Plugin Name: SignLink
CB/Spigot: 1.5.1 R0.2
Version: 1.32
Description
This plugin acts as a bridge between plugins and signs to easily display text on signs. Instead of entering commands, clicking the sign, or any other routine plugins could use, players can enter 'variables', key values starting (and ending) with %, to show information at that spot.
It also includes features no other plugin is needed for, such as custom text and ticker values you can set in values.yml. Signs are stored on file, they survive reloads and server restarts.
A video says 1000 times more words than a picture. :)
A lot more information on the WIKI page
Commands
Configuration
The linkedsigns.txt contains information of where signs are located. The values.yml sets the (standard) usable keys.
# In here you can set default values for this plugin. # The ticker property can be LEFT, RIGHT or NONE and sets the direction message is 'ticked'. # tickerInterval sets the amount of ticks (1/20 of a second) are between the ticker update. # The value is the thing to display or tick. # To use colors in your text, use the § sign followed up by a value from 0 - F. # Example: §cRed to display a red colored 'Red' message. # You can find all color codes on the internet (they may use & there, ignore that!) sign: ticker: NONE value: This is a regular message you can set and is updated only once. test: tickerInterval: 3 ticker: LEFT value: 'This is a test message being ticked from right to left. '
Permissions and commands
Use /togglesignupdate to turn sign updating on or off, just in case someone made a huge amount of updating signs that causes lag. Two permission nodes (Bukkit permissions):
signlink.addsign:
description: Allows you to build signs containing variables
default: op
signlink.toggleupdate:
description: Allows you to set if signs are being updated or not
default: op
Plugins that use SignLink
Links
View the source code at GitHub
Changelog
Development builds
Facts
- Date created
- Sep 03, 2011
- Categories
- Last update
- Apr 29, 2013
- Development stage
- Release
- Language
- enUS
- License
- GNU General Public License version 3 (GPLv3)
- Curse link
- SignLink
- Downloads
- 15,331
- Recent files




- Reply
- #137
cuddyier May 18, 2013 at 16:28 UTC - 0 likesWhy am I getting this error? http://pastebin.com/N0f3JPfd I'm on latest version of SignLink and latest BKCommonLib Also, on startup it says: http://pastebin.com/cBTshRdP
- Reply
- #136
Etsija May 13, 2013 at 08:57 UTC - 0 likesI checked, and seems like the values.yml changed into "UTF-8 non-BOM" format, when I changed the values in game. Maybe that is why it works correctly now - earlier on, I saved the values.yml in plain "UTF-8" format.
MagicTouch - fix those annoying logs and stairs by rotating with a single touch.
ImpactTNT - throwable TNT which explodes on impact.
- Reply
- #135
Etsija May 12, 2013 at 06:17 UTC - 0 likesI also edited the value with /variable edit, and everything seems to work just fine. Weird. Well, maybe I'll resort to editing the variables in game instead of directly editing them in the file.
- Reply
- #134
bergerkiller Apr 29, 2013 at 13:40 UTC - 0 likes@Etsija: Go Yeah I can't fix that problem, since the client 'predicts' that a sign is gone before the server knows it. Essentially, SignLink still thinks the sign is there and sends an update packet, but the client already removed the block.
There's a fairly big chance that this is a configuration loading problem, where the letters end up scrambled like you see when loading from file. Has to do with charsets and all. I suppose performing the /var set command results in the text gone when restarting the server?
EDIT
Stangely, it works fine when I tried it. I simply used /variable set äëïöü and it set everything right, and on restart it was still fine. I suspect this is an issue with reading, not UTF-8, but UTF-16 or Unicode text. I suspect it reads that as UTF-8, resulting in ä turning into two characters instead.
Can you perhaps upload the values.yml you produced? I'll inspect it using a byte/hexcode editor.
- Reply
- #133
Etsija Apr 29, 2013 at 08:19 UTC - 0 likesOne more thing: I changed values.yml into UTF-8 to incorporate the use of Scandinavian letters to the messages. I'm writing the word "Tässä" ("here") to the sign, but it shows out like this:
https://dl.dropboxusercontent.com/u/6411310/sign.jpg
Any idea? Signs where I use Scandinavian letters do show OK in Vanilla Minecraft.
- Reply
- #132
Etsija Apr 29, 2013 at 08:00 UTC - 0 likes@bergerkiller: congratulations, your latest fixes fixed the signs for me; they are now ticking properly from sign to sign. Unfortunately, I still get "unable to locate sign at x,y,z" whenever I delete a SignLink sign.
Naturally, newest versions of BKCommonLib (build #144) and SignLink (build #13) in use.
No Java errors at the console.
- Reply
- #131
bergerkiller Apr 29, 2013 at 00:48 UTC - 0 likes@BillyGalbreath: Go The space-filling bug, and others, will be fixed in a new official build shortly. Blinking...hmn I want to add it as a new ticker mode, but then I need to know two values to switch in between. For now I'll add a 'blink' as in - blink between full-text and full-spaces.
EDIT
New build can be found. I implemented a basic BLINK ticker mode. set it using /var setticker blink 20 to blink every second. I also fixed various other issues, of which text updating, sign not found warnings and space filling bugs. I also implemented text wrapping: left or right tickers now wrap text around. This means that you can now tick short text properly.
I'm going to test around a bit more tomorrow, then I'll see if an official build can be published.
- Reply
- #130
BillyGalbreath Apr 28, 2013 at 21:48 UTC - 0 likesIdea: Maybe add a blinking feature with configurable blink rate/delay. That would compliment the tickers, imo. ;)
- Reply
- #129
BillyGalbreath Apr 27, 2013 at 00:38 UTC - 0 likes%date% and %time% seem to fill the remaining characters with blank spaces. Using build #11 with BK build #134 on CB build #2754
- Reply
- #128
bergerkiller Apr 26, 2013 at 07:56 UTC - 0 likes@Etsija: Go I'll assume that you used the SignLink build found on the CI Jenkins server, and I'll do some tests myself to see what could be wrong. Just in case: see if installing ProtocolLib solves some of your issues, it could be a conflict with the packet listener.