For 1.7.10 builds and above, WorldEdit is included. You will not need to download it.
Old release post (credits inside:
ForgeEssentialsFor Minecraft servers (and with added goodies for clients) running Minecraft Forge and other mods. ForgeEssentials was created with the goal of adding Bukkit like functionality to a pure forge base. We aim to provide many features for Forge-based servers that would have been easy to find for Bukkit such as permissions, extra commands, player logging, and in-game world editing. Many features we plan on adding still don't exist yet, but we have quite an extensive list. Everything regarding ForgeEssentials can be found on the wiki.Announcements 1.2.0 has arrived ForgeEssentials 1.2.0 has arrived. With it a few new modules have been added. among them are the AfterlifeModule, the AuthModule, the TicketModule. Added to the Chat module was the mail function. We were not able to include everything we wanted into this release because 1.5 came in the way. However you can all be assured, that the 1.3 will have WorldEdit stuff. Download & Installation
ForgeEssentials ServerComplete edition (works on clients too)
If you haven't already, download and install forge from here
Extract the zip to your .minecraft folder or the folder where your minecraft_server.jar is.
Delete any modules that you don't want from the ./mods folder
You may want to delete the ./ForgeEssentials folder. (on client: ./ForgeEssentials-client)
Run the server, and mess with the configs in the generated ./ForgeEssentials folder.
ForgeEssentials Optional Client
Recomended Build(direct)* Always works with the latest recommended version of forge.This adds a graphical CUI displaying your selections ingame, and a UI to allow you to manipulate your permissions graphically (WIP)
If you haven't already, download and install forge from here
Drop the downloaded jar in the mods folder.
Note that if you connect to a server NOT running Forge Essentials with this client, the mod will not take effect.
ForgeEssentials API (for modders)
Recomended Build(direct)* Always works with the latest recommended version of forge.** SUBJECT TO CHANGEThis is an API for the convenience of modders wishing to interact with ForgeEssentials.
Setup MCP for forge. if you don't know how to do this, you are unworthy of using this API.
ForgeEssentials is released under the AGPL licence.that means...
Any server running ForgeEssentials must provide a link to the source of what they are using. This could be our github page. If the server is using a custom version of ForgeEssentials, the server Admin must make the code of said version available (just a patch to our src will do).
You are free to download the ForgeEssentials source.
You are free to make derivative copies of said source.
you are free to distribute such derivatives publicly and at your discretion as long as it is also released under the GPL or a compatible license.
This means that modpacks are completely allowed. We simply ask that you notify us, if/when you do release a modpack with ForgeEssentials so we know what to expect bug-wise, but if you don't want to/don't find a need to, then it's fine.
PluginMetrics integration is included in ForgeEssentials. Do note that NO PERSONALLY IDENTIFIABLE INFORMATION is sent to the server. Data page for those interested: http://mcstats.org/p...ForgeEssentials
The Meaning of Life, the Universe, and Everything.
Join Date:
12/25/2012
Posts:
47
Member Details
Setting the server spawn point via /setspawn is not working for me. I would type it with an operator account, the server responds "Server spawn set.", but when a new person comes in he/she spawns at the original server spawn point.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/25/2012
Posts:
47
Member Details
I set /setspawn with an operator account. Login for the first time with another operator account, and the second account spawns at the original server spawn point. If I type /spawn, then I'm taken to the spawn point set with the /setspawn command.
at the current time dTester, this is not possible. We tried making it so that the main spawn could be moved, but this had a problem with dimensions and mystcraft which caused people to respawn in the ground and suffocate. Thus we moved back to the vanilla functionality that only allows different spawns for different players.
We might have something with the spawn working in 1.2
Great work, love the player logger. Just have a problem with the snooper; it does not generate any data on the serverInfo.php ... Here what it is showing.
Server info:
Players online:
$value){?>
RAW server info:
RAW players online:
If the server if offline I do receive the error page.
Excellent news. Looking forward to getting some Factions style territory control going once world perms are in. Can your team keep in mind the big 5 (IndustrialCraft, Buildcraft, RedPower, Railcraft, Forestry) in mind for the situations that arise along with (from the Bukkit Side) Factions, ChestShop, Residence, Citizens, and Mob Bounty (those have a pretty good representation of Bukkit situations).
I also assume that Tale of Kingdoms 2 and (hopefully performance improves) Millenaire are areas that may represent some unique situtations that ForgeEssentials may have to deal with.
My big red flag is handling whole chunk permissions and\or X,Y,Z region permissions equally. Most modders that I've seen have to code their own "round-up to the whole chunk" for claiming where as having a native code to handle either free-form zones or snap-to-chunk zone perms.
Also white or blacklisting valid biomes for perms might have to be handled at a lower level (only speculating). For instance I am planning on giving teams a starting pool of 49 chunks to start with but do not want them able to claim Rivers, Ocean, or Lake biomes. The rest of the default overworld will be locked down from modification forcing them to only develop what they own or devour Mystcraft dimensions (Still hoping to get the Mystcraft developer to include the ability to mandate all realms have certain instability effects, for instance mandatory decay instability).
So watching and waiting for the economy portion so my chest can auto-sell crap and then the worldguard support so I can grant and control territory.
#1) perms ARE in. look at the wiki.
#2) yeah.. we are limited by the forge events right now.. so the protection and stuff is not complete. we can only protect from player block breaks, player block places, and players using conbtainers.
#3) we have free-area protection. We have no cliaming system just yet.. but we will have a system of limiting claim sizes.
#4) the biomes stuff... uh.. make an issue for it on the github, and we will get arround to a feature like that...
#5) economy is also bieng worked on for FE v1.2
#6) no worldGaudr support will exist in FE. we have our own version... Zone-based permissions.
Great work, love the player logger. Just have a problem with the snooper; it does not generate any data on the serverInfo.php ... Here what it is showing.
Server info:
Players online:
$value){?>
RAW server info:
RAW players online:
If the server if offline I do receive the error page.
Thanks
follow the instructions on the 1st post about error reporting.
Hey, finally released, been looking at this for a long time and is definetly something i will add to my server, got a question though.
Its regarding the Module Backup that is upcomming, i wanted to know if your gonna add as many features as ForgeBackup currently have, like being able to define anywhere to backup and what dimensions are gonna be backed up, and the ability to automatically delete older backups in a adjustable time setting.
Also when will the Backup Module be out?
Anyway keep up the good work, thanks for all the time you guys spend on this!
Part of the goal of ForgeEssentials is to release only "awesomeized" modules. We kinda failed in that this first release... because we released a bunch of stuff that had basic functionality. However, for version 1.2 (1.1 bieng a bunch of bug fixes) will see a fully featured backup anc chat plugins. Not to mention an Auth plugin, and WE integration.
the backup module will have the things you described almost exactly :). But can I get a link for that Forgebackup thing you are talking about please. If you have ever used SimpleBackup, its going to be like that, but as I said again.. "awesomized". The Backup module IS technically out.. as part of the ServerComplete.. but it currently only has a /backup command that backs up everything.
-- AbrarSyed
PS: its a pain logging back out and in again fro m my account to the FE account..
Lol nice, Me and my gang had plans to make something similar to this and call it "Multiplayer commands" but since you guys have made this fine mod there is no need for it.
I can't get users to do anything in a newly created group. I put the parent=Members and they still can't do anything....
For clarity purposes, if they are in the members group, there are no issues.
any suggestions?
im having issues as well for new groups. useing build 40 of FE
all the premade groups work correctly so far but if i make a group and add a prefix it does not show in chat.
in the permissions.db it does show the group and shows the prefix is set but nothing in chat.
also trying to set prefix with /p user cause and unknown error response from the server.
other notes. it seems the /zone may be broken? i am able to set zones but there seems to be no perm checks. i could be doing something wrong but it seems before i updated from build 264 the zones would not allow my members group to break or access chest but im not 100% on this i cant remember for sure. but when i test now members group can break in my set zones.
is there anything as far as verbose server response planned for /zones?
a greeting/farewell of zones would be sweet as well
more feature wishes:
zones for sale or buyable zones
block quantity limiter eg only allows a player to own a preset amount of a certain block, like maybe a chunk loader. if set to limit of say 3. they can only have 3 placed at any one time.
i dont know if i should post some of this in the issues on github or not i dont want to post stuff you guys are already working on or make feature request that are not wanted, i think i saw somewhere to wait for the release.
anyway great job guys keep it up, love this project and i hope it explodes into the main staple of all forge servers
Been following FE for a while now, and occasionally using it on our FTB server. My thoughts thus far on FE 1.0.0.245:
1. Warps from previous versions of FE are not working. Warping returns "an unknown error" on any older warp, but deleting and recreating the warp point makes it work again.
2. Player-to-player teleports are not working. The target player is shown as not existing or not online. TPing to specified coordinates works.
3. The WorldBorder implementation's ungenerated-chunk generation needs some form of "off" switch. We'd love to have the generator activated when the server's usually empty and switched off when the first players usually log on, but the only way I see to turn off generation is to restart the server.
Suggestions for future editions:
1. Since you're forking WE anyway, the sooner you can implement region-alteration commands (e.g., expand, contract, indent, outdent) and clipboard system/commands, the happier many of us will be.
2. Permissions really needs enumerations - it would be wonderful to be able to list groups, members in a group, permissions defined for a group, etc. in-game.
Been following FE for a while now, and occasionally using it on our FTB server. My thoughts thus far on FE 1.0.0.245:
1. Warps from previous versions of FE are not working. Warping returns "an unknown error" on any older warp, but deleting and recreating the warp point makes it work again.
2. Player-to-player teleports are not working. The target player is shown as not existing or not online. TPing to specified coordinates works.
3. The WorldBorder implementation's ungenerated-chunk generation needs some form of "off" switch. We'd love to have the generator activated when the server's usually empty and switched off when the first players usually log on, but the only way I see to turn off generation is to restart the server.
Suggestions for future editions:
1. Since you're forking WE anyway, the sooner you can implement region-alteration commands (e.g., expand, contract, indent, outdent) and clipboard system/commands, the happier many of us will be.
2. Permissions really needs enumerations - it would be wonderful to be able to list groups, members in a group, permissions defined for a group, etc. in-game.
Let me address number 2. Both of them. Because, /tp was fixed after 245 came out. And the only thing missing from your requests for enumerations, as you called it, is the members in a group.
Let me address number 2. Both of them. Because, /tp was fixed after 245 came out. And the only thing missing from your requests for enumerations, as you called it, is the members in a group.
On the first #2, excellent.
As for the second #2, there's no permissions enumerations for groups that I could find, and I didn't see any mention of "/p group list" in the documentation but found it later in-game.
I've also since encountered a strange case where one of the admins on my server cannot be moved to any group but members - if I move him to admins he loses -all- permissions. I've moved everyone else around successfully group-wise, but it apparently doesn't like him.
PE's getting better and better with each build, so keep it up!
if it's possible to add the option to delete prefix and suffix for group and player. the only way I find to do it it's by edit the BD
and the import option dont work for me. I can export de perms in .txt but when I rename the folder and I restart the server it don't import the new .txt. and yes I put true in config files.
News:
Download links:
You DO NOT need to download the client to connect to a server running ForgeEssentials.
Do note that additional files will be downloaded on first run (only for versions before 1.6.4)
Betas are available from jenkins for those who don't mind running into severe issues.
Documentation is available here.
For 1.7.10 builds and above, WorldEdit is included. You will not need to download it.
Old release post (credits inside:
Been following this project closely.
Is it broken or am I doing something wrong?
How do I reset the original spawn point?
We might have something with the spawn working in 1.2
Great work, love the player logger. Just have a problem with the snooper; it does not generate any data on the serverInfo.php ... Here what it is showing.
Server info:
Players online:
$value){?>
RAW server info:
RAW players online:
If the server if offline I do receive the error page.
Thanks
I also assume that Tale of Kingdoms 2 and (hopefully performance improves) Millenaire are areas that may represent some unique situtations that ForgeEssentials may have to deal with.
My big red flag is handling whole chunk permissions and\or X,Y,Z region permissions equally. Most modders that I've seen have to code their own "round-up to the whole chunk" for claiming where as having a native code to handle either free-form zones or snap-to-chunk zone perms.
Also white or blacklisting valid biomes for perms might have to be handled at a lower level (only speculating). For instance I am planning on giving teams a starting pool of 49 chunks to start with but do not want them able to claim Rivers, Ocean, or Lake biomes. The rest of the default overworld will be locked down from modification forcing them to only develop what they own or devour Mystcraft dimensions (Still hoping to get the Mystcraft developer to include the ability to mandate all realms have certain instability effects, for instance mandatory decay instability).
So watching and waiting for the economy portion so my chest can auto-sell crap and then the worldguard support so I can grant and control territory.
Good luck and best wishes.
#2) yeah.. we are limited by the forge events right now.. so the protection and stuff is not complete. we can only protect from player block breaks, player block places, and players using conbtainers.
#3) we have free-area protection. We have no cliaming system just yet.. but we will have a system of limiting claim sizes.
#4) the biomes stuff... uh.. make an issue for it on the github, and we will get arround to a feature like that...
#5) economy is also bieng worked on for FE v1.2
#6) no worldGaudr support will exist in FE. we have our own version... Zone-based permissions.
follow the instructions on the 1st post about error reporting.
Part of the goal of ForgeEssentials is to release only "awesomeized" modules. We kinda failed in that this first release... because we released a bunch of stuff that had basic functionality. However, for version 1.2 (1.1 bieng a bunch of bug fixes) will see a fully featured backup anc chat plugins. Not to mention an Auth plugin, and WE integration.
the backup module will have the things you described almost exactly :). But can I get a link for that Forgebackup thing you are talking about please. If you have ever used SimpleBackup, its going to be like that, but as I said again.. "awesomized". The Backup module IS technically out.. as part of the ServerComplete.. but it currently only has a /backup command that backs up everything.
-- AbrarSyed
PS: its a pain logging back out and in again fro m my account to the FE account..
We are giving a FREE copy of Arma3 or TITANFALL once or YouTube channel hits 100 subscribers!!!
+1 for sure.
Farewell everyone o/
For clarity purposes, if they are in the members group, there are no issues.
any suggestions?
We are giving a FREE copy of Arma3 or TITANFALL once or YouTube channel hits 100 subscribers!!!
im having issues as well for new groups. useing build 40 of FE
all the premade groups work correctly so far but if i make a group and add a prefix it does not show in chat.
in the permissions.db it does show the group and shows the prefix is set but nothing in chat.
also trying to set prefix with /p user cause and unknown error response from the server.
other notes. it seems the /zone may be broken? i am able to set zones but there seems to be no perm checks. i could be doing something wrong but it seems before i updated from build 264 the zones would not allow my members group to break or access chest but im not 100% on this i cant remember for sure. but when i test now members group can break in my set zones.
is there anything as far as verbose server response planned for /zones?
a greeting/farewell of zones would be sweet as well
more feature wishes:
zones for sale or buyable zones
block quantity limiter eg only allows a player to own a preset amount of a certain block, like maybe a chunk loader. if set to limit of say 3. they can only have 3 placed at any one time.
i dont know if i should post some of this in the issues on github or not i dont want to post stuff you guys are already working on or make feature request that are not wanted, i think i saw somewhere to wait for the release.
anyway great job guys keep it up, love this project and i hope it explodes into the main staple of all forge servers
1. Warps from previous versions of FE are not working. Warping returns "an unknown error" on any older warp, but deleting and recreating the warp point makes it work again.
2. Player-to-player teleports are not working. The target player is shown as not existing or not online. TPing to specified coordinates works.
3. The WorldBorder implementation's ungenerated-chunk generation needs some form of "off" switch. We'd love to have the generator activated when the server's usually empty and switched off when the first players usually log on, but the only way I see to turn off generation is to restart the server.
Suggestions for future editions:
1. Since you're forking WE anyway, the sooner you can implement region-alteration commands (e.g., expand, contract, indent, outdent) and clipboard system/commands, the happier many of us will be.
2. Permissions really needs enumerations - it would be wonderful to be able to list groups, members in a group, permissions defined for a group, etc. in-game.
Let me address number 2. Both of them. Because, /tp was fixed after 245 came out. And the only thing missing from your requests for enumerations, as you called it, is the members in a group.
On the first #2, excellent.
As for the second #2, there's no permissions enumerations for groups that I could find, and I didn't see any mention of "/p group list" in the documentation but found it later in-game.
I've also since encountered a strange case where one of the admins on my server cannot be moved to any group but members - if I move him to admins he loses -all- permissions. I've moved everyone else around successfully group-wise, but it apparently doesn't like him.
PE's getting better and better with each build, so keep it up!
if it's possible to add the option to delete prefix and suffix for group and player. the only way I find to do it it's by edit the BD
and the import option dont work for me. I can export de perms in .txt but when I rename the folder and I restart the server it don't import the new .txt. and yes I put true in config files.