[INACTIVE][TP/FUN] NetherGate v0.56 - Just Like Single Player! [803]

Discussion in 'Inactive/Unsupported Plugins' started by NathanWolf, Feb 4, 2011.

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    NetherGate - A plugin that uses multi-world to create a completely automatic Nether experience.

    If you're using Essnetials, go no further.

    Essentials breaks NetherGate in strange and frustrating ways, I'm not going to support it anymore. I'll try and get this resolved by NG beta, at which point I'll remove this message.


    To use NetherGate, drop the required jars in your plugins folder.

    Then you can create and light a portal to travel to the nether!

    Grab elBukkit.zip to get all of my plugins- take out the ones you don't want.

    For more details on NetherGate, or for individual jar downloads, see the NetherGate entry on bukkit's wiki.

    Tip Jar
    If you really love my stuff, and you're feeling generous, I'd more than appreciate a donation.

    Go here if you're interested!

    View changelog on github
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    I have a problem with your plugin... i use build 527 and when I enter a portal, a nether world is created and i spawn somewhere in said nether world. Now my question is: how do I get back to the normal world? oO
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    when I do /nether world list
    This shows

    hell (nether) : 0x -> hell
    world (normal) : 0x -> world
    nether (nether) : 0x -> world
    hell (nether) : 0x -> hell
    world (normal) : 0x -> world
    world (normal) : 0x -> world
    nether (nether) : 0x -> world

    If i try to delete hell it deletes it once but then says Can't find world hell.

    Portals never worked.
    The closest it got to working was with essentials mod installed. I would type /nether world go and it would say that it is taking me to nether but not go. Now that essentials is removed /nether world go just lists options like a help file.
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    Build another portal, step in :)

    Portals will be auto-created for you once the positioning algorithm is locked down. If I do it before then, it gets messy.
    That looks like a lot of really old brokenness- what version of both NG and Persistence are you running? (check your server log on startup).
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    I think I figured out the permissions.yml setup http://pastebin.com/mBK4R6PT is anything wrong with that? could you maybe pastebin me an example of one that works, along with a user in the admin group if mine is wrong? Cause if I'm still doing it wrong I have no idea anymore..

    where would permissions such as these go in your permissions file? They aren't really user permissions, so I don't see them falling under default or admin
    "grant player playername admin" still gives me a permissions group admin is unknown

    here is my server log now that I think I figured out the format for the yml file..http://pastebin.com/aqyFLupn
    Looks like I'm still running into the same error as last time
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    I have a sample linked in the OP - here it is: permissions.yml

    Yours looks pretty much OK to me- the only odd thing would be the blank line before "NetherGate"- but I'm assuming a blank line should be ignored in YML?

    Looking at your server log, it's clearly still choking on it for some reason:

        at com.elmakers.mine.craftbukkit.permission.PermissionProfile.set(PermissionProfile.java:46)
    So, "fessing up" time- the "com.elmakers.mine.craftbukkit.permission" namespace is code directly lifted from the bukkit.permission namespace, in the Bukkit permission branch.

    This means, unfortunately, I'm not all that familiar with it, or why it would be choking on your YML. It certainly sucks that it throws an NPE instead of an error, though :(

    Try removing the blank line, if you can- see if that helps. I'll play around with your config file myself when I get a chance, too- I'd really like you to be able to get this going! :)

    Thanks for your patience...
    So, just for fun, I played with this a bit tonight :)

    Here's what I did- it's a bit hacky, and what it creates is not entirely stable, but it works! Requires Spells (Wand makes it much easier, too).


    Here's the procedure, more or less:
    • Update NetherGate and Spells- even if you have latest. This is sort of a "preview build" thing, but only because I had broken the portal spell. New versions will be released soonish...
    • Use /wand, /wand portal and /wand fill to give yourself the required spells and wand
    • Use /wand portal again to give yourself an extra portal block (or use absorb on an existing portal)
    • Place the extra portal block in the far right slot (the glowstone I have in the pic is not necessary)
    • Here's the tricky part....
    • Cast portal, where you cast it doesn't matter, just a bit away from where you want your portal "floor" to be
    • Now, quickly switch to the fill spell, and fill a largeish area with portal blocks
    Casting the "portal" spell is required, because NetherGate will disable portal physics for a few seconds- this lets you fill with portal blocks during that brief window of opportunity, when normally that would fizzle (you'd end up filling with air, basically, because all the portal blocks break instantly)

    Pretty cool!

    So, check the album here.

    It actually works, too! If you come visit my server (mine.elmakers.com), you'll find this hole right near the spawn in the nether world. Jump in, and you're in for quite a fall- but you won't die, you'll pass through the portal and land safely in the normal world. (Well, provided you can avoid any random ledges on the way down... it's not the cleanest hole ever dug!)

    Pretty cool! Thanks for the idea.

    I may make spells eventually "smart" about filling with portal blocks, so things like this are easier. It's actually really cool to be able to do this- though I do wish that you could make horizontal portal blocks :(
    Also, YMMV with the above, if you actually try it out- I really need to make it work better :)

    I'm thinking magically created giant portal next....
    Well, that was easy! COOL!

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    geez thanks, you runied my server
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    Yeaaaahhh... I doubt it very much, but thanks for the useless comment!
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    Total server mod noob here, I'd like to set this up on my server but it's not working. I probably did something wrong or missed something, but I know very little about minecraft permissions and YML files. I have the server running and it says both plugins (persistence and nether) are enabled. However none of the console commands work, they all say console command not found. I'm not using a separate permissions mod or essentials. Please help, really frustrated here. Thanks.
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    Have you tried using a portal?

    You've got to set up permissions to use just about any of the console commands, but they're all optional. Try building a portal and walking through it :)
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    CB 493
    Persistence .61
    nethergate .53

    I get this when running starting my server :(

    2011-03-11 01:04:43 [SEVERE] Could not load plugins\NetherGate.jar in plugins: null
    at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.java:80)
    at org.bukkit.plugin.SimplePluginManager.loadPlugin(SimplePluginManager.java:129)
    at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:94)
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:59)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:204)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:191)
    at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:131)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:246)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    Caused by: java.lang.NoClassDefFoundError: com/elmakers/mine/bukkit/persistence/dao/WorldData
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at org.bukkit.plugin.java.JavaPluginLoader.loadPlugin(JavaPluginLoader.java:72)
    ... 8 more
    Caused by: java.lang.ClassNotFoundException: com.elmakers.mine.bukkit.persistence.dao.WorldData
    at java.net.URLClassLoader$1.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.net.URLClassLoader.findClass(Unknown Source)
    at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:30)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    ... 11 more
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    I still have no clue why/how people are getting this with the latest Persistence :(

    WorldData is not new, by any stretch- so this seems to imply that NetherGate is not finding Persistence at all, at a dependency/jar level- I really can't think of why this would be... Does Persistence show up in your logs? Maybe pastebin the whole server log for me?
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    I feel really dumb.

    This is my test server and i was trying to see if things were conflicting so i removed several plugins earlier. Two being spells and persistance.

    Its late, honest mistake.

    Thanks for pointing out persistence was missing
    Quick question about the permission nodes.

    For the sub commands im try to give players access to the nether spawn command. Is this correct?


    the above is not working for players. and when you go back through a portal it places a portal in the next realm somewhere else besides the portal you came in. Its still pretty cool though.
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    If I go in portal, I apear in hell without any portal near me :|
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    If the class interface changed, probably you must recompile it.

    If you still receive the problem... read this:
    I got the same problem with my Roles plugin... it gave me ClassNotFoundException for one GroupManager class... even without changing version or anything. I just made a backup from my VPS1, which was working... unziped on VPS2, and the error appeared. It drove me crazy for a full hour trying to fix it, asking for Classloader load those classes.
    The only solution I found was packing in the jar the correspondent classes used of GM(I packed the .class already compiled).

    If you find another solution, please post me. I hate packing things on my jar which shouldn't be there.
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    No problemo :) Glad it was something simple.....

    Well, not quite - the new permissions format is a little different, so here's what this look like:
    # Defines the "default" profile
              go: true
    That being said, the "spawn go" command is actually one of the few commands that should be available by default- there are a couple listed in the OP (home go/set are others) that you don't have to get out permissions for.

    The portal positioning is still a little off, but it shouldn't be auto-creating the whole portal unless you've set up that permission- if you have "/su" activated, for instance, it may do that- but with the default permissions, it should only be creating a platform (for this reason- otherwise things get really cluttered with the autocreated portals!)
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    I never activated /su. Hmm, if i simply go through the gate several times i can delete all the portals it makes. Could i do that with a the destination portal? So users would always have to leave the nether via one portal. This mean removing the portal that generates when you go into the nether so a user cant walk back through it causing portal to regen in the normal world.
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    It did not, and has not in quite a while- but in either case all plugins are recompiled and re-uploaded... fortunately, this turned out to be a simple matter of a missing Peristence.jar :)

    Oooh, I do have a solution, I think- do you have your manifest set up with a classpath for any plugins you're referencing?

    Probably so, but if not that could be the problem- I'll PM you.

    Well... hm... I mean, it really shouldn't be creating portals for people first of all! :\

    If you want to investigate that, please pastebin your whole permissions config so I can viddee well.

    I'm trying to think of how to do what you ask, and I can't. I really want to say that there's something screwy you could do with the scale ratios so that all your nether portals map to the same normal portal ...

    Can you use some sort of WorldProtect plugin to prevent players from breaking/placing obsidian blocks?

    That would pretty much do it, if so- just build a single portal in the nether, and then use WG to prevent any more from being built.

    This all assumes you can turn the auto-portal-creation off, though- let's have a look at that perm file. :)
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    It works fine with latest Essentials.

    What some people might have is a EssentialsProtect or WorldGuard disabling lighters.
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    Really? Am I thinking of a different plugin?

    People keep talking about "turning on and off the nether" in Essentials, and it breaking NG either way.... is that not right?
    Hm- no :(

    That one shouldn't even be necessary, honestly, since it's a default permission.

    So, you can use portals, but builders can't?
    Hm- well thank you for testing that, it's really good to hear!

    I think I need to send a retraction PM now to @Zenexer, I guess I don't need their help anymore.
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    I have an issue where NetherGate works for my users but with my admin access Essentials causes NetherGate to completely ignore me.
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    I just have to say... You're awesome for answering my questions so thoroughly! I really appreciate it. ^^

    So if I create a portal to the nether I have to create another portal on the other side to go back?
    When will the portal locations in the nether move?
    What happens if I die?
    What if I relog?
    Does your nether have blue skies, and if so, will you look into it?

    I'll be looking forward to your FAQ. The thread is kind of big to just browse through so I apologize if my questions have been asked before, and for the sheer ammount of them. :)
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    Actually! That's changed a bit recently. By default, this is still true- but you can now set up permissions on a per-user or global/group basis to control this behavior.

    You can scale it down to nothing (not even a safety air pocket!) all the way up to a full portal and frame. The platform (which only gets created on water and lava) is also optional, and can be toggled separately from the portal/frame/air pocket.

    In other words, as of 0.53 you actually have quite a bit of fine-grained control over this. However, I'm not going to really recommend auto-portalling until 1.0 (at which point it wil be in the default permission set!)

    I'm going to try not to move them again until 1.0- at which point I'm hoping I'll have it nailed down.

    Great question- since this is multi-world, and not a single nether/normal world (like it would be in SSP) each world is a full-fledged entity. The default world (as defined in your server.properties) is only used for brand-new players.

    Your player location, including world, is saved.... somewhere. Not by me :)

    When you die, you're returned to spawn in your current world.

    So, yes, you can get trapped in the nether. It's a good idea to build a safe area around your nether spawn, with a portal back (should take you to normal spawn, in theory....). Also, "/nether spawn clean" is helpful for this, if your spawn is full of lava.

    I'd like to eventually have an option to return players to their home world on death- but there were a lot of complaints when I tried this last time. I'm not sure how much of this was related to the inherent bugginess of tp'ing a dead person, and how much was people complaining that all of their items were lost in some random place in the nether :p

    Same thing- you'll be right back wherever you were when you logged out- even a nether world.

    It does, and I cannot :(

    The skies are, sadly, a client-side thing. So, until we see some Mojang support, we have no packets we can send or anything else that can make that sky red. It is a shame, believe me...

    Yeah, I really need a FAQ.

    Fortunately (I guess?) these questions are not that frequent, and they're great questions, so I enjoy answering them.

    I'll really have to spend some time putting a FAQ together from this thread.... anyone out there with some spare time feel like doing that??? :D
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    Wow, quick reply! ^^

    Sounds great, but what exactly do you mean by auto-portalling? :p

    So if we conquer our nether and build a huge fort, we'll risk never finding it again once 1.0 is out? :p
    I was hoping you'd say we'd respawn in the nether ;), but not knowing where the spawn point in the nether is worries me a little... Will it be far away? And if I may suggest something, what about cleaning the nether spawn point by default? Or maybe set a player's individual spawn point to whatever portal you entered the nether through?
    This is perfect imo. :)
    This is from a discussion on the minecraft forums. If what he says is right, could you perhaps get the server to tell the client that the player is in a hell world if the player relogs while in the nether? Relogging takes only a few seconds so it'd be a cheap fix to a big problem. :)

    Another alternative I read in someones post (I don't remember where) was a suggestion to make the nether have night always as the fog would be black instead of blue. This would also be a very good solution IF it is possible, and IF it doesn't make it always night in the normal world as well. :)
    I'm glad you enjoy my questions, hopefully they're representative of many casual players and server admins such as myself, and I wish I had time and a deeper understanding of the programming of plugins so I could contribute more. ^^
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    Yah, if you happen to catch me when I'm on the computer.... :D

    Right now, by default, when you walk through a portal NetherGate will clear an "air pocket" for you, if necessary (so you don't suffocate). It will also create an obsidian platform over water and lava, so you don't drown/burn to death.

    These are all single-player features.

    However, what NG does not yet do is automatically create a portal on the other side. This is a single-player feature, and really the last SSP feature, that I need to implement before NG can be called 1.0. I almost want to change the thread title, in fact, to avoid confusion until this happens. You may notice that a lot of people ask why a portal does not get created for them on the other side.

    You can do it, now, using permissions- but I don't recommend it since your portal positions will change with 1.0, and because the tracking does not work well right now- meaning any portals you pair up now are not guaranteed to stay that way (they don't seem to survive a server reboot, at least!)

    That, my friend, is why the good lord (and FrozenCow) gifted us with dynmap. See here:


    Even with my 3 nether layers and all my spells, though, it's still very difficult for me to get back to my original nether portal hub. However, once "center" and "scale" are working, I'll re-align the worlds better and this won't be a problem.

    You could do the same, when the system is ready.

    Also, if you're really just after one good fort- use "/nether spawn set" to make that fort your spawn, and you'll never lose track of it. My nether spawn is an..... interesting place :)

    Ah, well- you can set it to whatever you want, basically, with "/nether spawn set". This sets the spawn point of the current world to the location you're standing. This affects both respawn on death and the "/nether spawn go" command. It should also work with any other plugins' "/spawn" type commands, assuming they are multi-world compliant.

    Glad you think so! Returning players to their "home world" on death will definitely be an option, if it returns at all.

    I have a setup on my server with a "banish" world. I can use the portal spell to create a temporary portal to that world, and send people there (targeting it at their feet works...).

    Once their, they cannot return. The world targets itself, and since they respawn their on death (and don't have command-line access to portal or the "nether world go" command) they are trapped their forever.

    As an added touch, I've used CrowdControl to replace all mobs in that world with creepers.

    Have fun, griefers!*

    (*I have not actually had cause to send anyone here yet, since my server is basically "griefland" as it is.... I'm the one who burned it all down anyway...)

    Mmmmm.... this is very interesting! Thank you for this tip- can you link to the thread in mcforums, please?

    I'll take a closer look at the packets... if we can get this packet to send "correctly" on login, at least you could get a red sky if you logout and back in, as you say.

    Assuming that doesn't happen already... ? Honestly, I haven't checked this out since I started preloading worlds, which was preventing you from logging into a nether world.... maybe it works now? Hmmm.... geez, now I need to go look at the sky!

    Another alternative I read in someones post (I don't remember where) was a suggestion to make the nether have night always as the fog would be black instead of blue. This would also be a very good solution IF it is possible, and IF it doesn't make it always night in the normal world as well. :)

    Well, unfortunately the vast majority of questions I get are server log dumps or permissions issues :(

    So I enjoy questions (and definitely suggestions!) about my actual plugin work :)
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    Tested. Blue sky.
    1. login to normal world (blue sky)
    2. /nether world go nether, arrive in Nether (blue sky)
    3. find a "safe" spot, log out
    4. login to last position in Nether ... (blue sky) [​IMG]
    5. sad panda.

    Until we get some Mojang lovin', the perma-night might be a better option.
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    Ha- lol :)

    Yeah, I really want an auto-night/day version of those spells- I miss TimeRift.

    Ok... well, if there's a packet, then there is something that can be done, at least. No telling if the client would be "ok" with receiving this packet any time other than login (prolly not- I'm assuming it's part of the world/login info?), but we'll see. I'm assuming Dinnerbone has probably investigated this to it's full potential, but I may take a look- I'd love to see that mcforum thread :) I guess I can go fish....
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    hiho, what must i do or install, that players spawn on the normal world, when they die in the nether, or how and witch command need i allow/install that players can come back to the normal world.
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    ...And I reboot the server twice a day because of the leaks... [​IMG]
    We're 5 friends playing hardcore vanilla (no "cheats") so they wouldn't even let me reinstall wands & spells after the 1.3 patch... I am not at all certain they'll agree to the use of set spawn commands and such fancy stuff either... Tough crowd. [​IMG] Though dynmap we have! So yeah, I didn't notice the cave and nether options in the menu before... I'll be able to find the fort again, unless they declare the cave map cheating and demand I uninstall dynmap too! [​IMG] But having the fort shifted thousands of metres off from our portals (our bases are all quite near to our original spawn point) is a dealbreaker for us as we don't want to install any artificial teleport features. All transportation on our server is by foot, boat or minecart. ^^

    Either way, I'll be paying close attention to see if you guys figure this thing out! [​IMG]

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