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[Forge]ForgeEssentials -- Bukkit functionality for your Forge server

forge tekkit protection permnissions zone worldedit commands 1.5.2

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633 replies to this topic

#1

ForgeEssentials

Posted 25 January 2013 - 01:40 AM

News:
Spoiler:

Download links:
Spoiler:

Old release post (credits, docs inside:
Spoiler:

Edited by ForgeEssentials, 10 March 2014 - 12:19 PM.

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#2

Poundizzle

Posted 25 January 2013 - 05:24 AM

Awesome work guys.

Been following this project closely.

#3

deadbuilder1
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Posted 25 January 2013 - 05:38 AM

Good job,

#4

dtester
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Posted 25 January 2013 - 08:02 AM

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.

Is it broken or am I doing something wrong?

#5

dtester
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Posted 25 January 2013 - 08:17 AM

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.

How do I reset the original spawn point?

#6

AbrarSyed
  • Location: IL, USA
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Posted 25 January 2013 - 02:56 PM

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
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#7

MegaFlash80

Posted 25 January 2013 - 04:36 PM

Hi guys,

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

#8

idgarad
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Posted 25 January 2013 - 04:50 PM

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.

Good luck and best wishes.

#9

AbrarSyed
  • Location: IL, USA
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Posted 25 January 2013 - 05:03 PM

#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.

View PostMegaFlash80, on 25 January 2013 - 04:36 PM, said:

Hi guys,

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.
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#10

BjarkeBS
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Posted 25 January 2013 - 06:53 PM

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!

#11

MegaFlash80

Posted 25 January 2013 - 06:54 PM

Thanks AbrarSyed. Just went and done that... :)

#12

ForgeEssentials

Posted 25 January 2013 - 11:48 PM

View PostBjarkeBS, on 25 January 2013 - 06:53 PM, said:

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.. -_-
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#13

BjarkeBS
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Posted 26 January 2013 - 12:14 AM

View PostForgeEssentials, on 25 January 2013 - 11:48 PM, said:

-snip-
the backup module will have the things you described almost exactly Posted Image. 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

ForgeBackup link.
ForgeBackup Githup link
ForgeBackup license link

Anyways, sounds good Posted Image can't wait to see what you guys comes up with as features in the future.

#14

tonnic
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Posted 26 January 2013 - 04:40 AM

How do I tell what permissions a group/user has?

#15

Darkhax
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Posted 26 January 2013 - 04:48 AM

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.

+1 for sure.

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#16

tonnic
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Posted 26 January 2013 - 05:23 AM

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?

#17

xKillerbees
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Posted 26 January 2013 - 06:03 AM

Glad this has made it out of WIP. Keep up the good work!

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#18

Stickky
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Posted 26 January 2013 - 03:55 PM

View Posttonnic, on 26 January 2013 - 05:23 AM, said:

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 Posted Image

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

#19

123FLO321
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Posted 27 January 2013 - 11:49 AM

Is there any possibility to protect specific regions and give player the rights to (not) break/place/open anything there?

#20

WebMaka
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Posted 28 January 2013 - 02:36 AM

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.