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Citadel, Namelayer, and Bastion compatible gates, bridges, traps, and more. Fast and fun! For Spigot 1.12

License: Apache License 2.0

Java 100.00%

castlegates's People

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aleksey-terzi avatar awoo-civ avatar maxopoly avatar programmerdan avatar

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castlegates's Issues

Trouble getting CastleGate length

http://i.imgur.com/eE458tY.png
Players found CastleGates to stop working after a restart. Error came out everytime the players attempted to trigger castlegate. For reference CastleGate was only 4 blocks long. Double checked config and it was set to the default 16 block length for the bridge.

Citadel blocking castlegates from interacting when it should be allowed.

If a player on the citadel group is not within so many blocks of a castlegate when it is activated it will not activate the castlegate.

This is a negative behavior when the originator of the castlegate redstone pulse is not a player, but is either a jukebox, or an itemexchange chest.

I'd like to be able to set up an itemexchange chest that when it generates a redstone pulse (a successful transaction) it will activate a castlegate opening a door.

Feature Request

Not an Issue, feature request, but github is scary and confusing to me.

Is there a way that castle gates can grab rails attached to the blocks removed or added to the gate?

for example

  _  _  _  _ 

[G][B][B][B][B][G]

where dashes are rails, [G] are gearblocks and [B] are regular blocks

Hopefully the castlegate can take the rails with it when it retracts, and place them when it extends, if this was possible you could have detector rails over the gearblock to activate it ... such devious traps could be made, or minecart diversionary paths... muhahaha

Castlegates bug almost as autistic as the goy who made the plugin

Bug report is in this album: http://imgur.com/a/IMM16

PS: I made another report with an account but that got flagged because of the username (which was g@sthek!k3s) and I couldn't see it using a different browser, so if this autism has to go through some approval process and by the time you see this there are 2 different posts, that's the reason why. I just created another disposable in case the first post was eaten by the jewhub jews

Timer for revert state

What we have now - when player is powering gearblock:

  1. It is changing state (open/close gates)

  2. State cannot be changed more than once per 1 second (could be changed in config Settings.SwitchTimeout)

What I propose - allow for player to set timer for revert state.

For example:

  1. I could set timer to 3 seconds for gearblock

  2. When I activating gearblock - it is opening gates

  3. During 3 second gates' state cannot be changed (i.e. gates stay opened min 3 seconds)

  4. After 3 seconds passed - gearblock will be activated by timer and gates will be closed

  5. About Citadel and Bastion - permissions will be checked at step 2 (where gearblock was activated by player). Player must have permissions for both"draw" and "undraw" operations. If haven't - then timer will not be activated. Also timer will remember all gates' blocks and if structure will change on "alert" time then timer will fail to do activation.

Why this feature is needed - automatically close gates/doors/bridges/traps.
For example I could put pressure plate/button to activate my gates and timer will make sure gates closed after some time (like we have with doors)

Timer could be set using command (exact time) or via GUI (some predefined intervals)

We could make timer as default feature of gerablock or maybe gearblock should be improved more (for example by consuming redstone block) to allow timer usage.

Please let me know your opinions. @ProgrammerDan, @ShadedJon

Begin Timer function only after redstone signal is lost

Possibly add ability for Timer function to begin after the gearblock has lost power.

Achievable by doing something along the lines of:
/cg timer 1 UNDRAW off

The idea behind it would be:
/cg timer [time] [draw/undraw/revert] [auto trigger on/off]

Current behaviour should probably be retained as default unless "off" is specified at the end.

Ofcourse this is just my idea, any alternative methods that may help this are ofcourse welcomed.

Castlegate timers + unloading chunk

Had this occur a couple times now.

If you have a castlegate set to a timer, activate the castlegate, and you unload the chunk before the castlegate timer completes its cycle it will remove the reinforcement from the bridge.

This causes the castlegate to break for a lot of implementations.

Better messaging on failure

From ShadedJon:

I had a complaint about castlegates!
There should be better error messages why things fail

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