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BigDoors v2: Create big, ANIMATED doors, drawbridges, portcullises, flags, windmills, and more!

AnimatedArchitecture

AnimatedArchitecture is a plugin for the Minecraft server mod Spigot. Its aim is to enhance your server with animated blocks that can be used to create many kinds of animated architectural structures.

AnimatedArchitecture is a rewrite of the old BigDoors plugin. You can find the legacy BigDoors plugin here.

Using AnimatedArchitecture

Requirements:

  • Java 19+
  • A Spigot server (or a fork) for Minecraft 1.19.4+

Installation:

  • Grab the files of the latest release. You will need both the AnimatedArchitecture-Spigot.jar file and the Structures.zip file.
  • Place the AnimatedArchitecture-Spigot.jar in the plugins directory of your server.
  • Create the following folder (or start the server to generate it automatically): plugins/AnimatedArchitecture/extensions.
  • Move all the jars from the Structures.zip file to the new extensions directory.
    Don't forget to update these when installing new updates!
  • (Re)start your server.

Importing BigDoors' Database

As of release Alpha 0.1.8.44, BigDoors has a command that allows you to export the old database to the new format. Newer versions may contain additional improvements to the export process, so it is recommended to use the latest version of BigDoors to export your database.

While running a supported version, you can run the BigDoors PrepareDatabaseForV2 command in the console to export the database. Read the output in the console to see if everything was exported correctly. Running this command does not affect the existing database for BigDoors.

After the export process has completed, you can copy the new structures.db file out of the BigDoors folder into the AnimatedArchitecture folder. You will now be able to use the structures you created in BigDoors!

Please note that the export process may not always produce a perfect conversion, potentially leading to minor inconsistencies, such as incorrect opening directions under certain circumstances. Despite these occasional discrepancies, the majority of exported structures should function properly. Any errors can be easily rectified in-game using available commands or the menu.

Translations

Official translations

Official translations are managed through Weblate:

Translation status

Custom translations

By default, the plugin will use the messages from localization/translations.bundle. This file is regenerated every time the plugin restart, so please do not edit this file manually.

All translation keys used by the plugin are also written to a localization/translations.properties file.
When you provide one or more keys with a value, the plugin will create a new file the next time it restarts: localization/translations_patched.properties. This file contains the same data as the 'base' bundle, except for any lines you changed in the properties file.
To put it simply, you can override any of the official translations using the properties file.

One thing to keep in mind when trying to override translations is that it respects the locale entry. This means that the translations.properties file only overrides the base localization messages. The way the localization system works, is that it first tries to get the translated message from the locale defined in the config, and, if that does not exist, from the base localization file.

For example, if you set the locale to nl_NL (Dutch) in the config, the plugin will try to retrieve messages from translations_nl_NL.properties first. If no value is provided for the key the plugin is looking for, it will try the translations.properties file next.

So, if you have set your locale to nl_NL in the config and want to override the default translations, follow these steps:

  1. Copy translations.properties to translations_nl_NL.properties.
  2. Apply the changes you wish to make.
    • You can check the files in localization/translations.bundle to see the current translations.
  3. Restart either the server or the plugin.
    • You can restart the plugin with /AnimatedArchitecture restart

Compiling AnimatedArchitecture

Compilation requirements:

  • Java 19+
  • Maven

You can then compile the project by running the following command in this directory:

mvn package

To also run all the tests, static analysis tools etc., you can run the following command:

mvn -P=errorprone test package checkstyle:checkstyle pmd:check

The AnimatedArchitecture-Spigot.jar file can then be found in animatedarchitecture-spigot/spigot-core/target/AnimatedArchitecture-Spigot.jar.
The jars for each structure type can be found in structures/StructuresOutput/<StructureType>.jar.

Developers

This project can be included as a dependency using JitPack.

For the artifactId field, you can use any of the core modules. For the following examples below, we will use spigot-core. This module contains the implementations for the Spigot platform, as well as some utility methods and classes that make it easier to work with.

You could also use animatedarchitecture-core if you wish to only use the API and not the Spigot platform.

Maven


<repositories>
    <repository>
        <id>jitpack.io</id>
        <url>https://jitpack.io</url>
    </repository>
</repositories>

<dependencies>
    <dependency>
        <groupId>com.github.PimvanderLoos.AnimatedArchitecture</groupId>
        <artifactId>spigot-core</artifactId>
        <version>0.5</version>
        <scope>provided</scope>
    </dependency>
</dependencies>

Gradle

repositories {
    maven { url "https://jitpack.io/" }
}

dependencies {
    compileOnly("com.github.PimvanderLoos.AnimatedArchitecture", "spigot-core", "0.5")
}

Documentation

The javadocs for this project can be found here.

Information

CategoryRole Playing
Published onMay 24, 2023
LicenseGPL
Downloads133
Stars3
Watchers3

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