If you have a problem with this plugin, please contact me either via PM,
Discord, or the discussion section before / instead of leaving a review first! Not (only) because I don't like bad reviews for things I can and will fix/add quickly, but primarily because it is simply much easier to communicate via any one of those ways than via the review section!
Get the latest dev-build:
Download the latest dev-build
HERE. If you decide to use it, there are a few things you'll have to keep in mind:
Dev builds will always notify you of the latest stable release as soon as it's available regardless of your settings.
These builds might not be tested as thoroughly as the release builds.
Dev builds may not always be backward compatible with the latest release build. This can occur if the database schema is changed in a dev-build for example (then the old version can no longer read the data). So be sure to make backups!
An updated list of the changelog can be found
HERE.
Features:
Big, animated doors of these types:
Big Door
Drawbridge
Portcullis
Sliding Door
GUI for door management.
Redstone support.
Door creator to guide you through the door creation process.
More will be added when needed! Just post a message on our Discord!
I am always looking to improve upon this plugin, so if you have any tips, ideas, or requests, let me know! I'll be happy to help!
If you encounter a bug or a problem, please contact me first before leaving a review, then I'll try my hardest to fix it as soon as possible.
If you like this plugin, please don't forget to let me know in the review section, it really does help me stay motivated to provide support for this plugin!
Add-ons
Big Doors Opener (Created by @Eldoria). It allows you to automatically open doors based on conditions such as player proximity, player permissions, or time of day!
When will the new types (clock, flag, windmill, revolving door, garage door, etc) be released? These new types are now available in the new plugin: Animated Architecture!
Will you add support for version 1.8 of Minecraft? - No. Update your server!
How can I control doors from the console/command blocks? - When issuing commands from the console/command blocks, you cannot use the door name. Instead, you'll have to use doorUIDs.
Resource pack: The plugin comes with an
optional resource pack that only contains sounds that are played during the
animation of the doors. It is not used for the animations themselves.
If you don't want to use the resource pack, you can disable it in the config. Look for the
resourcePackEnabled option.
You should always disable it if you already have a resource pack installed on your server, as it may otherwise override
your existing pack or cause other issues. Because the resource pack only contains sounds, disabling it only means that
the sounds will not be played. Everything else will still work as intended.
The config also has a list of URLs to the resource packs there for each supported version of Minecraft. You can use
these to download the resource pack manually if you want to either host it yourself or merge it with your existing pack.
Unsupported Environments: If the plugin detects that it is in an unsupported environment during startup, it will abort its initialization to prevent issues. You can force the plugin to enable anyway by enabling unsafe mode in the config, but doing so is
not supported!!
The following servers are considered unsupported:
CatServer
Mohist
Magma
Glowstone
Akarin
And using the following plugins together with BigDoors is also unsupported:
GeyserMC
ViaRewind
Known Issues:
Because every block in a door is transformed into an entity, larger doors can be quite taxing on the client.
When standing far away from a door when it's being opened, it'll behave very strangely. The blocks will no longer more uniformly and (parts of) the door will continue spinning until the player gets close enough again for it to behave normally.
Due to their nature, anti-lag plugins tend to remove the entities used by this plugin. This will result in blocks temporarily disappearing and appearing at their opened position after a slight delay. To prevent this, add entities of type "FallingBlock" named "BigDoorsEntity" to their whitelist.
Commands and Permissions:
When opening doors from the console/command block, NAMES DO NOT WORK! You need to use DoorUIDs there. Why? Because names are not unique, while DoorUIDs are. This constraint means that your command blocks won't break when someone creates a new door with the same name as the one you used.
bigdoors.own.<numberOfDoors> Sets the maximum number of doors this group can own. Replace <numberOfDoors> by the actual number of doors. e.g. "bigdoors.own.4".
bigdoors.user.gui /BigDoors, /BDM Allows you to access the BigDoors GUI.
bigdoors.user.createdoor.<type> Supported types: "door", "drawbridge", "portcullis", "slidingdoor", "flag". /NewDoor [-BD || - PC || -DB] <DoorName> Initiate door/drawbridge creation process. Use "-BD" to initiate the big door creation process, "-PC" for portcullis, and "-DB" for drawbridge. Defaults to big door.
/NewPortcullis <PortcullisName> Initiate the portcullis creation process.
/NewDrawbridge <DrawbridgeName> Initiate the drawbridge creation process.
bigdoors.user.base /SetBlocksToMove <doorUID> <blocksToMove> Sets the number of blocks this door will try to move. Only applies to doors such as portcullises and sliding doors.
/SetDoorRotation <doorUID> <direction> Changes the direction a door will try to move.
/NameDoor <doorName> Sets the name of the door when you're in a door creation process.
/BDCancel Cancel object creation process.
bigdoors.user.deletedoor /DelDoor <DoorName> Allows you to delete a Big Door.
bigdoors.user.toggledoor /OpenDoor <DoorName> [DoorName2] ... [DoorNameX] Allows you to open a Big Door (of any type). Also allows opening more than 1 door at a time.
/CloseDoor <DoorName> [DoorName2] ... [DoorNameX] Allows you to close a Big Door (of any type).
/ToggleDoor <DoorName> [DoorName2] ... [DoorNameX] Allows you to open a Big Door (of any type) when it is closed or close it when it's open.
bigdoors.user.listdoors /ListDoors [Name] List all doors owned by you, with a specific name if provided.
Console: /ListDoors <DoorName || PlayerName || PlayerUUID> List all doors with a given name (and who owns them) or all doors owned by a player (PlayerName can only be used for online players!).
bigdoors.user.doorinfo /DoorInfo <DoorName> Allows you to get information about a given door.
bigdoors.user.relocatepowerblock /ChangePowerBlockLoc <DoorName> Allows you to change the location of the powerblock of a given door.
bigdoors.user.inspectpowerblock /InspectPowerBlockLoc Gives you a tool that gives you the door info of any powerblock you hit with it.
bigdoors.user.addowner /BigDoors AddOwner <doorUID> <playerName> Adds another user as an owner of the given door.
bigdoors.user.removeowner /BigDoors RemoveOwner <doorUID> <playerName> Removes another user as an owner of the given door.
bigdoors.user.setclosetime /SetAutoCloseTime <doorUID> <autoCloseTime> Sets the amount of time after which a door will try to close itself after it was opened. Negative values mean the door will not try to automatically close (you can still use redstone, of course).
bigdoors.admin.pausedoors /PauseDoors Allows an admin to pause all doors. (toggle)
bigdoors.admin.stopdoors /StopDoors Forcefully finishes all doors currently in the process of being opened.
bigdoors.admin.unlockdoor /UnlockDoor <DoorName> Forcefully unlocks a door not owned by you.
bigdoors.admin.killbigdoorsentities /KillBigDoorsEntities Kills all entities that may have been left behind by BigDoors for one reason or another. Should not be necessary to use, but useful just in case.
bigdoors.admin.fillDoor /FillDoor <doorName || doorUID> Fills in a door with stone blocks, regardless of whether the user who issues the command is allowed to build there or not or if there are already blocks there.
bigdoors.admin.version /BigDoors Version Gets the version of the plugin. If it's a dev-build, it'll also show you the build number.
bigdoors.admin.restart /BigDoors Restart Restarts the plugin. Almost everything will be reinitialized (config, translation, etc).
bigdoors.admin.bypass.<attribute> Gives you access to all doors via commands, even if they don't own them.
The attributes are: "lock", "toggle", "info", "delete", "relocatepowerblock", "changetime", "blockstomove", "direction", "addowner", and "removeowner". Note that when accessing a door you're not an owner of, you'll have to use its UID!
DoorName can also be substituted by the ID of the door, which can be useful when you have multiple doors of the same name. You can get the ID of a door using the "/DoorInfo" command or the "/DoorInfo" button in the BigDoor Menu. When listing all doors (with a given name, if provided), you also get the IDs of those doors. Note that as a consequence, you cannot give doors numerical names.
Got your own translation? Let me know! Note that translations created for older versions may still work. If there are any missing translations you'll be notified in the log.
Text tutorials:
Making a big door: When you want to create an animated object of any type, don't worry. There's an in-game guide to help you with it!
When you have built a door that you would like to open, you start the door creation process using "/NewDoor <DoorName>", where you substitute <DoorName> for any (non-numerical) name you'd like to give it. Alternatively, you can open the BigDoor Menu using "/BigDoorMenu" (or "/BDM" for short) and use the "New Door" button in the GUI and choose a name using "/NameDoor <DoorName|| DoorUID>", as the instructions will tell you.
Next, you will need to define the region of the door*. Just select two points on the door as far away from each other as possible, e.g. top-left and bottom right. You then need to define where the rotation point (or: hinge) is, so the plugin not only knows where the door is but also how to open it. This is done by selecting a column of blocks on the side you want the door to rotate around.
And that's it! You can now start using the door using "/OpenDoor <DoorName || DoorUID>" or find the door in the list shown in this plugin's GUI (sorted by door ID, i.e. creation date, for now) and use the switch there.
If you want to use redstone to open a door, you can do that too! Simply place the "power block" (as set in the config file)** under the rotation point/hinge as shown here:
*: Note that in the current version of this plugin, doors can only be 1 block deep!
**: I would recommend choosing a rare block (such as a gold block) to avoid lots of checks to the DB, which could cause slowdowns depending on how much redstone is used on your server (you don't have to worry about that when you use a rare block). This is only temporary.
Making a drawbridge: Making a drawbridge is very similar to making a big door. For drawbridges, however, you can select a flat area as well. After selecting the area of the drawbridge, select one of the 4 sides of the rectangle to define the rotation point/hinge. If you select a corner, you'll have to select another point on the desired axis to avoid ambiguity.
The location of the power block is in the middle, under the rotation point. If it's still unclear, you can use the "/DoorInfo <DoorName || DoorUID>" command or the GUI to see its exact coordinates. Of course, you can also just move the power block to a location of your choice using "/ChangePowerBlockLoc <DoorName || DoorUID>" or the GUI.
Making a portcullis: Again, a very similar process as before. The only difference from making a big door is that you use a different command (or GUI option) to initiate the creation process and that you don't have to select a rotation point (it only goes up and down, after all). The power block works the same as it does for drawbridges: By default, it's 1 block under the portcullis, in the middle and it can be moved just like it can for any of the other door-types.
The portcullis door-type will look at how many blocks it can move up and how many blocks it can move down. If it can move further down than up or if the number of blocks is equal in both directions (it never goes further than its total height), it will move down for as many blocks as it can. Otherwise, it will go up.
Video Tutorials:
Very useful tutorial showing how to create all door types, created by the fantastic
@Achaius:
Updating to a New Version: I am constantly adding new features and stuff. These new features often require more data to be stored in the database. This means that upon loading a new version, the plugin will try to automatically upgrade the database so it can store all the new data that's required. This hasn't gone wrong so far, but that doesn't guarantee it'll never go wrong in the future! So, please, MAKE A BACKUP of your database before updating this plugin! And while you're at it, make backups of your config file as well! It gets changed even more often!
Some more examples:
As a final note, I'd like to thank Captain_Chaos for making his PorteCoulissante plugin. I've used it a lot and it inspired me to make this plugin!
Remember: NO SUPPORT IN THE REVIEWS SECTION! For support, please contact me somewhere else! For the fastest support, join our discord!