Ok now that I have WorkBench down pat, I have a question...
I have all new players defaulting to the "Members" group, I have "ZONEID 6 - WORLD_Overworld_0" and
"ZONEID 7 - WORLD_Mining Age_11". For the "Members" group I want them to be able to build but not mine in the Overworld and mine but not build in the Mining Age.
How would I do this?
Unfortunately, we don't have separate nodes for building and destroying.
Will you add any permissions to bypass the server limit?
As in server player limit? Not possible. Minecraft will not accept any players above the set limit when it starts. This would cause NPEs and AIOOBs out the wazoo.
Awesome work so far. Question though, were permissions for kits changed in 1.1.1? After updating it seems only OPs can use the kits I've set.
Edit: Figured it out, they made it so you could add kits to certain groups (awesome).
Just do something like
/p group <group> allow ForgeEssentials.BasicCommands.kit.kitname
Found a potential bug but I'm not sure if it's FE or BukkitForge or both:
I'm using built 187 of BukkitForge as a bridge to load a few extra plugins, and one of them is Performance Monitor. I've added the relevant permission for Performance Monitor via "/p group owners allow pmonitor.showstate" and the permission "pmonitor.showstate" shows up as allowed when I do a "/p group owners perms", but trying to fire the showstate command triggers "[PerformanceMonitor] You are lacking permission pmonitor.showstate!"
Interestingly, I imported the permission node for Performance Monitor into a "moderators" group by manually editing the 1.1.0 export file before importing it into 1.1.1, and one of the mods has reported having access to Performance Monitor.
Also, I assigned _ALL_ to the "owners" group, yet I don't have all perms. I do a "/gamemode" on myself and get a no-perms error.
Found a potential bug but I'm not sure if it's FE or BukkitForge or both:
I'm using built 187 of BukkitForge as a bridge to load a few extra plugins, and one of them is Performance Monitor. I've added the relevant permission for Performance Monitor via "/p group owners allow pmonitor.showstate" and the permission "pmonitor.showstate" shows up as allowed when I do a "/p group owners perms", but trying to fire the showstate command triggers "[PerformanceMonitor] You are lacking permission pmonitor.showstate!"
Interestingly, I imported the permission node for Performance Monitor into a "moderators" group by manually editing the 1.1.0 export file before importing it into 1.1.1, and one of the mods has reported having access to Performance Monitor.
Also, I assigned _ALL_ to the "owners" group, yet I don't have all perms. I do a "/gamemode" on myself and get a no-perms error.
Are you sure YOU'RE in the owners group? As well, _ALL_ is registered to Owners by default, so who knows what you did when you added it again.
And no, there is no compatibility between FE and BukkitForge, and there will never be.
ForgeEssentials is in NO WAY compatible with BukkitForge... at all.
Then that will be a problem. With the improvements to BukkitForge that have come along recently (e.g., automatic porting of bukkit mods via srgtools), coupled with the fact that the majority of plugins are still running on Bukkit, at least for the short term peaceful coexistence is a necessity.
Then that will be a problem. With the improvements to BukkitForge that have come along recently (e.g., automatic porting of bukkit mods via srgtools), coupled with the fact that the majority of plugins are still running on Bukkit, at least for the short term peaceful coexistence is a necessity.
No, it's not, especially when one or the other of the mods will have to work at compatibility, because there's no base to plug into. FE will not work on compatibility, and I doubt BukkitForge will either. I've said it before, and I'll say it again, FE is meant to be a clean break from Bukkit. With FE gaining traction, it won't be long before authors come along and make more mods to replace Bukkit plugins.
What does the Economy module do and what would be the permissions to configure ? Also i'd really like to have some documentation on the Snooper and Protection module. Is it possible to dis-/enable fire-spread or creeper-grief per zone ?
Also following bug: I'm member of the group Owners and ahve the _ALL_ permission but if i use /help the server throws an error: Comparison method violates general contract! The client shows: An unknown error occured while attempting to perform this command --- What is this and how can i fix this ?
Then that will be a problem. With the improvements to BukkitForge that have come along recently (e.g., automatic porting of bukkit mods via srgtools), coupled with the fact that the majority of plugins are still running on Bukkit, at least for the short term peaceful coexistence is a necessity.
THIS IS MY OWN OPINION, NOT THAT OF THE FE TEAM!!!
Meh.
While BukkitForge is a great concept, as cpw has detailed, it took him 600 hours to actually bring this concept to fruition.
There are bukkit mappings available, however, what should happen if the bukkit team does something evil to prevent BukkitForge and MCPC from updating?
And I think you'd like to take a look at this: https://github.com/Bukkit/CraftBukkit/commit/8f12382e8efc8c39a919af9180dd884caf3720ff
If the bukkit team is capable of doing this to their own developers, what's to say that they may not intentionally disrupt the operations of BukkitForge?
Do you accept pull requests, if I can work out how to do them?
I'm doing some basic tweaking to a few things for my server (Mostly formatting wise but also possibly adding some configuration options) and thought others might use them. Starting off with the Economy, I'll make /wallet (with no arguments) display your own currency, and personally I'm hardcoding a different currency name but if I can figure out configs I'll add an option for that too.
I think you can simply remove the permissions addon from the mods folder.
And also op's can to everything, even if the permissions are installed
No. Permissions is core, which means it stays. There are multiple modules which require it to be there. You delete that folder in the archive and it will cause problems.
also can i disable the permissions module? I just want ops to do everything..
Just don't give any permissions (except ones you deem crucial, like build and interact perms maybe?) to the Guests group and remove the group's prefix for chat. Ops can do everything by default.
No. Permissions is core, which means it stays. There are multiple modules which require it to be there. You delete that folder in the archive and it will cause problems.
Client right now is merely the WorldControl CUI.
Just don't give any permissions (except ones you deem crucial, like build and interact perms maybe?) to the Guests group and remove the group's prefix for chat. Ops can do everything by default.
Well I installed it late at night so i just removed the chat module XD (I was like "I aint no Guest)
How are people supposed to know how to open the H2.db files now since you guys just flat out deleted the post on the wiki for no reason???
there is NO reason you should be trying to open the database.
if you want to check what permissions exist.. use...
/feperm export
and look at the files that appear in ...
./ForgeEssentials/permissions/export
the H2.DB openning stuff on the wiki was for the beta testers that were using ForgeEssentials before we had exporting/importing working. In addition to that we have in-game commands that allow for editing the permissions. I repeat.. there is NO REASON you should have to open any H2.DB file
You are focusing on features that are just not important when servers need a lot of a proper player log system.
We are limited to what events the MinecraftForge provides. In order to circumvent that, we employed some hackery, known as ASM, to hack some events into the game for us to use. This made the logging work for placing, breaking, and using blocks for the player. The logger also gets any commands the player uses.
and also.. just because YOUR server may need that.. its not necessarily for ALL servers.. some servers just want the protection system to work.. others are calling for a better implemented WorldEdit...
trust me.. its not like we do nothing.. we've been working on all of these things to the best of our abilities using the tools provided to us by the MinecraftForge.
Unfortunately, we don't have separate nodes for building and destroying.
As in server player limit? Not possible. Minecraft will not accept any players above the set limit when it starts. This would cause NPEs and AIOOBs out the wazoo.
Edit: Figured it out, they made it so you could add kits to certain groups (awesome).
Just do something like
/p group <group> allow ForgeEssentials.BasicCommands.kit.kitname
I'm using built 187 of BukkitForge as a bridge to load a few extra plugins, and one of them is Performance Monitor. I've added the relevant permission for Performance Monitor via "/p group owners allow pmonitor.showstate" and the permission "pmonitor.showstate" shows up as allowed when I do a "/p group owners perms", but trying to fire the showstate command triggers "[PerformanceMonitor] You are lacking permission pmonitor.showstate!"
Interestingly, I imported the permission node for Performance Monitor into a "moderators" group by manually editing the 1.1.0 export file before importing it into 1.1.1, and one of the mods has reported having access to Performance Monitor.
Also, I assigned _ALL_ to the "owners" group, yet I don't have all perms. I do a "/gamemode" on myself and get a no-perms error.
Yes, reserved slots is possible, though I don't know how easy it will be in Forge.
Get 1.1.1. Importing/exporting was still somewhat broken in 1.1.0. And yes, inheritance is working fine, that's what the "parent" value is for.
Are you sure YOU'RE in the owners group? As well, _ALL_ is registered to Owners by default, so who knows what you did when you added it again.
And no, there is no compatibility between FE and BukkitForge, and there will never be.
Then that will be a problem. With the improvements to BukkitForge that have come along recently (e.g., automatic porting of bukkit mods via srgtools), coupled with the fact that the majority of plugins are still running on Bukkit, at least for the short term peaceful coexistence is a necessity.
No, it's not, especially when one or the other of the mods will have to work at compatibility, because there's no base to plug into. FE will not work on compatibility, and I doubt BukkitForge will either. I've said it before, and I'll say it again, FE is meant to be a clean break from Bukkit. With FE gaining traction, it won't be long before authors come along and make more mods to replace Bukkit plugins.
https://github.com/ForgeEssentials/ForgeEssentialsMain/wiki/Export-Import-permissions
If no you might want to think about adding it. Thumbs Apply with timed promotion was one of the most useful old plugins on my bukkit servers.
Hello************World
How do I remove this, couldn't find it anywhere
Also following bug: I'm member of the group Owners and ahve the _ALL_ permission but if i use /help the server throws an error: Comparison method violates general contract! The client shows: An unknown error occured while attempting to perform this command --- What is this and how can i fix this ?
THIS IS MY OWN OPINION, NOT THAT OF THE FE TEAM!!!
Meh.
While BukkitForge is a great concept, as cpw has detailed, it took him 600 hours to actually bring this concept to fruition.
There are bukkit mappings available, however, what should happen if the bukkit team does something evil to prevent BukkitForge and MCPC from updating?
And I think you'd like to take a look at this: https://github.com/Bukkit/CraftBukkit/commit/8f12382e8efc8c39a919af9180dd884caf3720ff
If the bukkit team is capable of doing this to their own developers, what's to say that they may not intentionally disrupt the operations of BukkitForge?
Updates at twitter: https://twitter.com/luacs1998
I'm doing some basic tweaking to a few things for my server (Mostly formatting wise but also possibly adding some configuration options) and thought others might use them. Starting off with the Economy, I'll make /wallet (with no arguments) display your own currency, and personally I'm hardcoding a different currency name but if I can figure out configs I'll add an option for that too.
Paving the way to a better world!
also can i disable the permissions module? I just want ops to do everything..
No. Permissions is core, which means it stays. There are multiple modules which require it to be there. You delete that folder in the archive and it will cause problems.
Client right now is merely the WorldControl CUI.
Just don't give any permissions (except ones you deem crucial, like build and interact perms maybe?) to the Guests group and remove the group's prefix for chat. Ops can do everything by default.
Well I installed it late at night so i just removed the chat module XD (I was like "I aint no Guest)
there is NO reason you should be trying to open the database.
if you want to check what permissions exist.. use...
and look at the files that appear in ...
the H2.DB openning stuff on the wiki was for the beta testers that were using ForgeEssentials before we had exporting/importing working. In addition to that we have in-game commands that allow for editing the permissions. I repeat.. there is NO REASON you should have to open any H2.DB file
We are limited to what events the MinecraftForge provides. In order to circumvent that, we employed some hackery, known as ASM, to hack some events into the game for us to use. This made the logging work for placing, breaking, and using blocks for the player. The logger also gets any commands the player uses.
and also.. just because YOUR server may need that.. its not necessarily for ALL servers.. some servers just want the protection system to work.. others are calling for a better implemented WorldEdit...
trust me.. its not like we do nothing.. we've been working on all of these things to the best of our abilities using the tools provided to us by the MinecraftForge.