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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

  2. Offline


    I'll ask this like I asked on the previous 3 Stargate style plugins...
    1) Coin use for travel (or blocks)
    2) An exempted permission for admins/mods etc or group.

    I hope it happens! I'll test more later tonight.
  3. Offline


    1. I can add iConomy support if people really want it. It isn't really "Stargate-y" but in the interest of working in Minecraft I wouldn't be against that.
    2. Permissions are implemented either with my built in stuff, or with the Permissions plugin. Read the first post for more information under the "Permissions" section.
  4. Offline


    Iconomy support would be great! :D
  5. Offline


    Is it possible to allow signed gates to still dial unsigned gates?
  6. Latest update breaks all my plugins >.<. No errors in logs or anything, all plugins announce that they've been loaded, just none of them work...
  7. Offline


    iConomy support so players can charge X coin .. and then a command that users can have where they dont get charged coin. ie an exemption or "free" pass to use the stargate.

    I know this isnt very stargate-y - the one in hmod had this.
  8. Offline


    the reason i wanted to have signed gates unable to dial unsigned gates was because i want those gates more "hidden". So that people have to go find the gate. I thought it would be fun to have a server with tons of islands, each with a gate, and people can go exploring, and discover new gate addresses

    The signed system allows for easy public use. I plan to actually have multiple networks later, so people can have certain gates only allowed to dial other certain gates
    --- merged: Jan 28, 2011 9:22 PM ---
    What other plugins do you have? And how do they not work?
  9. These are the plugins I'm running:

    Show Spoiler

    I haven't tried all the plugins, but most, if not all of them stop working. They just completely lose any functionality they had.

    Oh and I'm running CraftBukkit #164, if that helps.
  10. Offline


    ok everthing worked but when i upgraded to the v0.39. I would push the button and nothing happened in chat. The terminal put this out when i pushed the button

    Jan 28, 2011 3:30:27 PM org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event BLOCK_INTERACT to WormholeXTreme
        at com.nijiko.permissions.Control.getInheritancePermissions(
        at com.nijiko.permissions.Control.permission(
        at com.nijiko.permissions.Control.has(
        at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremeBlockListener.ButtonLeverHit(
        at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremeBlockListener.onBlockInteract(
        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:232)
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
        at net.minecraft.server.MinecraftServer.h(
  11. Offline


    Hmm, that looks like a Permissions error - are you using the newest version of Permissions?
    --- merged: Jan 28, 2011 9:39 PM ---
    I haven't tested my program against the newest version of bukkit - if you remove wormhole does everything else start to work again?
  12. Offline


    yep 1.9

  13. Uhh, I might not be running the latest version of Permissions, let me just go check and then I'll provide you some feedback. Yeah, everything works if I remove wormhole.

    Edit: Updating Permissions fixed it - thanks ;).
  14. Offline


    Gah, I have everythign all mixed up! Two people with very similar issues and I get mixed up who has the issue.

    @mrarkansas870 - You have the newest version of permissions, lots of mods, and when you enable wormhole they all break?
  15. Offline


    I think you misunderstood what I was asking for, I don't want unsigned gates to show up on signed gates by default, I want to be able to manually dial the gate with /dial to a signless gate from a signed gate, you could then have it show up on the dhd sign if it acquires a lock, then remain on the sign during the connection and until it disconnects, when it should disappear.

    The way it's setup right now you need two gates to dial out from.
    --- merged: Jan 28, 2011 9:51 PM ---
    Also have you considered adjusting the maximum connect time allowed to 38 minutes (configurable for less of course), just for the fun of it.
  16. Offline



    No,i have a few plugins, havent tested them all ( i will now)

    i upgraded to wormhole from stargate.
    Stargate worked just fine and i only upgraded this plugin

    When I push the button to dial, nothing happens in chat.
    But in the terminal i get that code i posted before.
  17. Offline


    I'm willing to bet you have gates with a space in them? I had this issue, and so far that's about all it could be.
  18. Wrong. Did you not read my edit?
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    1. You can currently dial a signed gate from an unsigned gate (Remember proper capitalization matters for now, I plan to fix that later...). Having the name of the gate that is dialed in appear maybe on the gates name sign (on the right side of the gate) would be a cool idea, I could do that for all gates if they have signs or not.
    2. I did, except that in MC 38minutes is just a second or so :-p - I made the 60 seconds max a little arbitrarily, mostly because I didn't want people accidentally shooting themselves in the foot as it were, with making timeouts too long.
    --- merged: Jan 28, 2011 11:18 PM ---
    Did you remove the stargate.jar from plugins, rename StargatesDB to WormholeXTremeDB? Also, depending on how long ago you downloaded the Stargates.jar the data in the DB might be from before I put versioned data in.

    If nothing still works try these steps:
    1. Shut down server
    2. Make sure that you have the newest wormhole jar, no stargate jar
    3. Delete any DB folders (stargates or wormholextreme)
    4. Start server back up
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    1 what about he other way around though?

    2 oh right forgot about your typical video game time compression.
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    OHHH, I see what you mean now (Sorry I was so slow to understand). The issue is that I don't know which gate you are dialing FROM.

    I could put a "manual dial" button on the block somewhere lol..... That would make it easy to tell when you are trying to manually dial a sign-gate, but would just add more... stuff to the DHD.

    It would look like this eventually: (AB = activation button, SD = sign dialer, IL = Iris Lever, MB = manual dial button)... Which would make it look more like a DHD (lots of buttons etc).

    And once a DHD is that FULL of stuff I will need to make a way for players to easily relocate a DHD so that it doesn't have to be buried. Maybe it has to be built like normal, but if you destroy it you can do something like /wormhole rebuild <name> and then the next button you hit will be the location of the DHD... that would be pretty neat.
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    A few minor bugs, if I hit the button on the DHD twice without dialing out it says that the gate is remotely activated, dialing still works but getting that message is a little confusing.

    When I switched my material to water, the gate would activate but it wouldn't actually teleport you anywhere.

    I have confirmed that water, and lava do not work, they appear but will not take you anywhere. Stationary water and lava, as well as portal all work, although lava still burns, so not sure if that is intentional or not.

    P.S. I activated a gate (while using water) at the exact moment another player entered the gate and the server crashed. Could be unrelated, just thought I would mention it (using the most up-to-date craftbukkit and wormholes as of this post).
    -end addendum-

    A creeper blew up my DHD sign, and when I put a new one on, none of the text appeared, so I destroyed a gate block and remade the gate, but when I put the new sign on, the gates label sign was blank. (did this twice and it only happened once).

    Speaking of which, having DHD's destructable is really cool and more in line with the show, but would it be possible in some way to more easily protect them from creepers?

    Keep up the good work, this plugin is by far my favorite.
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    Because if you can dial first, and then only assign the source gate when you press the button, by pressing the button, i don't think you'd need a manual dial button at all.

  24. what u mean? what db? and are u on irc sometimes?? just msg me:)
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    I believe I found a bug.

    I made a wall of obsidian (1 block thick), and put an iron door in it. I then put a lever next to the door to open it. When I pulled the lever, instead of opening the door, it created a Wormhole on the other side of the wall.
    This is the door with the lever.

    This is the gate that magically appeared when I pulled the lever.
    (I put torches on it it, so it could be seen against the obsidian wall.

    If you need more information, I will do what I can.
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    is the wall 4 blocks thick?
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    No, it is only one block thick.
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    Hmm, so the problem here is that actually that is "technically" a stargate. I am not sure exactly how NOT to have it appear. I could make it so that you have to place the 'name" sign, and it just gets filled out when you finish it. That would mean gates only appear if you had a lever AND a sign at the exact right positions.
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    Couldn't you have it so that the inside of the gate has to be empty to create a gate?
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    Hey man,

    I love your plugin so much. Its a fantastic little plugin, and the potential it has is incredible. I really hope that when everything gets straightened out you'll start adding more features, but thanks for the plugin :)

    However, like I said, theres quite a few bugs. I will try my best to explain some of them, but I really cant for most.

    -Gate randomley appears.
    This gate to an area called ARENA appear inside another players base, just kinda shoved in there. No reason, no dhd, was.. wierd. BigBrother didnt log it, so it was placed by the mod.

    -Gates don't destroy!
    If me or another user hacks off a part of the gate, the gate won't go away. It just stays. And still activates.
    Meaning if I activate a gate i completley remove, I just teleport to it.
    So destructions dont work at all, and thats a pretty key point in the mod.

    -Gates get 10 kinds of fucked up
    This is the one I can't explain well.
    Basically my co-admin went in and messed with the materials for the portal in game to the nether portal, then changed it back to water, then tried making a list gate.. which is when all the stargates broke.
    They activate, you can deactivate, but they won't warp you anywhere.
    As well, the sign at one of the sign gates got removed, so I added it. I can right click and the chat tells me whats selected, but the sign doesent change at all, even in the first place.

    I've got my files backed up if you want me to post any, so let me know.

    As for suggestions:
    -Redstone Activated
    Not true to the show, but a nice feature is if theres redstone next to the gate, then it wont ever turn on unless redstone powers it
    If a minecart w a person could go through a gate and end up on the other.. well.. yeah :p
    -One way gates
    Simply gates that only go to one location
    -Gates Forever On
    These gates just are always on connected to another gate. Forever. Or at least til you turn it off or some shit.
    -10 sign DHD
    Heres a fun one lol.
    I think you got ~10 char limit (kinda short) on the gates right now. Well have this massive DHD that has 10 signs on it, and the user can scroll through one character each for each sign, then hit the button to dial that place.
    The server op could determine what characters can be scrolled. eg a-g and 0-9, giving a ton of possibilities, but not too too many.

    The advantage would be this:
    My main area would have linked sign gates that they can get to.
    Outside that are unsigned stargates, with a name (wich is a-g and 0-9 chars only)
    There would be like 50 of them scattered around the world.
    Users can try to find these gates and dial them, thus getting a good ways away from the area, but in their own way, yet still keeping it public, yet still private!
    Like the actual stargate! :p

    -Distance DHD's
    The option for a DHD to be placed in a remote location isntead of right next to the gate

    And thats all! Let me know if any sound interesting!
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    You've got some good suggestions but some of them break the laws of stargate travel as defined by the series, and as such may not find their way into the plugin,

    That said, I'm nobody who can officially comment on which way the mod goes, but personally i think those are excellent suggestions for a different plugin.

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