not sure you understand what i'm talking about ...
Maybe not, but what I was referring to means you can leave out the block IDs of things you are ok with people using in towns. ie; leaving crafting tables out of the list means people can use them
Didn't see it in the spreadsheet but please consider adding mod support for PortalGun, GravityGun and DartCraft mods. Both of them bypass permissions, or at least they did in 1.5. We removed those mods in 1.6, so I don't know if anything changed.
Didn't see it in the spreadsheet but please consider adding mod support for PortalGun, GravityGun and DartCraft mods. Both of them bypass permissions, or at least they did in 1.5. We removed those mods in 1.6, so I don't know if anything changed.
Shooting portals into protected areas is protected against. However the portal guns ability to pick up blocks and the gravity guns as well. Can bypass protections easily. I don't know about the force wrench in DC 1.6 but one would assume it might be protected against.
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Wow this is awesome, had to remove MCPC, thought server would break because of it. Now it doesnt anymore. Your my hero dude. One thing though: ForgePerms is not formatting chat with the prefixes and so, i have My Town installed to, can that maybe be a problem? Cause i cant see a way to resolve it. Help me please.
Edit: Just saw i need ForgePerms without PEX, problem is that i absolutly do NOT want to use MCPC+, so is there a way i can use the PEX chat formatting with prefixes and such, without using MCPC? Please help me
Hey, I am having some issues using the command "/ta extra townname count" I'm certain I'm just typing the "count" wrong.
Everytime I do the command I get the message [Info]Town named <My town's name here> could not be found.
If you could explain exactly how this command works, I'd appreciate it.
Also, is there any way to drop the admin/OP's default of 320 chunks down any? Thanks a lot.
yanniclord: You can use ForgePerms with PEX and do prefixes and such still.
1Jammie: add %town% to the chat formatting config option.
Runesmite14: As an example, if you have a town called say Istar. Then /ta extra Istar 5 should add 5 extra plots to Istar. If its not working, its entirely possible I messed it up recently As for the issue with plots, if your giving them mytown.*, it sets the mytown.mayor.blocks.32 and mytown.resident.blocksmulti.10 thus causing it to be that high. An easy fix is to specify the 2 in the group
HaoSs: I will work on adding it and releasing it the first part of the week
Obsidieon: MyTown is undergoing a complete rewrite currently. The rewrite will target 1.6.4 and 1.7.2
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I'm having a bit of trouble setting up the permissions for MyTown using MCPC+.
I've installed the following mods:
MyTown-1.6.1.16
MyTownLib
ForgePerms-1.6.1.7 WithoutPEX
I've installed the following plugins:
ForgePermsCBBridge-1.1.15
Vault-1.2.31
PermissionsBukkit_2.1beta
In the PermissionsBukkit file I've added the following perm to every group: ee.lutsu.alpha.mc.mytown.commands.*: true
Here's the complete file: http://paste2.org/LhAa3YUh
The ForgePermsCBBridge config is set to the following:
So far non-OP players are not able to use the MyTown commands. What am I missing?
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I read a few pages back an saw the questions about the permissions. Unfortunately the answers given didn't solve the problem for the person asking, and they didn't solve it for me neither.
You say permissions are a little different. Different how? Is there something I'm doing wrong? Should I be doing it differently?
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the bug with evaluating @p or other variables has returned I think.. I been messing with my updated 1.6.4 server and am having the same issues with command blocks the below fork resolved.
Sorry, I forgot I had the Bukkit-PEx enabled on my test server when I checked in the morning.
Like ya noticed, Forge-PEx didn't evaluate the @p variable at all.
I've made a new version that does so, please try it: https://www.dropbox....ms-1.5.1.1b.jar
P.S. The variables are evaluated no matter who calls the command, so you can use them yourself manually too
I just added a poll for MyTown 2 on here. It will be used to help decide whether to use Chunk based claiming (like right now) or Region based claiming (like Grief Protection and WorldGuard). All votes matter!
callum1201: Is there anymore to the error than that? Sadly, it doesn't say much as to what caused it
PsiCoTix: I will look into that right now, but nothing should have changed to stop it from working
I much prefer chunk based protection, region protection ala Worldguard is overly complicated by it's very nature of selection of an area.
I use your mod on my family server, and all 4 of my kids play on it...the method Worldguard uses is far too complex for them to use versus just claiming an entire chunk.
That said, any reason you couldn't support both, being one or the other via config?
I've been looking for a good town based permissions mod for some time. I think I'll give this one a go, nice work here!
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Legobear, we discussed this before in IRC, but I'll just restate basically my thoughts on how claiming should work and why. I think everyone else should read and comment as well.
I use MyTown as an all out replacement to other Bukkit based anti grief plugins, simply because it does such a good job at handling mods. That's what it's supposed to do.
With that being said, I can really see two options here.
Option 1) Allow both region and chunk based claims. Allow server admins to decide which one they want to use via config.
Option 2) Go with region claiming.
I like the idea of keeping claiming super simple for players, which chunk claiming certainly does. It can also more or less prevent players from claiming 2x2 areas in weird places. Can't tell you how many hours I have spent on servers with Grief Prevention, trying to claim a large area as an admin, only to get notified that someone else's 2x2 area is claimed somewhere in that area. Ugh.
Here's the thing, though. Region based claiming is so much better for areas that require precise division and area protections, such as a player mall. At the very least, there needs to be an ability to create shop plots per region rather than per chunk. This allows server admins to create areas in their spawns and public areas that have much more precise and predefined parameters and protect them exactly as such with no overspill that chunk claiming causes.
I would say keep the chunk based claiming, but, also implement a wand based region claiming method ala worldguard and have the wand selection method governed by a permission group different than that which governs /town new Blah and whatnot.
TL;DR Chunk claims are great for players. Region claims are optimal for map builders and admins/spawns/malls.
I might be able to do both, but as HaoSs said, it could be complex to do them both depending on how I implement them.
Regardless of which gets chosen, I will be implementing shop plots and similar which will allow you to assign multiple players to the same chunk, but stacked on-top of each other.
The only real issue I see with region based claiming is performance really. Most of the mods don't use Forge's event system (which they should be!) and require some special treatment in MyTown to actually protect against them. Another issue I can see is economy. Item based econs are not really well suited for something like region claiming. How do you define how many iron/diamonds/whatever it takes to claim the region? That's not to say it wont be possible or wont work ofc, just the only issues I see currently.
I personally think chunk based is simpler, both for the user and to actually implement, but I do see many benefits for region based claiming as well.
I do have one idea to allow both to be used. I will mess with it some soon
Region selection only would be a killer for me, as it's too complex for my kids to deal with...they know the command to claim a whole chunk, including hitting F9 to actually see it using NEI.
If size is an issue for roads/shops etc...why not offer what Towny Advanced does? The ability to set plot size on first use? Default is 16, being a whole chunk, but I had at one point used as small as 4 to allow for roads etc.
I have a compromise to propose to everyone. How about claiming town blocks be done using chunks, then plots can be defined like griefprevention allowing for more control over how you break up your town. There would be an easy way to do a plot as an entire chunk if that is desired, so the complexity of region claiming can be ignored for the normal behavior.
When I try to do the command /t for MyTown it brings up the private message information. How can I disable the /t command for private messaging so MyTown uses /t ?
EDIT: Figured out it was Essentials conflicting with it. I took out the /t commands in Essentials.jar's plugin.yml file and everything is working fine now.
Okay so i made a shop plot etc, so when Other players(Outsiders) try to right click with the sign, they get the error: 'You do not have permission to use this sign'
Maybe not, but what I was referring to means you can leave out the block IDs of things you are ok with people using in towns. ie; leaving crafting tables out of the list means people can use them
Shooting portals into protected areas is protected against. However the portal guns ability to pick up blocks and the gravity guns as well. Can bypass protections easily. I don't know about the force wrench in DC 1.6 but one would assume it might be protected against.
[Don't let the offline notice fool you.]
Edit: Just saw i need ForgePerms without PEX, problem is that i absolutly do NOT want to use MCPC+, so is there a way i can use the PEX chat formatting with prefixes and such, without using MCPC? Please help me
Everytime I do the command I get the message [Info]Town named <My town's name here> could not be found.
If you could explain exactly how this command works, I'd appreciate it.
Also, is there any way to drop the admin/OP's default of 320 chunks down any? Thanks a lot.
1Jammie: add %town% to the chat formatting config option.
Runesmite14: As an example, if you have a town called say Istar. Then /ta extra Istar 5 should add 5 extra plots to Istar. If its not working, its entirely possible I messed it up recently As for the issue with plots, if your giving them mytown.*, it sets the mytown.mayor.blocks.32 and mytown.resident.blocksmulti.10 thus causing it to be that high. An easy fix is to specify the 2 in the group
HaoSs: I will work on adding it and releasing it the first part of the week
Obsidieon: MyTown is undergoing a complete rewrite currently. The rewrite will target 1.6.4 and 1.7.2
I've installed the following mods:
I've installed the following plugins:
Here's the complete file: http://paste2.org/LhAa3YUh
The ForgePermsCBBridge config is set to the following:
So far non-OP players are not able to use the MyTown commands. What am I missing?
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
You say permissions are a little different. Different how? Is there something I'm doing wrong? Should I be doing it differently?
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
unless I missed a change.. then I'm sorry ><
callum1201: Is there anymore to the error than that? Sadly, it doesn't say much as to what caused it
PsiCoTix: I will look into that right now, but nothing should have changed to stop it from working
I use your mod on my family server, and all 4 of my kids play on it...the method Worldguard uses is far too complex for them to use versus just claiming an entire chunk.
That said, any reason you couldn't support both, being one or the other via config?
Click the image above to check out my vanilla server, PrimalCraft. IP: play.primalcraft.net.
Also check out my modded server, Electri!
I use MyTown as an all out replacement to other Bukkit based anti grief plugins, simply because it does such a good job at handling mods. That's what it's supposed to do.
With that being said, I can really see two options here.
Option 1) Allow both region and chunk based claims. Allow server admins to decide which one they want to use via config.
Option 2) Go with region claiming.
I like the idea of keeping claiming super simple for players, which chunk claiming certainly does. It can also more or less prevent players from claiming 2x2 areas in weird places. Can't tell you how many hours I have spent on servers with Grief Prevention, trying to claim a large area as an admin, only to get notified that someone else's 2x2 area is claimed somewhere in that area. Ugh.
Here's the thing, though. Region based claiming is so much better for areas that require precise division and area protections, such as a player mall. At the very least, there needs to be an ability to create shop plots per region rather than per chunk. This allows server admins to create areas in their spawns and public areas that have much more precise and predefined parameters and protect them exactly as such with no overspill that chunk claiming causes.
I would say keep the chunk based claiming, but, also implement a wand based region claiming method ala worldguard and have the wand selection method governed by a permission group different than that which governs /town new Blah and whatnot.
TL;DR Chunk claims are great for players. Region claims are optimal for map builders and admins/spawns/malls.
Regardless of which gets chosen, I will be implementing shop plots and similar which will allow you to assign multiple players to the same chunk, but stacked on-top of each other.
The only real issue I see with region based claiming is performance really. Most of the mods don't use Forge's event system (which they should be!) and require some special treatment in MyTown to actually protect against them. Another issue I can see is economy. Item based econs are not really well suited for something like region claiming. How do you define how many iron/diamonds/whatever it takes to claim the region? That's not to say it wont be possible or wont work ofc, just the only issues I see currently.
I personally think chunk based is simpler, both for the user and to actually implement, but I do see many benefits for region based claiming as well.
I do have one idea to allow both to be used. I will mess with it some soon
If size is an issue for roads/shops etc...why not offer what Towny Advanced does? The ability to set plot size on first use? Default is 16, being a whole chunk, but I had at one point used as small as 4 to allow for roads etc.
What does everyone think of that?
EDIT: Figured out it was Essentials conflicting with it. I took out the /t commands in Essentials.jar's plugin.yml file and everything is working fine now.
What am I doing wrong?