Inactive [TP] Wormhole X-Treme - Multi-World Capable Stargates v0.854 [766]

Discussion in 'Inactive/Unsupported Plugins' started by Ben Echols, Jan 24, 2011.

  1. Offline


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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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


    Thank you for the zip of your permissions file. With the exception of your Admins you have not given anyone permission to use the Stargates at all. I do not see one mention wormhole any where in either file. If you are wanting your users to be able to use the gates you gotta give them the rights to build and use them other wise only your Top Admins will have use of them. I hope this answers your issue if not get back to me.
  3. Offline


    my problem is: i dont know how to give the Rights. I already tried something:

    in the Folder Plugins/wormholeXTreme is a file called settings.txt
    in this file is this:

    I have set this to 'true' and paste these
    into groups.yml to group 'default':

    It didn't help
    I hope you understand, what i wnat to say :)
  4. Offline


    I have a strange bug... I have about 4 stargates on a single map. All of them work fine except for one of them. We can all go to this stargate but after we work on that area for awhile and then try to go back to any other stargate it fails to activate the stargate. If we teleport back to another stargate we can dial this one that doesn't dial out and it works again??? any ideas on what could be causing that? should I just rebuild that stargate since it is the only one we are having an issue with?
    BTW I am running Bukkit 860
    Latest version of this plugin as well
    Using Permissions plugin
  5. Offline


    I have never made a non-sign gate, so I'll test it out on my server for you.
    iConomy support isn't working because alron took it out when the iConomy author completely reworked the plugin, and screwed up iConomy for every plugin using it. alron didn't want to deal with that, so he just removed it.
    It's a chunk glitch in Bukkit. It only happens sometimes. Redstone doesn't activate in it. Just have everyone leave that area for a few minutes, and then you can go back and see if the chunk reloaded.
  6. Offline


    That is strange... but why only that one gate and one area? Could that map area have an issue? I have read about plug-ins that check maps for faulty areas. Should I run one of those to see if it fixes the issue?

  7. Offline


    I sure hope this wasn't asked already and i just missed it, but I was wondering if/when permissions 3.x might be implemented?
    i keep getting this:
    Not a supported version of Permissions. Recommended is 3.0.x
    I find this is is the only plugin i have giving me console output like this.
    as much as I would like to stick with 2.7.4 version of permissions i find myself in need of the 3.x permissions.
    I don't mean to sound demanding or anything I really like this plugin, so i apologize now if I do seem demanding.

    Keep up the good work.
  8. Offline


    From forever ago.
  9. Offline


    oh ok wasn't sure why the warnings kept coming up then. thanks for the quick reply
  10. Offline


    MrPendulum likes this.
  11. Offline


  12. Offline


    Ok, I have no idea why this pattern isn't working. Here's the rundown.
    The file below is in /serverfolder/plugins/WormholeXTreme/GateShapes
    It is the StandardSignDial file, except with an added 5th layer. After the code are the screenshots of the gate built in-game.
    # The name for this shape
    # Version 2 of shape files allows for many new things.
    # 3D gates, new format for blocks, woosh and light order etc
    # GateShape now needs "Layer" lines
    # Each Layer requires a #number= and then a newline.
    # Blocks can only be placed into layers.
    # a 2D gate would have only 1 layer.
    # Acceptable blocks are:
    #    [I] = Ignored
    #    [S] = Stargate Material
    #    [P] = Air blocks that will turn into the portal material when activated.
    #    Extra parameters:
    #   --- These parameters are 1 of each per gate ---
    #    :N = Block where the name sign will be created. This is optional.
    #    :EP = Block where players teleport in at. The players feet will be on this block.
    #    :EM = Block where minecarts teleport in at. The minecart wheels will be on this block.
    #    :A = Block where the activation switch is attached to. 1 per gate!
    #           The only restriction is that the block that faces it must be "I" (so nothing is in the way)
    #           The switch will face in the positive layer direction.
    #           In this example the switch will face towards where layer 3 would be (if there was a 3rd layer)
    #    :D = Block the sign dialer hangs from. Only 1 per gate!
    #           The only restriction is that the block that faces it must be "I" (so nothing is in the way)
    #           This block is not required, so shapes with this block can be either type. (sign or dial)
    #           Without this block a gateshape can only be /dial gate.
    #    :IA = Iris Activation Switch - Not required unless you want to be able to place an Iris on the gate.
    #    IA, D, N, and A cannot be the same block, and none of those can contain W
    #   --- There can be many of these per gate -- (Currently no restriction)
    #    :L = Blocks that will light when gate is activated
    #       Optionally you may add a #number after L to indicate the order it lights.
    #       Defaults to 1 if there is no #
    #    :W = Blocks that will woosh when gate is activated
    #       Optionally you may add a #number after W to indicate the order it wooshes in.
    #       Defaults to 1 if there is no # and the wait between numbers is configurable below.
    #       After all #s are active it removes them in reverse order but
    #       if a block is [P:W] the block will stay as portal material until gate is shutdown.
    #    Redstone Blocks:
    #   --- There can only be 1 of each of these per gate, and they can-not occupy the same block as anything else ---
    #    [RD] = Redstone activation block. A redstone charge next to this block will activate the gate.
    #           This block requires a :D block for targetting. This block should be on top of a [S] block.
    #    [RS] = Redstone sign dialer cycle block. A redstone charge next to this block will cycle sign targets.
    #           This block requires a :D block for targetting. This block should be on top of a [S] block.
    #    [RA] = Redstone gate Activated block. This block will provide redstone charge when the gate is activated.
    #           This block should be on top of a [S] block.
    # Number of ticks to wait before activating each # of the woosh. 1 tick = ~50ms
    WOOSH_TICKS = 3;
    # Number of ticks to wait before activating each # of the lights. 1 tick = ~50ms
    LIGHT_TICKS = 2;
    # None of the follow materials are required, they will default if not set.
    # Portal material the material the [P] blocks will be when gate is active.
    # Suggested values are as follows: STATIONARY_WATER, STATIONARY_LAVA, PORTAL, and AIR
    # Iris material is the material the [P] block become when iris is active
    # Stargate material is the material the [O] blocks are made of
    # Active material is the material that :L blocks become when gate is active
    # Suggested Values are as follows: GLOWSTONE and GLOWING_REDSTONE_ORE
    # Redstone activated is the parameter to allow redstone to/from redstone locations.
    Image showing the overall layout.
    Here's the image showing the 5-layer connection between the gate and DHD.
    Any help as to why this layout isn't working would be greatly appreciated. I have gotten a different pattern to work, so why this one won't work is beyond me :(
    Thanks to any who can help, and also I have to say I love this mod! My old roommates and I who share a server are total Stargate junkies, so this mod is like the holy grail ^_^
    edit: welp, i think i just figured it out. forgot to change the Name variable in the filename. durr
    I'll edit this again when I try it after fixing the filename

    Okay, so that problem is fine now. I feel kind of stupid for asking it ><
    However, I do have a problem with removing gates. I get the error message "An internal error occured while attempting to perform this command." when I use the command "/wxremove mystargate". I'm running v0.854 on craftbukkit b860. I tried to search for this problem, but the only answers I could find related to this problem were:
    1. Permissions: This is a test server and I have complete admin permissions over everything. No problems here.
    2. Not OP? Well, just to be sure I op'd myself. Check.
    3. hsqldb.jar in /serverfolder/lib/? Yup.
    Is there something I'm missing? I can brute force the thing to get rid of the gate by going into the /plugins/WormholeXTreme/WormholeXTremeDB/WormholeXTremeDB.script and straight up deleting the gate, but I would really prefer to be able to do this in-game with the command you intended.
    Thanks for any help :)
    edit: sorry, I guess I should post the error I'm getting on my console.
    [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'wxremove' in plugin WormholeXTreme v0.854
        at org.bukkit.command.PluginCommand.execute(
        at org.bukkit.command.SimpleCommandMap.dispatch(
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(
        at net.minecraft.server.NetServerHandler.handleCommand(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.Packet3Chat.a(
        at net.minecraft.server.NetworkManager.b(
        at net.minecraft.server.NetServerHandler.a(
        at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
        at net.minecraft.server.MinecraftServer.h(
    Caused by: java.lang.NullPointerException
        at com.wormhole_xtreme.wormhole.model.Stargate.setupRedstoneDialWire(
        at com.wormhole_xtreme.wormhole.model.Stargate.setupRedstone(
        at com.wormhole_xtreme.wormhole.command.CommandUtilities.gateRemove(
        at com.wormhole_xtreme.wormhole.command.WXRemove.onCommand(
        at org.bukkit.command.PluginCommand.execute(
        ... 12 more
    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: Jul 18, 2016
  13. Offline


    Odd, I have removed a few stargates since .854.
    It appears to be caused by a redstone wired gate. I'll look into it.
    WXT has shifted on my list of priorities, so sorry guys. :/
  14. Offline


    Hi, i've run into a strange thing...

    I log in to my server, make a couple gates using /wxbuild. Everything works just fine. Then I'm copying my own project of a 3D gate with layers and stuff to the GateShapes folder. After a server restart I log in again and suddenly I see that the gate shape is invalid. I say - OK, i screwd up again... But then i try to make a shape that I've already tried out (for Ex. "Minimal") and the server spills out: "Invalid shape" error.... Can someone explain this?

    I've tried this on a "clean" install of all the components (they match by version) since i make backups of those.
  15. Offline


    No worries, I'm using a little AutoIt script that goes into the .script database file and removes a wormhole, so it isn't too much trouble. Though it does require a server restart to take effect, this server is just for me and a couple former roommates, so it's not a big deal to perform a restart if absolutely necessary.
    And yeah, I've been doing all my testing with redstone enabled gates because we're planning on implementing a redstone dialing system :)
  16. Offline


    my timeout is set to default and i figured out that the gates just don't like being underground or underwater. it happens randomly but every so often we need to disconnect and reconnect to get the underwater gates and underground gates working again.
  17. Offline


    Did you change the names of your own shapes to something different?
    Well again, I'll look into it later. :)
    I have never done one under water so...
    I need more details though. The server log would be helpful. Although it may be the bukkit glitch that myself and numerous others had.
  18. Offline


    Well, yea... And then I've wanted to use " /wxbuild [gate_name] ". Here is the file:

    # The name for this shape
    # Version 2 of shape files allows for many new things.
    # 3D gates, new format for blocks, woosh and light order etc
    (... Comments...)
    # Number of ticks to wait before activating each # of the woosh. 1 tick = ~50ms
    WOOSH_TICKS = 4;
    # Number of ticks to wait before activating each # of the lights. 1 tick = ~50ms
    LIGHT_TICKS = 7;
    (...Rest is default...)
  19. if i activate the redstone parameter where should i put the redstone than :p?
  20. Does this work with b860?
  21. Offline


    Read the last couple pages of this thread before asking a question like that. Yes it does
    Look at the Gate file, or you use /wxbuild MinimalSignDialRedstone (As it is the only prebuilt gate with redstone ready)
  22. Sorry, I read about 10 pages and didnt see that. :/ But thanks :)
  23. Offline


    Same here... lol, still learning, just cause you change the title to say 860, it doesn't tell me if i need to update the jar.
  24. Offline


    Again, you didn't read. Log, who is the original poster, is AFK. That means he can not update the title.
    Anyway, once I get some stuff done with this, I will be opening my own thread. So that will fix people not bothering to read the recent pages.
  25. Offline


    Your own thread? so it will be updated more? Sweet, thanks
  26. Offline


    For some reason when I use this plugin on my server it sais:
    2011-06-20 20:37:24 [INFO] [WormholeXTreme][v0.854] Load Beginning.
    But after that message comes nothing. No message that sais server is done loading and no message saying that my other plugins have loaded. Is it suppose to take a really long time for it to load because i'v waited a while for the plugin to finish loading or is there some problom with it?
    Please tell me if this makes any sense and if it does help.
  27. Offline


    @Lologarithm update? i just get tped back to the gate i came in to :/
  28. Offline


    I love people that don't read. I am glad you also didn't provide any information either. :)
    Can you show me the entire server log from you starting it up, til the end?
  29. Offline


    Thanks for not reading. Everything in your post has been answered already.

    One: Lologarithm is AFK for a bit. Development is frozen until they're back.
    Two: Does it say "Remove Iris is closed?"

    What do you mean I don't read? I read your post in its entirety. You still failed to read the last few pages of the topic.
    It was your own fault for not providing adequate information.

    Did it say anything in chat? Was there any console errors? Did the gate successfully open? Things like that.

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


    Build 860 on debian with Permissions 3.1.5b and a stack of other plugins. Running 0.854, generally successfully, including horizontal underwater gates. A few issues though.

    These are signdialed gates, and issues have developed a few times, but each time, it was resolved by remaking the gate. This is a pain for underwater gates, since it involves draining them first.

    Twice, a pair of gates got stuck in dial mode, lit up, but with no event horizon. I don't know how they got that way. Breaking and rebuilding fixed the problem.

    Another time, my underwater horizontal gate got it's dialer stuck on a single location. The sign had the one location repeated three times under the title. Clicking it said "Dialer set to Warblaze Island" or something like that. Again, I don't know how it got that way, as it was the users who got it stuck. I can provide logs that contain the events, but I don't think they will be useful, as they are multiweek logs, and I don't remember when these things happened.
  31. Offline


    The 'stuck in dial mode' thing is a known issue, but alron couldn't find it, and I haven't devoted much time to this lately.
    I have never heard of the dialer getting stuck before. If it happens again, immediately post the logs so you don't forget =p

Share This Page