win.

    Well, whatever the real cause, I added a null check at that location, so when I push 0.821 it'll never happen again. :)

    Ok, haven't seen any other bug reports. I'm going to bed. I'll release v0.821 tomorrow for the few issues I found and fixes for whatever y'all find for me. :)

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


    So, I'm curious. Does this mean that you're developing a method of managing multiple worlds without a plugin like Multiverse?
  30. Offline


    You don't need any kind of such plugin once you have worlds created and gates set in each of them.
    Due to (well no comments) server architecture, world creation is managed by plugins on the fly.
    I'm using EpicGates as it have (next to) no additional functionality, but that's only because my setup is highly experimental, and I'm creating/deleting worlds often.
    As I meantioned earlier, once you're fine with your "little universe", you may remove any such plugins, world locading will be maintained by WX.
  31. Offline


    Thanks for the info
    I didnt know that. thats useful information for me i guess. I still havent found a suitable replacement for nether singleplayer style gates so i may just do it this way.

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