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

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

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    This is now inactive - is where you can find the currently active developed version.

    Release v0.854 contains the fix to stop the IndexOutOfBoundsException that happens when 3d shapes have no light blocks. Also contains the fix for 2d gate iris levers (they get added properly again). The Wormhole X-Treme Worlds support is for a version of WXW that is still under development, expect things to break badly if you enable it without the proper version of WXW (0.5, which is not released as of yet).

    If this is your first time downloading this please download the zip, it contains the database software we depend upon.
    You are also encouraged to read the changelog and readme. Especially the readme.
    Basic instruction for use and configuration can be found below.

    Major Features:
    • Player teleportation!
    • Multi-world support
    • Permissions integration (As well as some basic built-in permissions)
    • Custom 3d & 2d gate shapes
    • Iris password protection
    • Minecart teleportation
    • Help plugin integration
    About Wormhole Xtreme:

    Get the Source
    Donate to my coffee fund (It helps me code faster!)

    When I first heard about bukkit I knew I wanted to write a plugin. As I always wanted a way to teleport around I thought it would be fun to write a mod that could do this. I thought writing one like the Stargates from Stargate would be cool.

    So I decided I would make my own portal plugin as my first try at bukkit (and really first mod for Minecraft so far).

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:

    Changelog with important entries in bold (open)

    Changes 0.854
    • Updated chunk (un)loading to happen when gate (de)activates and when dial lever state changes happen.
    • Fixed iris levers not being added properly with 2d gates. (Oops, guess that code WAS needed)
    • Fixed IndexOutOfBoundsException on 3d gate shapes without lighting blocks.
    • Hamfisted fix for signs not updating. Now we nuke the sign and build it from scratch every time a gate sign is toggled. Causes a flash, but... who cares. It works EVERY time now.
    Changes 0.853:
    • Fix for /dial gates breaking when a user who doesn't have dialer permission hit the lever.
    • Switched to getTypeId() from getType(), hopefully this works around the getType() == Air bug that might be lingering.
    Changes 0.852:
    • Added support for upcoming Permissions 3.0.x release.
    • Fixed a NPE in 2d shape code dealing with light block positions.
    • Added soft dependencies to plugin.yml.
    • Minor log format changes for readability.
    Changes 0.851:
    • Complete revamp of how we handle permissions checks. Lots more case statements, lots less if/else if. Much better. This is what enums are for.
    • Added new gate use cooldowns. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.cooldown.groupone', 'wormhole.cooldown.grouptwo', and 'wormhole.cooldown.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.cooldown.groupone' etc. There is a new command to enable, disable, and modify cooldowns; 'wormhole cooldown [true|false|group] <time>', valid groups being 'one', 'two', and 'three', valid time being between 15 and 3600 seconds. There are also Settings.txt options for all of these new settings. Cooldowns are set when a player enters a stargate, not when they /dial. Cooldowns are removed via timer events, and even if the timer event fails, we do a fall back calculation when a player enters a stargate, and gets denied access.
    • Added new gate build count restrictions. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; '', '', and ''. If you have an '*' on any user/group, remember to '' etc. There is a new command to enable, disable, and modify build count restrictions; 'wormhole restrict [true|false|group] <count>', valid groups being 'one', 'two', and 'three', valid count being between 1 and 200. There are also Settings.txt options for all of these new settings.
    • Updated the stargate sign dial sign reset code to be more reliable at causing the client to notice update changes.
    • Added a thrown exception during stargate 3d shape parsing if the shape doesn't have an exit point. We depend on this location for pretty much everything. If it isn't there, really bad bad bad things happen.
    • Now we have more than just Standard as our default shape. We extract Standard, StandardSignDial, Minimal, and MinimalSignDial to the gateShape folder if it is missing shapes.
    • Now we don't toggle stargate signs when we start.
    Changes 0.850:
    • iConomy support removed. I will not depend on plugins that decide to change their package name 5 major versions in and basically give everyone who depended on the package location the middle finger.
    • 3d Gate shapes now implemented.
    • Custom gate settings now in place (read: per gate material settings). This included the re-addition of the portalmaterial and irismaterial commands. lightmaterial, redstone, wooshdepth, and custom commands newly added.
    • Massive internal overhaul, refactorings, cleanups, general goodness and bugfixes.
    • Added support for Wormhole X-Treme Worlds. This allows Wormhole X-Treme to offload its chunk loading and world loading to WXW, for worlds that exist in WXW. Requires user to change Settings.txt option WORLDS_SUPPORT_ENABLED from false to true. This option requires Wormhole X-Treme Worlds v0.5 to be installed, and preferably configured for every existing world populated with stargates. If this option is set to true but WXW is not v0.5 (or not installed), WX will not load its stargates from its database.
    • Removed many superfluous chunk load requests. Added graceful chunk unload queue when we are done with a chunk.
    • Bumped supported version of permissions to include the 2.7 tree.
    • Updated help text for new/modified commands.
    • Added backwards compatibility, for those users who just don't want to upgrade to 3d shapes.
    • Added loads of failsafe settings, for when users don't have any shapes installed, but have stargates already.
    • wxidc now only works on non-sign powered gates which have iris activation blocks set.
    Changes 0.833:
    • Fixed iConomy double(or many many more) charging issue. Tried to do something awesome, turned out to be a bad idea. We'll revisit these kind of changes when 3d shapes are in and I can do some major refactoring and method merges/splits.
    • Bumped supported version of permissions to include the 2.6 tree.
    • Merged some of the sign click schedule related methods. Should make sign click messages more reliable.
    Changes in v0.832:
    • Fixed a NPE in new database initialization. Whoops, missing null-check, added.
    Changes in v0.831:
    • Fixed erroneous messages sent when a plugin is attached to already and WXT receives a plugin event for it. Cosmetic bug, fixed.
    Changes in v0.830:
    • Water now will not flow over Stargate anythings. No more broken levers and magic blocks of water floating in their place.
    • Buckets now will no longer work with stargate anythings. No free water and lava.
    • Minor optimizations and code cleanups.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
    • Updated default gate shapes that come in the zip to include these new values.
      • See gate shape files for more details
    • Removed version 1 DB conversion because new design doesn't allow for it anymore.
      • For users this means if you are upgrading from version 0.3 or less to this version you will need to remake your gates.
    • Fixed NPE in onPlayerInteract caused by event not reporting the block the interact event was associated with.
    • Logic tweak in the find safe teleport code. Should be *safererer*
    • Sign powered stargates now can only target other sign powered stargates.
    • Fixed so that when coming from a lava portal stargate to a non-lava portal stargate fire damage is canceled still. No more nasty fire after a teleport.
    • Added the logic back in to stop people from randomly teleporting when next to the lever of an active gate. The side effect is, when block.getType() fails, gates don't work. Its one or the other.
    • Fixed /wxcomplete permission deny issue with stargates on public networks.
    • Added ICONOMY_OWNER_EXEMPT option to Settings.txt with a default value of true. When true this option disables the charging of gate owners for using their own gates.
    Changed in v0.821:
    • Update version of iConomy we build against and test for.
    • Fix NPE in old non-shape based gates.
    • Added custom StargateTeleportEvent for MinecartMania as we nuke the minecarts before we teleport the player and put them back in the minecart.
    • Refactored package to com.wormhole_xtreme.wormhole in anticipation of adding more stargate related projects.
    Changed in v0.820:
    • Initial support for CraftBukkit Build 600.
    • Got rid of the stupid double error that people got by not reading the readme. Now when we parse settings.txt, if the value is integer for the iconomy settings, we change it to a double by simply dropping a .0 at the end of it. Problem solved.
    • Lots of optimizations to the distance finding method we were using. Also fixes to the gate shape parsing code. (Thanks lirelent)
    • Overhaul of the way we handle permissions internally. More unified approach to the actual permissions checks.
    • Gate block protection should now be compatible with plugins like mcMMO. "Should" being the operating word.
    • Levers now properly move when used and toggle on and off when stargate and iris are activated.
    • All Permissions deny events now log at Level.FINE. Got permissions problems with WXT? Now see what is happening.
    • Optimized fire protection. Now we use timer events that go off 2 seconds after gates close. This way we don't have to listen for fire type events 24/7. :)
    • Fixed teleportation dropping people into very unsafe locations. Now we scan for safe place to drop people, if we can't find one we drop the player in front of the DHD. This will also FIX wormholes by setting the stored teleport location to the new clean and safe location.
    • We now support using the help plugin along with WXT.
    • We now have settings.txt options to hard disable support of iConomy, Permissions, and the help plugin. No longer do we log a warning when unable to find the plugin we depend on. We log at INFO. :p
    • Buttons are no longer really used. If a button exists on a stargate, it will be replaced with a shiny new lever on the first use.
    • Lava stargates are *really* safe to use now. For trees even. Not minecarts though.
    • A whole host of debugging information has been added at Level.FINE. If you can trigger a bug reliably, set yourself to fine and provide the server.log details surrounding the bug. Not recommended for production servers as well... its exceissive.
    • The '/wormhole regenerate' command is partially added. Will regenerate missing activation and iris levers.
    • Minecarts work across chunks and worlds now! If you run into a location where it doesn't work, use the wormhole in both directions to correct the wormhole, then try again. :)
    Changed in v0.812:
    - /wxgo now works properly when traversing world bounderies. First we quickly pop into the default spawn location for the target world, then from there we go to our final destination. It is a hack, but it is a working hack. :)
    - methodized the code to find closest stargates, and find distance from closest stargate blocks as well as the math to find distance.
    - Updated block ignition events to only use proximity style checks. Block ignition event cancellation radius increased to active stargate woosh depth or 4 blocks, which ever is further.
    - Updated '/wxcompass' to use new FindClosestStargate method.
    - Updated onEntityDamage to use only proximity style checks. On active gates a bubble of no fire damage of either woosh_depth or 4 blocks, which ever is larger, is created. On closed gates a bubble of 2 blocks is created to stop fire ticks occuring right as a gate closes. Stopped caring about potential drowning in stargate. If user decides they want to stand in the wrong side of a gate till they drown, that is their choice.
    - Re-added missing CONSTRUCT_NAME_TAKEN error string in ConfigManager. This stops an NPE in 'wxcomplete'.
    - Added support for tkelly's Help plugin. Will generate proper config based on permissions type (simple or complex) or lack of permissions plugin altogether.
    - Refactored the heck out of iConomy and Permissions support. Own classes in a new package to go along with the Help support. Methodized a bunch of useful functions. Less duplicated code.
    - Added some log output for 'wxforce'. Should help combat abuse.
    - Ops are now always able to use 'wxremove'.
    - The '/wormhole simple' command now refreshes Help entries to the proper permissions after being set.

    Changes in v0.811:
    - Came up with a proximity based check for stargates in the lava & fire event
    cancellation code. Now only 3 block radius around active lava portals
    gets its lava & fire events cancelled. STATIONARY_LAVA is safe for players
    to use in portals now. For reals.
    - Version 4.5 of iConomy is now supported and verified as working.
    - Now we actually check for Iris on gate use while in minecart...
    - Back to the good ol kick the player out of the cart and stuff them through
    the stargate method. Doing a bit of a hackish teleport when going between
    worlds as well. We tp to spawn, then instantly to destination. This is only
    when starting the tp while in minecart. If minecart is empty and passing
    into a stargate that will traverse worlds, we kick the minecart back. Otherwise
    it will dissapear into the void.
    - Now we cancel block ignite events on a proximity basis, same way we cancel
    fire and lava events on player. No more trees bursting into flames near a stargate.

    Changes in v0.810:
    - Broke '/wxcompass' out into its own class. Removed '/wormhole compass'.
    - Broke '/wxcomplete' out into its own class. Removed '/wormhole complete'.
    - Broke '/wxidc' out into its own class.
    - Broke '/wxremove' out into its own class. Removed '/wormhole remove'. Fixed so it toggles iris to off state before removing gates with iris active.
    - Broke '/wxlist' out into its own class. Added no permissions error message. Removed from '/wormhole' command.
    - Added command '/wxgo' and broke it out into its own class. Added no permissions error message.Removed from '/wormhole' command.
    - Broke '/dial' out into its own class.
    - Broke '/wxbuild' out into its own class.
    - Broke '/wormhole' out into its own class.
    - Added another message for active gates. Now it will say either remote activated, or activated by someone else already.
    - Added SIMPLE_PERMISSIONS config option. The default value of 'false' makes permissions node settings use complex mode. While the setting of true sets the plugin to check for extremely simplified permissions. Permission node details can be found in the README.
    - Refactored the WXForce class to Force. Hopefully this shuts MSSE up. ^^;
    - Moved a bunch of the initial loading out of onEnable and into onLoad. Now we use onEnable only for events that should only happen at plugin Enable.
    - Updated '/wormhole' command to have more descriptive errors and built in help. Updated help information for this command as well. Command now has unified messaging string headers. Added new 'simple' option to enabling simple permissions while the game is live. Requires the user to have proper permissions node for configuration in target mode. Removed a bunch of duplicated permissions checks. Only one check is needed at beginning of command call now.
    - Revamped readme to reflect important recent plugin package changes.
    - Fire damage, combustion damage, and drown events now canceled in stargate. Now LAVA is really a valid portal material.
    - Creeper explosions are now canceled when they would cause damage to stargates. This will stop signs and buttons from being destroyed during that mad dash to/from a stargate. ^^

    Plugin Commands (open)

    description: Dial a remote Stargate, unlock IDC with optional password
    usage: /dial <StarGate> [IDC]
    <stargate> The StarGate to dial.
    [IDC] Use optional password to open remote Iris.

    description: Wormhole administration and configuration commands.
    usage: /wormhole <commandtype> [ARG1] [ARG2]
    Valid Commands - 'owner', 'perms', 'portalmaterial', 'irismaterial', 'lightmaterial', 'shutdown_timeout', 'activate_timeout', 'simple', 'regenerate', 'redstone', 'wooshdepth', 'cooldown', 'restrict', & 'custom'.

    description: List all Stargates.
    usage: /wxlist - List all Stargates.

    description: Automatically Build Stargate.
    usage: /wxbuild <GateShape>
    <GateShape> The GateShape to build.
    After placing a DHD with a button (and sign if wanted) running this command then pressing the button will cause the specified <GateShape> to be built.

    description: Remove a stargate, optionally destroy its blocks.
    usage: /wxremove <GateName> [-all]
    <GateName> The GateName to remove.
    [-all] destroys gate blocks too.

    description: Point compass needle at nearest Stargate.
    usage: /wxcompass - Point compass needle at nearest Stargate.

    description: Complete StarGate construction.
    usage: /wxcomplete <GateName> idc=[IDC] net=[Net]
    <GateName> The name to give new Stargate.
    [IDC] Optional password to give Stargate.
    [Net] Optional network for Stargate.

    description: Gets or sets a gates IDC.
    usage: /wxidc <GateName> <optional_set_idc>
    Requires being either owner or have wormhole.config
    set -clear to remove the IDC

    description: Forcefully shut down all gates and/or open all iris
    usage: /wxforce <close|drop>

    description: Teleport to specified wormhole.
    usage: /wxgo <GateName>

    Install directions (open)

    New Install:
    1. Download the zip.
    2. Unzip file into same directory that your craftbukkit.jar exists in. This should put the hsqldb.jar into the lib/ folder, the WormholeXTreme.jar into the plugins/ folder, and the latest versions of GateShapes into the plugins/WormholeXTreme/GateShapes/ folder.
    3. Start server
    4. (Optional) Stop the server and edit the newly generated /plugins/WormholeXTreme/settings.txt file as needed.
    5. (Optional) Edit gate shapes in /plugins/WormholeXTreme/GateShapes/
    6. (Optional) If using the Permissions plugin based plugin, set up the appropriate permissions. If using SIMPLE_PERMISSIONS = true remember to use permissions from the Simple Mode list, otherwise use nodes from Complex Node.
    7. (Optional) Start Server again

    Basic use instructions (open)

    Basic Use:
    First off you need to make a stargate. I you can see the design design below - you need the Gate, a Dial Home Device (DHD), and a stone button or lever facing away from the gate on the DHD. The purple blocks are Obsidian, and the Blue has to be air, but will turn to water when the gate is activated.

    A real example of a constructed gate:

    You MUST make the gate exactly as it is in the picture.

    Once it is assembled hit the button ( You need to stand at least one block away from the button for the event to trigger. ) and the system will confirm that the stargate is properly made. If you don't see a "wormhole design valid" message you did not create the gate properly.
    If you did see the message, you simply type /wormhole complete <name> to finish and name the gate. A name sign with the gates name should appear on the gate. You can optionally type /wxcomplete <name> <idc=[IDC]> (idc = iris deactivation code, or the code needed to use the gate) - this will make your gate password protected.

    Now if you hit the button again it will "activate" the gate to be dialed.

    To Dial (after hitting the button) you type "/dial <remote_gate_name>" and the gate will open and fill with water! (You can change the portal material by using /wormhole material) The gates currently don't by default timeout after dialing. If the remote gate has an iris code you will need to type "/dial <name> <idc>" to activate the remote gate.

    Hitting the button again from the gate that dialed out will deactivate the gate. Pressing the button on a gate that has been dialed in to will do nothing because you can't activate a gate that is remotely activated. (Tried to keep it just like the show haha).

    Name Sign Dialing (Public Gate System):
    • NOTE: This is an alternate way to BUILD a gate. Currently existing gates will not work by simple placing a sign next to the activation button. You will need to /wormhole remove first and then re-complete the gate using this system.
    • Place a second obsidian "pillar" next to the main DHD and place a sign on it. Put the name of the gate on the top line.
    • Gates with this sign can only be dialed via the sign now. You will only see other gates that have a sign.
    • Gate without a sign can dial IN to a sign gate.
    • AGAIN : If you make a gate without a sign it will NOT be on the list of gates.
    • To cycle through possible gates use right click - Sometimes it takes a click or two for it to work :)
    • See here for sign dialer gate example:
    • 2011-01-25_02.15.31.png
    • Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate.
    • Networks!
      • If you put any text on the second line of the sign, it will be the "network" the gate is on.
      • You will only be able to dial other gates on the same network as you
      • Currently you cannot change the network, so make sure you type it correctly!
      • By default (if nothing is put on the second line) a gate will be part of the "Public" network.

    Basic configuration settings (open)

    • All configuration is now stored in a file /plugins/WormholeXTreme/Settings.txt
      • All descriptions of the settings will be found in that file with the settings.
    • You can change some options while the server is running:
      • /wormhole activate_timeout <optional_timeout>
        • This is the length of time after activating but before dialing that the gate deactivates.
        • This does not affect sign dialed gates.
      • /wormhole shutdown_timeout<optional_timeout>
        • Setting to 0 means portal only closes after something goes through, and then immediately closes.
        • This setting is how long after a player dials a gate before the gate shuts down.

    Permissions plugin settings (open)

    • This plugin works with the Permissions plugin. (Currently 2.5+ Only)
      • Changing the built in permissions will not change the Permissions plugin at all.
    • Without the Permissions plugin you can use the built-in permissions (disabled by default)
    • /wormhole perms - for more information
    • to enable/disable default perms /wormhole perms active <true|false>
    • When built-in permissions are active:
      • Default OPs get all access
      • Default all other users get USE only
    Permissions Plugin Nodes: (Controlled by settings.txt - SIMPLE_PERMISSIONS)
    Complex Mode:
    wormhole.use.sign - lets a user use sign gates.
    wormhole.use.dialer - lets a user use '/dial' gates
    wormhole.use.compass - lets a user use '/wxcompass' command.
    wormhole.remove.own - lets a user remove a gate that they own
    wormhole.remove.all - lets a user remove any gate - Able to build new wormholes
    wormhole.config - Able to configure settings like material and timeout
    wormhole.list - Able to use '/wxlist' command to list wormholes - Able to use wormholes on NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command. - Part of build restriction group one. - Part of build restriction group two. - Part of build restriction group three.
    wormhole.cooldown.groupone - Part of wormhole use cooldown group one.
    wormhole.cooldown.grouptwo - Part of wormhole use cooldown group two.
    wormhole.cooldown.groupthree - Part of wormhole use cooldown group three.

    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes. - Lets a user build wormholes.
    wormhole.simple.remove - Lets a user remove wormholes.
    wormhole.simple.config - Lets a user configure WormholeXTreme settings

    Help plugin settings (open)

    • Currently there are no configuration options for Help the help plugin. It is just plug and play. If you want to change the help text, you are able to do such via the Help plugin override build into the Help plugin.

    As always please let us know of any bugs! Just remember, some bugs are in vanilla and craftbukkit itself, so we may not be able to address them easily.

    Devs: Lologarithm & alron

    Attached Files:

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    Hehehee, it happens. Am just glad you were able to resolve your problem without much difficulty. :)
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    True, but why not give the user the option and allow them to decide whether to stray from continuity? I'd much rather be able to scroll through a list of my gates than type a slash command. Slash commands just feel clunky and break immersion for me. A sign gate actually feels more like the show, imo, just because you're physically dialing in.

    If I could run a dial gate through the minecraft world (say, by manipulating blocks) then I would. But the sign is just more immersive and ultimately less typing.
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    Nono, when I said technically, I meant with our software. Not with Stargate continuity. :)
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    Gotcha ;)

    EDIT: So, I'm back. This time I'm making a custom gate (smaller than standard)

    When I try to wxbuild it in game, however, I get the return that its an invalid shape. Where can I find the validity rules on shape building?

    Shape pasted for reference:


  6. Offline


    Did you change the shape name?


    Also, shapes are only evaluated and read in at server start. So, if you make a new shape or edit a shape, you need to restart server.
  7. Offline


    Changed shape name, made a few changes AFTER server start. K, that one works.

    But, my question about invalidation still stands. I'm trying to build a square similiar to the Nether portal. At server-load it says its unable to parse the custom gate due to incorrect height or width. What are those restrictions? I'm looking at making. Is the problem due to it not being circular?



    Now that I think about the signs and idc'd gates. Why not just have a text command that allows you to unlock an idc gate so long as its currently connected to any other type of gate? Conceptually: 2 sign gates, end gate is IDC'd

    1. Establish connection using start IDC.
    2. type something like /wx unlock <end gate> <password>
    3. end IDC unlocks
    4. Walk through start.
  8. Offline


    I has been talked about, just not added.
  9. Offline


    After following the video and setting up whx i tried creating a stargate and nothing happend upon further reading server.log i found this
    2011-04-08 00:09:13 [INFO] Starting minecraft server version Beta 1.4
    2011-04-08 00:09:13 [INFO] Loading properties
    2011-04-08 00:09:13 [INFO] Starting Minecraft server on *:11111
    2011-04-08 00:09:13 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-646-gb61ef8c-b670jnks (MC: 1.4)
    2011-04-08 00:09:13 [INFO] Preparing level "my world now piss off"
    2011-04-08 00:09:13 [INFO] Preparing start region
    2011-04-08 00:09:13 [INFO] 144 recipes
    2011-04-08 00:09:14 [INFO] [WormholeXTreme][v0.812][By Lologarithm & alron]Load Beginning.
    2011-04-08 00:09:14 [INFO] [WormholeXTreme]0 Wormholes loaded from WormholeDB.
    2011-04-08 00:09:14 [INFO] [WormholeXTreme][v0.812]Load Completed.
    2011-04-08 00:09:14 [INFO] [WormholeXTreme][v0.812]Enable Beginning.
    2011-04-08 00:09:14 [WARNING] [WormholeXTreme]Permission Plugin not yet available. Defaulting to built-in permissions until Permissions is loaded.
    2011-04-08 00:09:14 [WARNING] [WormholeXTreme]iConomy Plugin not yet available - there will be no iConomy integration until loaded.
    2011-04-08 00:09:14 [WARNING] [WormholeXTreme]Help Plugin not yet available - there will be no Help integration until loaded.
    2011-04-08 00:09:14 [SEVERE] BLOCK_INTERACT loading WormholeXTreme v0.812 (Is it up to date?)
    java.lang.NoSuchFieldError: BLOCK_INTERACT
        at com.wormhole_xtreme.WormholeXTreme.registerEvents(
        at com.wormhole_xtreme.WormholeXTreme.onEnable(
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(
        at net.minecraft.server.MinecraftServer.e(
        at net.minecraft.server.MinecraftServer.a(
        at net.minecraft.server.MinecraftServer.d(
    2011-04-08 00:09:15 [INFO] Persistence version 0.64 is enabled
    2011-04-08 00:09:15 [INFO] Done (0.153s)! For help, type "help" or "?"
    Any idea how to fix it.. im running 670 and the latest version from the thread.
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    You are using v0.812. Please upgrade to v0.832.
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    Would it be possible for you to add a command to reload gate shapes (preferably pick up new ones as well) without restarting the server?
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    Yes, planned feature. Just on hold until @Lologarithm finishes the new 3d shape code.

    Pretty much I am observing a code freeze until the 3d shape code is in place. Unless critical bugs are found, in which case I'll fix those immediately.
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    3d sounds cool.. Will it be easier to work with than the current shape templates? The brackets [] seem unnecessary and its just hard to look at when its text on white. Though, I guess I could look for a different text editor that color codes.
  14. Offline


    That's probably sensible :D Also, when the 3d shapes come out, is it possible to add a place that can activate redstone wire (same as the Obsidian behind the lever does) I know that one's a big ask, but it'd make building circuits based on active star gates substantially easier, my current attempts usually get destroyed when a gate activates
  15. Offline


    ok, I removed the v0.812 links from the main thread to stop people from downloading the wrong version (even though it was prefaced with OLD).
  16. @alron
    Off topic, but it's really about time someone said something to @AnrDaemon. Good Lord he gets on my last nerve in this thread! Thanks for saying what the rest of us wanted to :)
    alron likes this.
  17. Offline


    I had it all setup the way it was supposed to, it just wouldnt work for some reason, updated to the latest release and just tested it, everything is running perfectly. Great work as always, im an avid stargate fan and this is the perfect portal addon to my multiverse. multiverse + wormhole xtreme = awesome.
    alron likes this.
  18. Offline


    Awesome. Glad you finally got it working. :)
  19. i have a specific minecart gate :)

    fiddled with the design for a long time so that i could have track THROUGH the gate :)
  20. Offline


    Hello i just started using your mod and i love it! XD I wanted to ask is it an error or is it how you made it to have only a max of 8 Stargates on servers? Another error i got is my buttons changh to swiches all the time should it do that? Also i wanted to know if there is a way to have a Iris on sign Stargates? If there is not do you plan to add one? Would love a way to shut a Stargate off, when you dont want someone Dialing to it.

    An idea is to add another option line on to the main sign.

    Looking at line 4:
    H=Only the maker can dial too it
    P=Only the maker can dial from it

    Now remebering this will be options to a gate in a network. So you can have one network with P,H,PH Stargates in it that you can only Dial (as maker) but can still Dial other Stargates in the network.
    So Example:
    - Line 1: Gate Name
    - Line 2: Network name
    - Line 3: Options [Optional] ( 'H' for hidden networked gate, 'P' for a private gate)

    Ok and to add to that sorry for this realy long post.

    A Second Sign!
    Below the first sign that will give you 4 name slots to add 4 other people besides the maker that can use the gate.

    If you dont have the Iris for the sign Stargates yet if you could do it an easy way where we just put it below the button of a already made gate and that will give the Stargate a Iris to toggle open and closed. (can be dialed to or not)
  21. Offline


    There is no limit on max number of stargates on server. My dev server has well over 20.

    That is by design. Read the changelog before asking next time.

    If you'd have read the previous page you'd have seen me saying that there is no way to use an iris on sign stargates at this time. this is by design, and might be changed at some point.
    Not a horrible idea. Not terribly easy to implement with the way things currently are though. Pretty much asks for a rewrite of the sign code. Not something I have any interest in doing at the moment.

    We already have permissions nodes to control private gate network access. I'd rather not muddy the waters any more with yet another access control method.

    Not happening any time soon either. Maybe once the new 3d gate shape code is completed and I'm looking at adding new functionality.
  22. @alron
    what other info can you put on a sign for sign dial gates? i use line 1 and 2.. name & network
  23. Offline


    That is currently all they are for.
  24. cool, wasnt sure if i was missing anything :)

    really lookin forward to the redstone portals :)

  25. First of all, great plugin, we really do enjoy using it on our server, so please keep up the good work and the continuous development! =D
    Hadn't had much trouble with the plugin yet but unfortunately since the update to bukkit 670 an Wormhole 0.832 (Update from Bukkit617/Wormhole 0.821) the Stargate aren't working anymore, nor can i use the ingame commands to change e.g. the portal material or the shutdown timeout. :(

    here are the startup messages: (don't wonder about the timestamps i did took the bukkit-load messages later than the rest (nothing was changed between the 2 starts))

    Show Spoiler

    12:31:12 [INFO] Starting minecraft server version Beta 1.4
    12:31:12 [INFO] Loading properties
    12:31:12 [INFO] Starting Minecraft server on *:25565
    12:31:12 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-646-
    gb61ef8c-b670jnks (MC: 1.4)
    12:31:12 [INFO] Preparing level "world"
    12:31:12 [INFO] Preparing start region
    12:31:13 [INFO] 144 recipes
    12:31:13 [INFO] Preparing spawn area: 40%
    12:31:14 [INFO] LWC Loading shared objects
    12:31:14 [INFO] LWC Native library: plugins/LWC/lib/native/Windows/amd64/sql
    12:31:14 [INFO] Invalid config file found and converted to proper name/format.

    ... bunch of other plugins(CommandBook/iConomy/Worldedit/Worldguard/Permissions should be the most important ones to mention)

    12:23:45 [INFO] [WormholeXTreme][v0.832]Enable Beginning.
    12:23:45 [INFO] [WormholeXTreme]Attached to Permissions version 2.5.5
    12:23:45 [INFO] [WormholeXTreme]Complex Permissions Enabled
    12:23:45 [INFO] [WormholeXTreme]Attached to iConomy version 4.65
    12:23:45 [SEVERE] Plugin attempted to register BLOCK_PHYSICS while not enabled l
    oading WormholeXTreme v0.832 (Is it up to date?)
    org.bukkit.plugin.IllegalPluginAccessException: Plugin attempted to register BLO
    CK_PHYSICS while not enabled
    at org.bukkit.plugin.SimplePluginManager.registerEvent(SimplePluginManag
    at com.wormhole_xtreme.wormhole.WormholeXTreme.registerEvents(WormholeXT
    at com.wormhole_xtreme.wormhole.WormholeXTreme.onEnable(WormholeXTreme.j
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(
    at net.minecraft.server.MinecraftServer.e(
    at net.minecraft.server.MinecraftServer.a(
    at net.minecraft.server.MinecraftServer.d(
    12:23:45 [INFO] [WormholeXTreme][v0.832]Enable Beginning.
    12:23:45 [INFO] [WormholeXTreme][v0.832]Enable Completed.

    When i'm using the Stargate the console shows this error, even though the Portal appears and no ingame error is given.

    Show Spoiler

    12:28:07 [SEVERE] Could not pass event PLAYER_INTERACT to WormholeXTreme
    java.lang.IllegalAccessError: tried to access class com.wormhole_xtreme.wormhole
    .WormholeXTremePlayerListener$1 from class com.wormhole_xtreme.wormhole.Wormhole
    at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.handlePlaye
    at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.onPlayerInt
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEven
    at net.minecraft.server.ItemInWorldManager.a(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet15Place.a(SourceFile:57)
    at net.minecraft.server.NetworkManager.a(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(

    Now when i try to use the Stargate, the following error appears in the console. When i enter the portal nothing happens but i'm charged more then once for the use of the Stargate (at least 4 times when i run through the portal). Since the portal is water by default i can swim the Portal to the top without getting teleported.

    Show Spoiler

    12:29:06 [SEVERE] Could not pass event PLAYER_MOVE to WormholeXTreme
    java.lang.IllegalAccessError: com/wormhole_xtreme/wormhole/WormholeXTremePlayerL
    at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.handlePlaye
    at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.onPlayerMov
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.a(
    at net.minecraft.server.NetServerHandler.a(
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(

    If you need further details, just tell me.

    And i'm wondering whats about that "Invalid config file found and converted to proper name/format." error, since i'm getting that one every time the server starts (could the problem possible have something todo with this error? But all other plugins are working :/)
  26. Offline



    When you updated WXT to v0.832, did you use the zip or just download the jar? If you just downloaded the jar, did you rename it to WormholeXTreme.jar before you moved it into place (replacing the old one of course)?

    Also, the invalid config error has nothing to do with this. That I believe is a message from Permissions, and you can generally ignore it.
    Taverne likes this.
  27. oh right, problem solved, now everything works fine :) ^^ there was still the wormholextreme-0.832.jar in the plugin folder, which (at least it seems so) was loaded instead of the wormholextreme.jar :$ sry my mistake, but thanks for your fast help! :)
  28. Offline


    Forgive me if this is a repeat, but I haven't seen it mentioned in the thread since the upgrade to v0.832 and CB 670 (last 4ish pages of the thread). I'm getting the teleported to DHD problem with the mentioned versions. To clarify, when I dial the gate in question from some other gate, I am teleported to the destination's DHD rather than to the normal spot at the front of the gate itself. This seems to happen roughly 50% of the time. Also, when this happens, the gate in question stops responding to lever presses (no prompt for dial command). It can still be dialed to, interestingly, just not from.

    No errors in the console to speak of. De-activating the chunk of the offending stargate seems to fix the problem.

    Another potentially interesting tidbit: The only gate that I've found to do this so far is the one that I /wxremove'd and recompleted as part of the standard upgrade procedure. The others have not been recompleted since upgrade to my knowledge (granted we have some 40-50ish gates on our server so some player may have built/recompleted others in the interim). I removed my GateShapes file and had it regenerated so it'd pick up the new settings, but I doubt that has anything to do with it, as the actual completion worked fine.
  29. Well landing in front of the DHD is the backup exit point when the plugin's safety check fails at the gate, so for some reason WXT is thinking that the exit point (And nearby points) at your gate are unsafe for teleporting to. Do you have any blocks there that aren't part of the gate?

    Also, without knowing a lot of the technical details of Bukkit, I have a terrible feeling in my gut that this is going to end up being a reverse of the block.getType() bug, where instead of reporting blocks as air, it reports air as blocks. Crossing my fingers this isn't it :p
  30. Offline


    Yes, thank you very much that fixed my issue. Now to get multi worlds working.
  31. Offline


    Hi Everyone - Just wanted to do a quick update. I am still working on 3d gates, but it is a LOT of work! I have put roughly 10 hours into this one feature and there is still probably a few more to go. I just wanted to let you know that I am still working on it, it is just a long process.

    Bleh, that sounds more like a bukkit issue than WXT issue - esp because you can remove and readd the gate and that is when it breaks. Also reloading the chunk fixing it doesn't sound good....

    However, this is more Alron's area than mine - I have spent minimal time in the "chunk issues and teleportation" part of this project recently. Alron also put in the fix to bukkit for the getType() bug so I think he can probably help you. However, he won't be online for another 4-8 hours.

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