Ports
Ports
Ports allows you to define regions which transport players around the world instantly, or on a schedule of your choosing.
Your ports can be trains, planes, ships, portals, whatever you like. You are limited only by your imagination!
Important notices
- This plugin requires WorldEdit, and will not work without it.
- All pre-existing port data from Ports v0.2 will be unusable with Ports v0.3 and above. If you have a large number of ports set up, you can use the sql2yaml Ruby script to convert the database to the new format. If you need help, please feel free to private message me on BukkitDev.
- The current version should still work on 1.6. If you have any issues, please post a comment.
Quick links
- Downloads
- Source code
- Documentation
- Please donate if you've found this plugin useful, to help support future development.
- Bitcoin address: 19X4KjZ3kuuNJspad7qkTAfcLXpUkgdSK
Features
- Define activation zones using WorldEdit
- Customize the names of your ports ("This train will depart in x minutes", "This boat does not go anywhere!", etc.)
- Set up instant teleporters or ports that act on a schedule (every 5 minutes, every day, every week, whatever you wish)
- Bukkit Permissions support
- Full Multiworld support
- Per-port permissions for fine-grained control
- Ticket system
- Various localisation/translation options
How do I use it?
- Video tutorial
- Another video tutorial (thanks jckmcgraw!)
- A French video tutorial (thanks ThePico20!)
- Documentation
Upcoming features
- Economy support
- Dynmap integration
- Warmup/cooldown timers
- Support for non-cuboid activation regions
- Suggest new features here
It seems the author doesn't have time to update it, so I updated it to work on 1.9+ a few months ago. I gave the author credit on the page. Click here to see
My dev had to remove the metrics-part since it spammed the console after the last update. Otherwise it's still working in 1.9.2 :) (and 1.9.4)
EDIT: Still running on 1.11.2
I've used your Ports plugin in the past, and I really enjoyed its functionality. Is there any chance you could update it to 1.8?
@Flamez44
No, only players can use ports.
@livengoodb
Possibly... Could you expand on this idea a little?
Can animals travel from port A to port B?
@robinjam
All right, we removed the gamerule for now, thanks for your response :p
There is one more really small thing I'd like to ask.. did you ever think of providing an option to toggle the way the countdown is shown between in-game time and real time? Every other day I see players getting really confused, thinking they have to wait like 30 real minutes.. :D People tend to ignore signs on which I state how it actually works..
@SharkROAR
Port timers are synched to the clock for the world they are in so that if an admin/moderator changes the time (for example to skip the night) the ports remain on schedule. Unfortunately this has the side-effect that if you freeze the day/night cycle, all the port timers for that world freeze as well.
A potential workaround would be to remove the countdown timers by setting the schedule for each port to 0, so that the ports immediately depart as soon as a player steps into them. I know that's not really an ideal solution but it would allow you to keep using the doDaylightCycle gamerule alongside Ports.
Hope this helps!
There is a "slight" problem whith this plugin when you are using the doDaylightCycle gamerule.. Nothing will depart, since the countdown is just frozen :(
Any chances you are going to fix this, or do I have to stay away from the gamerule when using this plugin?
(We have a special world which just looks awful with a blue sky..)
ok thnx for your fast reply. good luck with your new house and exams.
Shadow
@Shadwoblock
I'll try and put together a hotfix as soon as possible, but unfortunately I'm a bit preoccupied at the moment (moving house in 2 days, coursework deadlines, exams, etc.)
Hi Robinjam we are using your plugin on our server but your pluggin does not seem to be working on 1.7. Are you still working on it? Or do we need an other plugin
P.S. Sorry for my bad english i'm from the netherlands
Thanks
@CommodoreAlpha
Have you taken a look at the documentation? (http://dev.bukkit.org/bukkit-plugins/ports/pages/documentation/)
Quick example: to allow a player to use the /port schedule command, give them the ports.schedule permission.
You can also restrict access to a specific port using the /port permission command. For example, if you only want players with the "foobar.baz" permission to be able to use the port named "myport", use "/port permission myport foobar.baz".
Hope this helps.
It would also be helpful if you could make a table, explicitly stating every permissions node this plugin uses so as to prevent confusion or muddling through descriptions.
The plugin does not seem to be working in 1.7. [Server thread/ERROR]: Could not call method 'public static net.robinjam.bukkit.ports.persistence.Port net.robinjam.bukkit.ports.persistence.Port.deserialize(java.util.Map)' of class net.robinjam.bukkit.ports.persistence.Port for deserialization java.lang.NullPointerException
Any chance you can fix this?
Thanks!
@deleted_8886818
It should do... The Bukkit API hasn't changed much since 1.5 so I don't see why it wouldn't.
That said, I'm going to release a new build for 1.6 soon anyway so you could wait for that if you like.
Works 1.6.2?
Somebody on my server had the idea to which you get off your horse, but if you have a horse on the port by itself, it would bring both things, would that be a better solution?
@failtolawl
If a Bukkit plugin teleports a player who's in a vehicle (boat or mine cart), that player immediately warps back to where they were before. I'm not sure if it's a Bukkit-specific thing; it might be Minecraft itself causing that behaviour. Way back in Ports v0.1.2 I disabled teleporting while in a vehicle to prevent "teleport loops" where a player would get stuck repeatedly warping away from a port and warping back again.
I haven't taken a look at the 1.6 API yet, but I'm guessing riding a horse counts as being in a vehicle, so the same issue occurs.
@robinjam
Actually it seems to be fixed, just does not work on horseback, so horses can't come with the player.
@failtolawl
Definitely, but I'll probably have to wait for a beta build for 1.6 to come out first (otherwise I risk releasing an update that just breaks when the next CB build comes out).