Inactive [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin [1317]

Discussion in 'Inactive/Unsupported Plugins' started by Drakia, Feb 10, 2011.

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    Stargate - The Bukkit Port. A portal plugin.
    Version: 0.6.10
    CraftBukkit: 1317
    Addons: Stargate-DHD

    Plugin Dependencies:
    Permissions 2.x/3.x (Optional)
    Register (Optional, will allow any Economy plugin to be used)

    I require a few things to offer support to you. First, I need you to enable debug mode (set debug to true in the Stargate config.yml file). Second, I need you to post your server.log file to and post a link to that in the topic. Then I need you to paste both your Stargate config.yml, and your Permissions config to and link to those as well. Without this information I will be unable to help you, so do yourself a favor and post the required information!

    This plugin supports Permissions 2.x/3.x as well as SuperPerms via the PermissionsBukkit plugin or another SuperPerms manager.
    This plugin supports Register -- This will allow use of any economy plugin that Register supports

    This is a port of the Stargate plugin from hMod - Originally by Dinnerbone/Sturmeh.
    Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.


    Language Packs
    ============= -- German (Thanks EduardBaer) -- Dutch (Thanks Grovert11) -- Russian (Thanks [email protected]) -- French (Thanks Dauphin14)

    Known Issues

    User Videos
    ============= - Tutorial video by @BIG_PIP_IN - A few notes:
    1) The 'F' option is actually to create a 'F'ree gate. A fixed gate is when you specify a destination on the second line.
    2) The button is automagically created for you, so there's no need to actually place a button, but no harm in it either

    I now fully implemented SuperPerms support, which meant an overhaul of the Permissions nodes. I also removed the network/world filter options as they are completely handled by Permissions now with no need for an option. The new permissions nodes means you may need to redo your permissions setup.
    A child node (indented) will be given if a player has the parent node (So a player with stargate.use will have access to all* nodes essentially, though it's not implemented like this you can think of it like this).

    If you want to have more control over who can use what network, first set the stargate.use permission to false (This is REQUIRED, as it defaults to true, and is a full override). When using the network/world nodes, you will need to set up BOTH nodes, leaving out either or will result in 'Permission Denied' errors.
    Once you have disabled stargate.use, you can either give individual{name} nodes, or give them and set specific{name} nodes to false to deny access to those specific networks.
    Worlds work in the same way, though with{name}. (Make sure to set up both AND nodes to avoid Permission Denied errors).
    Create and destroy permissions work along the same lines, stargate.create/stargate.destroy will override all other options, if you want more fine-tuned control first set those permissions to false, then give and use the subnodes to remove specific networks/gates.

    If you are not using stargate.use, stargate.create or stargate.destroy then you MUST define EVERYTHING yourself for that specific set of nodes

    Code (Text):
    1. stargate.use -- Allow use of all gates linking to any world in any network (Override ALL network/world permissions. Set to false to use network/world specific permissions)
    2. -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use*)
    3.{world} -- Allow use of gates with a destination in {world}. Set to false to disallow use.
    4. -- Allow use of gates on all networks (For Permissions 2.x/3.x please use*)
    5.{network} -- Allow use of all gates in {network}. Set to false to disallow use.
    7. stargate.option -- Allow use of all options
    8.   stargate.option.hidden -- Allow use of 'H'idden
    9.   stargate.option.alwayson -- Allow use of 'A'lways-On
    10.   stargate.option.private -- Allow use of 'P'rivate
    11. -- Allow use of 'F'ree
    12.   stargate.option.backwards -- Allow use of 'B'ackwards
    13. -- Allow use of 'S'how
    15. stargate.create -- Allow creating gates on any network (Override all create permissions)
    16.   stargate.create.personal -- Allow creating gates on network {playername}
    17. -- Allow creating gates on any network (For Permissions 2.x/3.x please use*)
    18.{networkname} -- Allow creating gates on network {networkname}. Set to false to disallow creation on {networkname}
    19.   stargate.create.gate -- Allow creation of any gate layout (For Permissions 2.x/3.x please use stargate.create.gate.*)
    20.     stargate.create.gate.{gatefile} -- Allow creation of only {gatefile} gates
    22. stargate.destroy -- Allow destruction gates on any network (Orderride all destroy permissions)
    23.   stargate.destroy.personal -- Allow destruction of gates owned by user only
    24. -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use*)
    25.{networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname}
    27. -- Allow free use/creation/destruction of gates
    28. -- Allow free use of Stargates
    29. -- Allow free creation of Stargates
    30. -- Allow free destruction of Stargates
    32. stargate.admin -- Allow all admin features (Hidden/Private only so far)
    33.   stargate.admin.private -- Allow use of Private gates not owned by user
    34.   stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
    Please read this if you are using PermissionsEx
    PermissionsEx loads nodes in a very screwed up manner. You need to put any wildcards AFTER their negations. So if you want to allow access to all networks except 'Bah' you would do it as such:
    Code (Text):
    1.         -
    2.         -*
    This is a PermissionsEx issue, and there is nothing I can do to make it easier to use negations.

    Default Permissions
    stargate.use -- Everyone
    stargate.create -- Op
    stargate.destroy -- Op
    stargate.option -- Op -- Op
    stargate.admin -- Op

    Building a gate:
    Code (Text):
    1.     OO
    2.    O  O - These are Obsidian blocks. You need 10.
    3.    O  O - Place a sign on either of these two blocks of Obsidian.
    4.    O  O
    5.     OO
    Sign Layout:
    - Line 1: Gate Name (Max 11 characters)
    - Line 2: Destination Name [Optional] (Max 11 characters, used for fixed-gates only)
    - Line 3: Network name [Optional] (Max 11 characters)
    - Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate, 'P' for a private gate, 'F' for a free gate, 'B' is a backwards gate (You will come out the back), 'S' is for showing always-on gates in their destination list)

    The options are the single letter, not the word. So to make a private hidden gate, your 4th line would be 'PH'.

    Show Spoiler

    Using a gate:
    - Right click the sign to choose a destination.
    - Right click the button to open up a portal.
    - Step through.

    Fixed gates:
    - Fixed gates go to only one set destination.
    - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to an always-open fixed gate however.
    - To create a fixed gate, specify a destination on the second line of the stargate sign.
    - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.

    Gate networks:
    - Gates are all part of a network, by default this is "central".
    - You can specify (and create) your own network on the third line of the sign when making a new gate.
    - Gates on one network will not see gates on the second network, and vice versa.
    - Gates on different worlds, but in the same network, will see eachother.

    Hidden Gates:
    - Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
    - A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
    - Set the 4th line of the stargate sign to 'H' to make it a hidden gate.

    iConomy Support:
    The latest version of Stargate has support for iConomy. Gate creation, destruction and use can all have different costs associated with them.
    There is a default cost defined in the Stargate config.yml, and you can define per-gate layout costs in the custom .gate files you create.
    To define a certain cost to a gate just add these lines to your .gate file:

    Custom Gate Layout
    You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
    The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
    Code (Text):
    1. portal-open=90
    2. portal-closed=0
    3. X=49
    4. -=49
    6.  XX
    7. X..X
    8. -..-
    9. X*.X
    10.  XX
    portal-open/closed are used to define the material in the gate when it is open or closed.
    "X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
    In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
    You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
    As of v0.5.5 you can use block data in .gate files in the format:
    Which would make the block only work if it's black wool. If no data is supplied any type of that block (Any color wool) will work.

    default-gate-network - The default gate network
    portal-folder - The folder your portal databases are saved in
    gate-folder - The folder containing your .gate files
    destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
    useiconomy - Whether or not to use iConomy
    createcost - The cost to create a stargate
    destroycost - The cost to destroy a stargate (Can be negative for a "refund"
    usecost - The cost to use a stargate
    chargefreedestination - Enable to allow free travel from any gate to a free gate
    freegatesgreen - Enable to make gates that won't cost the player money show up as green
    toowner - Whether the money from gate-use goes to the owner or nobody
    maxgates - If non-zero will define the maximum amount of gates allowed in a network.
    lang - The language to use (Included languages: en, de)

    debug - Whether to show massive debug output
    permdebug - Whether to show massive permission debug output

    Message Customization
    As of 0.6.5 it is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt.
    If a string is removed, or left blank, it will not be shown when the user does the action associated with it.
    There are three special cases when it comes to messages, these are:
    ecoDeduct=Spent %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%

    As you can see, these three strings have variables in them. These variables are fairly self-explanatory.
    The full list of strings is as follows:
    destroyMsg=Gate Destroyed
    invalidMsg=Invalid Destination
    blockMsg=Destination Blocked
    denyMsg=Access Denied
    destEmpty=Destination List Empty

    ecoDeduct=Deducted %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%
    ecoInFunds=Insufficient Funds

    createMsg=Gate Created
    createNetDeny=You do not have access to that network
    createPersonal=Creating gate on personal network
    createNameLength=Name too short or too long.
    createExists=A gate by that name already exists
    createFull=This network is full
    createWorldDeny=You do not have access to that world
    createConflict=Gate conflicts with existing gate

    Q) Why aren't gates destroyed when I remove the obsidian with a tool like the superpickaxe?
    A) Because when you use a plugin tool such as that, it SETS the block to air, it doesn't destroy it in the same way as hitting it does. Therefor no block destroy hooks are called.

    Q) How do I make a custom .gate file?
    A) Take a look at plugins/Stargate/gates/nethergate.gate, it has all of the information you'll need. You will need to work on a COPY of nethergate.gate however, as nethergate.gate is overwritten on plugin startup.

    Q) Does this plugin work with {X}?
    A) I really don't know, I don't know how {X} is implemented, or whether they will conflict. I'm also about as interested in looking into it as you are apparently ;)

    Q) What is a "Hidden Gate"?
    A) A hidden gate is a gate on a network that is only shown on other gates destination lists if the player looking at them is its creator, or somebody with the stargate.hidden permission. A hidden gate can still be dialed out from by anybody unless it's set to Private.

    Q) What is a "Private Gate"?
    A) A private gate is a gate that can only be dialed out from by its creator, or somebody with the stargate.private permission. If it's not hidden then anybody can still dial into this gate.

    Q) What does "destroyexplosion" do?
    A) If "destroyexplosion" is false, and an explosion even touched a portal control (Sign or button) the entire explosion is cancelled. If it is true, then the gate will be destroyed as if somebody had removed the sign/button. There is currently no way I can stop just the sign/button from being destroyed, which is why the entire explosion must be stopped.

    Q) What does "stargate.create.personal" allow players to do?
    A) If a player has stargate.create.personal, they can create Stargates that have the network name set as their username, or a substring thereof (The maximum length of a network is 11 characters, so I had to substr the name). This allows a specific group to be able to create their own personal Stargate network. This network will not interfere with any other Stargate networks as everything is stored separately in memory.

    Q) Why is PlayerB getting "Access Denied" when trying to go through a gate PlayerA opened?
    A) Only one user can use a stargate at a time, if PlayerA sets the sign, nobody else can hit the button. If PlayerA sets the sign/hits the button, nobody else can walk through the gate. Always-Open Fixed Gates are an exception, as they have no "Active User".

    Q) What does this error mean "[WARNING] [Stargate] Missing destination point in .gate file nethergate.gate"?
    A) This error means there is no destination point in your .gate file, please read the section on custom gate layouts.

    Q) Why can't I use "/sg reload"?
    A) This command is only usable from the console, and will stay that way.

    Q) Can you add command X?
    A) No, the only command this plugin will ever have is /sg reload, and that's a console-only command.

    Q) Why do I get kicked with the message "You moved too quickly!(Hacking?)" when I use a gate?
    A) Stargate is not compatible with iZone.

    Q) I gave my users '' and '' but they can't use gates, why not?
    A) If you are using Permissions 2.x/3.x please use '*' and '*' respectively. This is a difference in how Permissions and SuperPerms are implemented.

    Q) My permissions aren't working properly, help!
    A) Turn on both debug and permdebug, you will get a LOT of output when using gates. First of all, try to determine the issue yourself based on this output. If all else fails, and only if all else fails, post your log and ask for me to resolve the issue for you.

    Q) The Russian lang pack isn't showing ingame, why not?
    A) You need to have a client mod to get russian characters in-game, same with any non-ANSI characters. Please Google for this as I don't know how to install them.

    Q) How do I enable debug mode?
    A) Add the following to your config.yml:
    debug: true
    permdebug: true

    [Version 0.6.10]
    - Added Register support as opposed to iConomy
    [Version 0.6.9]
    - Added UTF-8 support (With or without BOM)
    [Version 0.6.8]
    - Fixed unmanned carts losing velocity through gates
    - /sg reload now properly switches languages
    [Version 0.6.7]
    - Added lang option
    - Removed language debug output
    - Added German language (lang=de) -- Thanks EduardBaer
    [Version 0.6.6]
    - Added %cost% and %portal% to all eco* messages
    - Fixed an issue when creating a gate on a network you don't have access to
    - I can't spell
    [Version 0.6.5]
    - Moved printed message config to a seperate file
    - Added permdebug option
    - Hopefully fix path issues some people were having
    - Fixed iConomy creation cost
    - Added 'S'how option for Always-On gates
    - Added 'stargate.create.gate' permissions
    [Version 0.6.4]
    - Fixed iConomy handling
    [Version 0.6.3]
    - Fixed (Not Connected) showing on inter-world gate loading
    - Added the ability to negate Network/World permissions (Use, Create and Destroy)
    - Fixed Lockette compatibility
    - More stringent verification checks
    [Version 0.6.2]
    - Fixed an issue with private gates
    - Added default permissions
    [Version 0.6.1]
    - Stop destruction of open gates on startup
    [Version 0.6.0]
    - Completely re-wrote Permission handling (REREAD/REDO YOUR PERMISSIONS!!!!!!!!)
    - Added custom Stargate events (See Stargate-DHD code for use)
    - Fixed portal event cancellation
    - Umm... Lots of other small things.
    - I really hope I didn't screw anything up ^.^
    [Version 0.5.5]
    - Added 'B'ackwards option
    - Fixed opening of gates with a fixed gate as a destination
    - Added block metadata support to gates
    [Version 0.5.1]
    - Take into account world/network restrictions for Vehicles
    - Properly teleport empty vehicles between worlds
    - Properly teleport StoreageMinecarts between worlds
    - Take into account vehicle type when teleporting
    [Version 0.5.0]
    - Updated the teleport method
    - Remove always-open gates from lists
    - Hopefully stop Stargate and Nether interference
    Previous Changes (open)

    [Version 0.4.9]
    - Left-click to scroll signs up
    - Show "(Not Connected)" on fixed-gates with a non-existant destination
    - Added "maxgates" option
    - Removed debug message
    - Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock
    [Version 0.4.8]
    - Added chargefreedestination option
    - Added freegatesgreen option
    [Version 0.4.7]
    - Added debug option
    - Fixed gates will now show in the list of gates they link to.
    - iConomy no longer touched if not enabled in config
    [Version 0.4.6]
    - Fixed a bug in iConomy handling.
    [Version 0.4.5]
    - Owner of gate now isn't charged for use if target is owner
    - Updated for iConomy 5.x
    - Fixed random iConomy bugs
    [Version 0.4.4]
    - Added a check for*/* on gate creation
    - Check for*/* on gate entrance
    - Warp player outside of gate on access denied
    [Version 0.4.3]
    - Made some errors more user-friendly
    - Properly take into account portal-closed material
    [Version 0.4.2]
    - Gates can't be created on existing gate blocks
    [Version 0.4.1]
    - Sign option permissions
    - Per-gate iconomy target
    - /sg reload command
    - Other misc fixes
    [Version 0.4.0]
    - Carts with no player can now go through gates.
    - You can set gates to send their cost to their owner.
    - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
    - Created separate '{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added '*' permissions
    - Added '*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option
    [Version 0.3.4]
    - Added '' permission
    - Added iConomy cost into .gate files
    [Version 0.3.3]
    - Moved sign updating into a scheduled task, this fixes the sign bugs.
    [Version 0.3.2]
    - Updated to latest RB
    - Implemented proper vehicle handling
    - Added iConomy to vehicle handling
    - Changed how blox hash is generated, fixes multi-world
    [Version 0.3.1]
    - Changed version numbering.
    - Changed how plugins are hooked into.
    [Version 0.30]
    - Fixed a bug in iConomy checking.
    [Version 0.29]
    - Added iConomy support. iConomy 4.4 or 4.5
    [Version 0.28]
    - Fixed an issue with removing stargates during load
    [Version 0.27]
    - Fixed portal count on load
    [Version 0.26]
    - Added stargate.create.personal for personal stargate networks
    - Fixed a bug with destroying stargates by removing sign/button
    [Version 0.25]
    - Fixed a bug with worlds in subfolders
    - Fixed gates being destroyed with explosions
    - Added stargate.destroy.owner
    [Version 0.24]
    - Fixed a loading bug in which invalid gates caused file truncation - Thanks @ Jonbas
    [Version 0.23]
    - Added a check to make sure "nethergate.gate" exists, otherwise create it
    [Version 0.22]
    - Fixed multi-world stargates causing an NPE
    [Version 0.21]
    - Code cleanup
    - Added a few more errors when a gate can't be loaded
    - Hopefully fixed path issue on some Linux installs
    [Version 0.20]
    - Added more null checks, hopefully fix some errors with other plugins.
    [Version 0.19]
    - Set button facing on new gates, fixes weirdass button glitch
    - Beginning of very buggy multi-world support
    [Version 0.18]
    - Small permissions handling update.
    [Version 0.17]
    - No longer treat GM as a special case, just load it as Permissions 2.0 like the author intended
    [Version 0.16]
    - Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
    - Left-clicking to activate a stargate works again
    [Version 0.15]
    - Built against b53jnks -- As such nothing lower is supported at the moment.
    - Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
    - Removed long constructor.
    [Version 0.14]
    - Fixed infinite loop in fixed gates.
    - Fixed gate destination will not open when dialed into.
    [Version 0.13]
    - Fixed gates no longer show in destination list.
    [Version 0.12]
    - Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
    - Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
    - Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
    - Fixed but not AlwaysOn gates now open the destination gate.
    - Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
    [Version 0.11]
    - Oops, b0rked something in 0.10, fixed in 0.11
    [Version 0.10]
    - Hopefully fixed the "No position found" bug.
    - If dest > origin, any blocks past origin.size will drop you at dest[0]
    - Switched to scheduler instead of our own thread for closing gates and deactivating signs
    - No longer depend on Permissions, use it as an option. isOp() used as defaults.
    [Version 0.09]
    - Gates can now be any shape
    [Version 0.08]
    - Gates can now consist of any material.
    - You can left or right click the button to open a gate
    - Gates are now initialized on sign placement, not more right clicking!
    [Version 0.07]
    - Fixed where the default gate is saved to.
    [Version 0.06]
    - Forgot to make gates load from new location, oops
    [Version 0.05]
    - Moved Stargate files into the plugins/Stargate/ folder
    - Added migration code so old gates/portals are ported to new folder structure
    - Create default config.yml if it doesn't exist
    - Fixed removing a gate, it is now completely removed
    [Version 0.04]
    - Updated to multi-world Bukkit
    [Version 0.03]
    - Changed package to net.TheDgtl.*
    - Everything now uses Blox instead of Block objects
    - Started on vehicle code, but it's still buggy
  2. Offline


    Oh right, you are that guy. Sorry, this was obviously my fault, I read the BIG RED BOLD TEXT. I must have missed the rant you put up there that was in normal font. Also, it should throw an error, because I was sitting there right clicking signs and pressing buttons with NOTHING in response.

    Now, as for what it said, let me just post this section for fixed gates:

    Fixed gates:
    - Fixed gates go to only one set destination.
    - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to a fixed gate however.
    - To create a fixed gate, specify a destination on the second line of the stargate sign.
    - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.

    Now tell me why would I follow network rules on a fixed gate that has ZERO instructions on networks. It's NOT a network gate buddy, so I'm not looking there for instructions. That's like telling me to look in the multiplayer setup for a video game when I am using single player.

    Now, I thank you for helping me, but your attitude SUCKS. I mean, a big fat black one. You're an ass, and you went off on someone who is both new to bukkit period (sorry, I wasn't here for whatever nervous breakdown you had) and read everything about your plugin, and still got confused. I am also a very technical person with a bachelor's in computer science and a master's in production. SO... just gonna throw this out there, anyone could get a little confused when you don't mention networks at all in fixed gates. I figured worst case scenario, it's a fixed gate, so the network wouldn't be used. And in THAT case... the network line would only be for players to read, hence why I even bothered putting it there.

    This whole conversation could have gone much differently with just a different attitude. You didn't do me any favors, you responded because it made YOU feel better to try and show me how much of an idiot I was. That pissed me off, it didn't make me feel gracious at all. If you were actually doing me a favor, I would right now be ragging on the other people who couldn't just gather the information and follow your big bold red text, and praising you for helping. See how that could have gone differently?
  3. Offline


    @TheTennessee You're what passes for a BSc in Comp Sci? I feel sorry for whatever company you end up working for when they have to show you every little nuance of their system.
    That is the sign layout for EVERY SINGLE GATE, now tell me, what does it say is fixed-gate only? That's right, destination. Now, going based on common-sense, if the only thing used specifically for fixed-gates is the Destination, what can you assume about the network? That's right, that it is used for everything!

    You couldn't even test to see if maybe the network name had something to do with it, how you managed to get a BSc I do not know.

    Also, if you don't like my attitude, then stop posting in my topic, and/or use another plugin. I honestly couldn't care any less, I release this plugin because there are people out there with common sense who enjoy it.
  4. Offline


    I stopped reading after this line. Sorry, you have lost all rights to actually carry on an arguement, and I won't be reading anything you have to say. Take your cheap shots all day long, but grow up a little if you want to be treated with any respect.
  5. Offline


    Trololololol Funny guy. Goodbye, won't miss you :)
  6. Offline


    Have been using this plugin now since 803 and now in 818. Works absolutely fine. Thanks for this easy to use, command-line free, good documented and well developed plugin.

    Seriously, can't see why anyone is complaining or posting in general that they can't figure out how it works.

    FYI, using craftbukkit 819 (not recommended) and further, multiworld is working like a charm.

    Once again, thanks for the plugin.
    Jan Tojnar likes this.
  7. Offline


    Feature request:
    I've noticed the portal use effect works now in SMP, you should add an optional delay before being warped so the effect will appear for longer than 0.1 seconds.
    Works perfectly on b819 by the way :)
    Edit: Oh, and another request - can you make it so people don't get set on fire/take damage when they go through a portal where portal-open is set to lava (if possible)? I had to change the netherstone gate I made to use something else than lava because it was murdering people :p
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    @andrewkm This behaviour does not happen on my server (b857)
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    Yeah its super weird... I dont expect it to be reproduced it just happened out of the total blue no idea how, I hopped onto the server just now (Couple hours later) and they are gone (I Been away for 3-4 hours) Ill try to see if I can reproduce it actually in a couple minutes when i got some time to play
    Lots of people travel with like 4-5 tamed wolves on my server, i guess they might've glitched somehow.
    brb ... boston vs vancouver <3 :D
    Edit: Cant reproduce it now.... but will let you know if i figure out how it was done. Was a one time thing and was in ALL portals, so weird.
    Edit2: The wolves are at it again, gaurding well :p lol darn it I need to reproduce this and find out how they are doing it.
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    I dont know if it's have already been asked but ill ask here.
    When im taking a gate from normal world to nether im getting disconnected by server because of this....

    21:53:48 [ATTENTION] heliastein moved too quickly! Elapsed ticks: 9, Distance change: 559724.7584008132

    And if i try to use simple nether portal i got some shit between my different nether portal so exemple if i have 2 nether portal in the real worl, i used one to come in the nether when i tryed to come back in the real world ive been teleported to my secon nether portal....
    I tryed to destroy the secon nether portal and when ive retry it it's have make an other nether portal i dont know where.
    Real strange thing.
    If some 1 have an issue it would be appreciated.
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    Ah i still cant figure out how they are doing it, but its actually kind of cool! People thinks its part of the server :D and its not causing any trouble so... :p lol
  12. Offline


    If I were to ask you to add a specific feature, would you, depending on how easy or difficult implementing such a feature would be, or do you stand firm with your declaration of "I will not be answering any stupid questions, nor adding any requested features."

    I only ask this because I don't want you to refer me to the above line, and would instead rather just be sure whether or not you would actually implement a feature at all.

    As for your plugin itself, I have thoroughly enjoyed it for a long time, since about a few months before Beta, whenever that was. Any problems I've ever had with this plugin were simply my forgetfulness, or the problem of another plugin.

    In all of the bukkit forums, I haven't seen as many people being so unreasonable, stubborn, and flat-out rude to a plugin's developer, and hope that you know that not all of your users are like that, and hope you will continue to upkeep this plugin, as it's among my favorite plugins bukkit offers, if not my favorite.

    Thank you for taking the time to consider this.
  13. Posting this as I would love to see it merged in, or get info from other users if there is an alternative way of forcing chunks to stay in server memory.

    From the redstone chips SensorLibrary:
    beacon - Can force map chunks to stay loaded and monitors whether chunks in a region are loaded or not.

    It sounds very useful to force your gate hubs to stay loaded at all times. As they are designed by the gate makers to be fast transport locations. Using the above chip would thus save some performance in specific gate filled areas.
    With hundreds of gates it loses it's not smart to enable this behaviour on every gate, so I was wondering if opening the gate could shave off a second of transport loading time by getting the chunk ahead of time (and maybe the 8 around it as well).

    Or is this already being done?

    My question thus becomes:
    - If a gate opens but nobody is around to see it open, is it loaded and opened or does it wait with loading chunks untill the player steps through?

    which translates into the request:
    - can you get the gate to load the other side as soon as it opens?

    Feel free to use: "I will not be answering any stupid questions, nor adding any requested features." against me, I just didn't want this idea to go undocumented.

    Still loving the elegance and simplicity of this plug-in.
    Thanks again
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    Jan Tojnar and andrewkm like this.
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    Yup :D! Thanks for continuos support! Great plugin. My server pretty much depends on it :)
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    Do you like the idea of having a configurable limit on the number of stargates a network can have?

    This was the main problem with stargates on another server I used to use, people didn't often use different networks and the Public network soon had about 70+ stargates, which made finding your stargate annoying. Even worse, was when you accidentally passed yours, and you had to scroll through the entire list again. I'm starting my own server, and was hoping to try and eliminate that problem before it happens.

    Please let me know what you think of this, be it positive or negative feedback.
  17. Offline


    @MufinMcFlufin You could always use gate network permissions to bypass this issue, or only give users personal gate creation (They can only create gates with their name as the network).
    I will think over whether I want to add a limited number of gates though. It wouldn't be too hard for an overall hard limit for every network, but having it configurable per-network would be a little tougher.
  18. Offline


    I actually had more in mind a server-wide limit, but I suppose per-network works as well.
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    @MufinMcFlufin A user who wants the simple solution? Say it ain't so! Haha. I'll look into adding that. I've got a few features on the go at the moment, so that'll be easy enough to add while I'm at it.
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    And so for my problem no one have an idea?
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    Glad to hear it, I hope to see it soon. I think a number of my users will be thankful as well.
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    Hey, i'm using Multiverse with Stargate. Whenever i go through a Stargate that goes to a different world, i spawn in some random place and then fall through the world infinitely... This can be fixed ONLY by reconnecting or by using a Multiverse teleport command, what can i do?

    Please Help! :(

    (This ONLY happens when going to a DIFFERENT world)
  23. Offline


    The plugin author is not likely to respond to your problem for a few reasons. First being that the OP specifically states and I quote

    If you want help then please post your server.log, your permissions config file and your stargate config file to . If you don't post these I reserve the right to yell at you and/or ignore your post. EVERY POST REQUESTING ASSISTANCE WITH A BUG OR CLAIMING THE PLUGIN DOESN'T WORK SHOULD BE ACCOMPANIED BY THESE FILES!" <Although in the OP it is in huge bold red text>

    Second, you should post your craftbukkit build and version of stargate. Third this sounds like the issue bukkit had with it's handling of teleporting with build 818, and that had nothing to do with this plugin but an internal bukkit issue.

    If you need help with your plugin you really need to include as much info as possible about your system, log file (even if there are'nt errors) bukkit version and anything else that might help, especially the info the OP specifically states you must have for any help.

    I will say that if you are using build 818 of bukkit you should update to new RB. Especially if you want to use multi-world functionality.
  24. Offline


    Noticed some console spam as one of our users was messing with gates a bit.
    Figured I'd report it as it looks a bit excessive.
    Using StarGate 0.4.8

    Code (Text):
    1. 2011-06-12 16:21:53 [INFO] [Stargate] Initialized stargate: Outside
    2. 2011-06-12 16:21:57 [INFO] [Stargate] Unregistering gate Outside
    3. 2011-06-12 16:22:07 [INFO] [Stargate::SignPost::update] Sign null
    4. 2011-06-12 16:24:29 [INFO] [Stargate] Initialized stargate: Murnet
    5. 2011-06-12 16:24:45 [INFO] [Stargate] Unregistering gate Murnet
    6. 2011-06-12 16:24:52 [INFO] [Stargate] Initialized stargate: Murnet
    7. 2011-06-12 16:24:56 [INFO] [Stargate] Unregistering gate Murnet
    8. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    9. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    10. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    11. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    12. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    13. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    14. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    15. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    16. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    17. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    18. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    19. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    20. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    21. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    22. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    23. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    24. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    25. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    26. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    27. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    28. 2011-06-12 16:24:57 [INFO] [Stargate::SignPost::update] Sign null
    29. 2011-06-12 16:25:06 [INFO] [Stargate] Initialized stargate: Outside
  25. Offline


    So here's my problem whit server.log stargate config and permissions config.
    I also have multihome if u need info about it.
    I also use bikkit 818 and im trying 860 right now to see if it's will help

    So here's my problem whit stargate plugin.
    When im making a nether portal it's right to go in.
    When i try to go back to the real world ive been teleported to a new portal i don't know where.
    So it's dancing from a portal to an other ... it's impossible to prevent where im gonna out.
    Other thing ive try to use a gate from nether to real worl.
    It's working im alway going to the right place but i got disconnected by the server each time im taking it from a world to an other one for this.
    "21:53:48 [ATTENTION] heliastein moved too quickly! Elapsed ticks: 9, Distance change: 559724.7584008132"
    Ur help would be greatly appreciated.

    Here's the link to my server and plugin info.
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    Ok ive tryed rb 860 and it's working for stargate im not getting disconnected when im teleporting my self from a world to an other.
    But im still have shit whit my nether portal.
    I made one portal that created a new one in the nether and it's working very well.
    Im going 30 bloc higher and made a secon portal.
    not exactly at the same place and they are both linked to the same one in the nether.
    Normal cause it's too near?
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    @heliastein First off, I won't help you with any version lower than what's stated in the first post/title (b860). Second, as stated in the first post, Stargate is not currently compatible with servers running with the built-in nether enabled:
    @PixelTech You won't be getting support from me, there's absolutely no need to post in giant bold text in the middle of this topic, so hopefully somebody else is feeling generous enough to help you.

    @Vhab I'll look into that, never seen that much console spam before from that message.
  28. Offline


    oops my bad sorry an other proof that we absolutly need to read everything :)
    Well i got a way to go in the nether for now if im using stargate it's working very well so ill make stargate from nether and it's gonna work until the nether was supported!
  29. Offline


    I personally recommend using MultiVerse over the built in Nether.
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