[MECH] Quantum Connectors v1.0.2 - Remote Control Redstone Made Easy [MOVED]

Discussion in 'Inactive/Unsupported Plugins' started by feildmaster, Jun 30, 2011.

  1. Offline

    feildmaster

    Quantum Connectors

    Has found a new home:
    http://dev.bukkit.org/server-mods/quantum-connectors/

    For those of you wishing to get "pistons" compatible with this plugin, I will add compatibility for pistons when 1.7 is patched. I "might" also wait for bukkit to update, I haven't decided.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
    Tim/Hoopi2, master_10 and sinkir like this.
  2. Offline

    feildmaster

  3. Offline

    Jordo1234

  4. Offline

    feildmaster

    @Jordo1234 Oh i see it's backwards. That's why I was confused.

    Lets take a look
     
  5. Offline

    Jordo1234

    Haha yeah sorry, its just the way i have to grab it from the webCP
     
  6. Offline

    feildmaster

    @Jordo1234 : Do the same thing I told pand3micc a few posts above, and change XcraftGate to Regios

    Updated thread for "multiworld support."

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
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    Jordo1234

    Thanks for the quick help, server users cant live without the plugin, drives them mad
     
  8. Offline

    feildmaster

    @Jordo1234 : No problem Jordo, I knew multiworld support worked. =P

    I WILL be changing that code though. It should simply ignore worlds that aren't loaded.
     
  9. Offline

    Jordo1234

    Well i can always provide a remote testbed :p
    I work for moltenhosting australia, so i can create test servers whenever i need to test if a plugin is compatible with a particular bukkit build or a plugin.
     
  10. Offline

    feildmaster

    Heh. Between my own testing, and players reporting their errors... I'm good. ^^
     
  11. Offline

    Jordo1234

    haha, well good luck with it, long as you keep supporting the plugin ill be back
     
  12. Offline

    feildmaster

    I'm glad. ^^ Looking forward to the new update?
     
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    parker_digg

    Love the plugin. I like the sign-less linking. Not giving to to default players though :p
     
  14. Offline

    feildmaster

    Hmm... Protecting breaking circuits... Not a bad idea... (just thought of that)
     
  15. Offline

    Jordo1234

    Sure am.
    Cant wait, neither can anyone who plays on my server
     
  16. Offline

    Pand3micc

    @feildmaster worked, thank you :D

    Ill put sign shops back on and maybe they will be fixed too! :)

    ALSO do you think in the next update you will find a solution for the plugin not working if the world isn't loaded?
     
  17. Offline

    feildmaster

    @Pand3micc : It's tricky. I could do the following...
    1- Add a fake softdepend (it will force it to start closer to the end)​
    2.1- If world (still) isn't loaded, don't add the circuit.​
    or​
    2.2- If world (still) isn't loaded, add the circuit but don't check it​

    For 2.1, if you load the world while in the game for some reason, the circuit won't be there.
    For 2.2, if you never load the world, why bother having the circuit in memory?


    EDIT: Actually, I think I might have found a way... But I'm not sure how the config would treat it, so I'll work on that later.
     
  18. Offline

    kimitsu_desu

    a problem with toggle-type cirquits... server starts lagging and spawns errors into the log. according to an admin, it reads
    [SEVERE] Could not pass event REDSTONE_CHANGE to Quantum Connectors
    java.lang.StackOverflowError
     
  19. Offline

    feildmaster

    @kimitsu_desu : I'm going to need the FULL error log.
    AND since you say it's with "toggle-type" circuits, I'm going to need to know what the layout of your circuits.
     
  20. Offline

    kimitsu_desu

    the cirquit layout:
    Code:
    [wall   ][    ][wire  ][repeater>][block]
    [switch*][    ][wire  ][         ][torch]
    [wire   ][    ][wire* ][wire     ][wire ]
    [wire   ][    ][      ][         ][     ]
    /qc toggle
    sender: wire*
    receiver: switch*
    Can't post the stack at the moment, sorry. It had to do something with CraftBlock.getData as far as I recall. Will ask the admin to look into it when he gets on...
     
  21. Offline

    feildmaster

    @kimitsu_desu : I will see if I can replicate it while I wait for the log.
     
  22. Offline

    filszyp

    Hello. I really like this plugin but I found a problem: if a player doesn't have permissions to open door (worldguard use flag:deny or LWC) he can still connect his lever to other player's door and use it.

    Is it possible to set a config file so that I can exclude doors and trapdoors from being used by QC?
     
  23. Offline

    feildmaster

    @filszyp : Ah yes, that does indeed happen. Unfortunately I don't have the time to look into that issue at the moment.

    Maybe after the next 1 or 2 updates.


    EDIT: I must have been very tired when you asked this. I will consider custom quantum configures in a future update.

    I need to do a "little" (big) poll.

    Here it is: (post in the topic)

    Do you actually use the full-blown multi-world support? *
    -Yes
    -No
    -I plan to

    * Don't know what I mean? (open)
    What I mean is, this plugin currently allows you to have the sender and receiver in different worlds. WHY this is so, I don't really know. So I'm asking you, the major users to tell me if you use it to this extent.

    Depending on the answer I might remove that functionality (making it easier on me) or I will keep the functionality and code the check differently. You (the user) get to decide how this plugin develops.

    Please comment! If I don't get enough votes I will leave it to my own discretion.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 17, 2016
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    grinch843

    Nope, don't use it...
     
  25. Offline

    feildmaster

    Found a few ugly bugs in the next version release, so I'll be working on mashing those out so I can get a nice big release out for everyone!
     
  26. Offline

    Nick Hooper

    Can u make redstone torch a receiver?
     
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    ACStache

    I'd say no with the multiworld thing. However cool it would be, I don't like the idea of switches doing w/e in other worlds. I feel people will be able to find new ways of griefing lol
     
  28. Offline

    robsterr8

    yeah that would be awesome =)
    so you could control world one from another world :D
    like in truman show =)

    thanks for this awesome plugin =)
     
  29. Offline

    feildmaster

    It currently has that function, but doesn't work completely.. (Chunks aren't loaded unless people are near the receiver and sender)

    I'm thinking about undoing that, and making it by-world only.
    I'm looking into it.
     
  30. Offline

    K1tB1kyuu

    i have a small error where the levers both toggle, but the power attached to the receiver remains as it was, in the on or off state. I don't know whether this is just me, or incorrect use, but any help would be greatly appreciated.

    edit:

    ok, a little playing and i figured it out. unlike a normal lever switch, which can be behind the block a lever is placed on, the power must come from the side of the lever, to be more specific, the block of space on the side of the block the lever resides in
     
  31. Offline

    robsterr8

    or a sign as reciever would be awesome eventually you could combine that with sign commands =)
     

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