I installed on FTB Unhided the MyTown. The server start but when I say something in chat the player disconnect.
Only time I have had this happen, it meant that either a part needed was missing, such as townlib, forgeperms, etc. or something was mis-configured in the perms or mod config files.
I've got MyTown up and running, without issue. My question is more around the grand scheme of things, really. My little server is mostly populated by folks that are very independent. We tend to build separately, with half a klick between us on average. I was hoping that an economy plugin and MyTown might encourage the creation of a central town with shops and what not.
Problem is, we all want our separate outposts protected (I believe that's the typical term), as well as our individual plots in the central town, and there doesn't seem to be a simple soluition. Being members of two or more towns isn't possible, so that's out. I thought about creating the central town under a fictitious player name, then a nation, and inviting the other towns in and setting the permissions to allow nation building, but that'll require everyone be under the same nation.
The best I've come up with so far is to enable "FarAwayBuilding", as well as disabling the distance check between towns. That'll let us claim chunks in the central town and set the perms appropriately per plot. The only downside that I can see is the chat spam generated as players move through the separately owned chunks.
I can think of two different ways to do this. Either create a central town and set nation to build and have the other town join the nation so they will have build rights, I think even setting them as friend or just allowing out to have build rights would work as well depending on the level of protection you need.
The other option I can think of is to create the central town by assigning the plots for each player or town using /ta, as this overrides the build far and distance check. Then just force set them to out enter/access/loot that you need to ensure the town functions.
Trying to set this up on a friends server. Tried with and without Forge Essentials to no avail. No matter what, I get "you do not have permission to use that command" on all mytown commands. Used a few different permissions.yml .. one with only a 'Owner' option, one with a complete list of things... both of which would include - mytown.* just to try ... not sure what else I can do. If I could maybe get a peak at someone's permissions or pointed in some direction ?
Trying to set this up on a friends server. Tried with and without Forge Essentials to no avail. No matter what, I get "you do not have permission to use that command" on all mytown commands. Used a few different permissions.yml .. one with only a 'Owner' option, one with a complete list of things... both of which would include - mytown.* just to try ... not sure what else I can do. If I could maybe get a peak at someone's permissions or pointed in some direction ?
Also, not using MCPC+... running FTB DW20
make sure you have the cbbridge installed in your plugins folder and you also added the bukkit perm nodes to your perm file. theres a list in the main thread. they look like this
make sure you have the cbbridge installed in your plugins folder and you also added the bukkit perm nodes to your perm file. theres a list in the main thread. they look like this
ee.lutsu.alpha.mc.mytown.commands.CmdMyTown
you cannot use any commands without these
i thought cbbridge IS for mcpc+ ?
not sure what the bukkit perm nodes even are ...
all I'm using is default dw20 server with mytown and forgeessentials for 1.5.2
Also .. anyone besides the 2 ppl set in my permissions file get a "Do not have enough permssions" when trying to log in, and gets D/C'd :/ Also produces a NullPointer Exception in console
not sure what the bukkit perm nodes even are ...
all I'm using is default dw20 server with mytown and forgeessentials for 1.5.2
Also .. anyone besides the 2 ppl set in my permissions file get a "Do not have enough permssions" when trying to log in, and gets D/C'd :/ Also produces a NullPointer Exception in console
Sorry misread the last line of your post. I've never actually ran this on a forge server nor have I had any luck with forge-essentials. Sorry I'm not much help in that area.
If people can't even login it sounds like your perms are messed up in the first place, you might want to get that fixed before trying to get Mytown working.
ya.. removed Forge Essentials and am now using BukkitForge. problem was with the perms file though, had a space too many~ Got worldedit working, and worldguard. mytown working like a charm as well:P
OK, first, I am sorry for my absence recently, college started and I have been focused on that, and my motivation to work on any of the mods has been extremely low. But, I have "official" releases with all the changes Torins did, nothing else just yet.
My plans are to create a way for other mod authors to build protection into their mods so I won't have to continually change the code to protect against things. I am going to try and get in touch of some mod authors and see if they will be willing to add support. I haven't tested what I implemented yet since I can't seem to get ModularPowersuits to build at all if anyone has built it before, I would love some help
Dropbox has been updated though with MyTown 1.5.1.10 and 1.6.1.10, ForgePerms 1.5.1.1 and 1.6.1.1 (with and without PEX), and ForgePermsCBBridge 1.1.8.
One other things, I may be changing the economy system currently implemented, don't worry though, there will still be an item economy but it should make things like tax and changing to a currency system for Bukkit easier
Anyways, sorry again. And if you have any issues please post on Github or here.
Welcome back! As to power-suits, are you having trouble crafting them in game? You can't op them in completed, though you can op in all the parts and put them together fast enough for testing that way.
Also I submitted a suggestion for a possible chat fix. I am not a programmer, but it seems a possible fix to me. Along those lines, wouldn't it be possible to make a sort of protection API, for mod makers to use?
And have you talked to Trent about possibly making his tax system an official addon or incorporating it in the main mod, might save some work as his addon has come along quite well and has most of the tax features in it as of now.
I downloaded the source and ran the ant build.xml scrips but it fails every time I was going to use it for testing the API I added for mod authors, but its hard to test things when it wont run
I looked at your suggestion, and just to make sure I am clear on what your saying. You mean pass the chat messages to a Bukkit plugin, but have that only for when your running a MCPC+ server? I could, but I don't know how easy it will be since the chat stuff is scattered throughout the source sadly and making sure it only tries to pass the messages when its running on an MCPC+ server.
As for the Tax system, I was thinking about doing something similar to how I did ForgePerms since it worked so well. Basically, the item economy will be the default and built of course, and then whoever wants to make an addon that will modify the economy can But TrenTech's will probably become the "official" currency based addon for MyTown. I hope to have the update out sometime this week.
Well not necessarily MCPC+, but to bukkit as it would then work for both. I think at least a simple config option like chat features true/false to turn the all the mods chat features off or on would be useful. Perhaps if it was set to false would then send to a bukkit chat plugin if detected and supported. Right now we have to switch quite a few chat options off individually, as they do not work with MCPC+ and only mess with and override the formatting if using a bukkit chat plugin.
I think it would not be to difficult general as it was based off of hero chat in the 1st place, and it seems that Hero Chat, if not others chat plugins, have the ability for mods to call the chat plugin to create the channels, etc. I, and I am sure others would be happy if at least one bukkit chat plugin worked, as otherwise there is no Mytown chat features, channels, etc. when using MCPC+. The only current workaround is to use a bukkit chat plugin that can create channels, and manually create channels for each town. However, unless these are password protected, if supported, then anyone, even a non town member would be able to join them.
Basically, it is a hassle to use a work around system to replace the MyTown town/nation chat channels. Besides the lack of a money based econ/tax feature (currently covered by Trents addon), the town/nation chat channels is the biggest complaint I get from players when using Mytown.
Welcome back for the time being. Hope college is going good for you. The community has been doing a great job keeping up in your absence, so no worries.
McyD, ah, I see what you mean now. I can see what I can do Ill probably try and forward everything through Vault if possible, and if not then I will look into just using HeroChat and forwarding it through that. When in Bukkit only of course.
And thank you TrenTech. Yes, college is going quite well actually and I have slightly kept up with everyone, but I found out half my email notifications end up in my spam folder apparently Stupid GMail.
Has anyone tested to see if MyTown works in any of the snapshots/1.6.4? If not, I will test and see. Theoretically it should, but cpw and a few other mod authors where worried mods would have to be recompiled for 1.6.4.
i will give it a test run later tonight. Also side note, MyTownEcon should work without issue with 1.6.4, as well as future versions so long nothing major changes in the Bukkit API.
Ok, sounds good and thank you TrenTech. Also, once I change the economy setup you should no longer have to edit or add things to the database most everything should be handled behind the scenes by MyTown when it comes to the database, all the plugins will have to do is provide a way access some form of economy. The config will change a little too to accommodate the changes. The only change I really see though is
cost {
# Enable the so called economy module?
B:Enabled=true
# How much of the /sethome cost item is requested more for every home the player has when the player is creating a new home location. Ex. with 2 homes = /sethome cost + this * 2
I:HomeCostAdditionPerHome=10
####################
# list
#===================
# Defines what and how much costs. Set the amount to 0 to disable the cost. Syntax: [amount]x[item id]:[sub id]
####################
list {
# /sethome cost for an existing home
S:HomeReplace=5x264
# /sethome cost for a new unset home
S:HomeSetNew=10x264
# /home teleport cost
S:HomeTeleport=1x264
# /t claim - usage per block
S:TownClaimBlock=1x264
# /t new townname - usage
S:TownNew=5x264
# /t spawn townname - usage
S:TownSpawnTeleportOther=1x264
# /t spawn - usage
S:TownSpawnTeleportOwn=
}
}
Basically, the item and the amount will be split into 2 different values for each. Amount will be used regardless of if it uses the Item or a supplied currency economy. The item id will only be used if using the built in item economy. Thats the idea anyways, unless I can leave it as is and just get whats needed. Either way, setting up tax and using a bukkit currency plugin should be much easier
Only time I have had this happen, it meant that either a part needed was missing, such as townlib, forgeperms, etc. or something was mis-configured in the perms or mod config files.
Digital Reality Private Pack - 200+ Mods, Dedi Server
Have checked SQL tables and all seems fine.
Apart from the crazy amount of ForgePerms and Bridge spam, the console doesn't show any issues.
Problem is, we all want our separate outposts protected (I believe that's the typical term), as well as our individual plots in the central town, and there doesn't seem to be a simple soluition. Being members of two or more towns isn't possible, so that's out. I thought about creating the central town under a fictitious player name, then a nation, and inviting the other towns in and setting the permissions to allow nation building, but that'll require everyone be under the same nation.
The best I've come up with so far is to enable "FarAwayBuilding", as well as disabling the distance check between towns. That'll let us claim chunks in the central town and set the perms appropriately per plot. The only downside that I can see is the chat spam generated as players move through the separately owned chunks.
Is there a better way to be doing this?
I can think of two different ways to do this. Either create a central town and set nation to build and have the other town join the nation so they will have build rights, I think even setting them as friend or just allowing out to have build rights would work as well depending on the level of protection you need.
The other option I can think of is to create the central town by assigning the plots for each player or town using /ta, as this overrides the build far and distance check. Then just force set them to out enter/access/loot that you need to ensure the town functions.
Digital Reality Private Pack - 200+ Mods, Dedi Server
Also, not using MCPC+... running FTB DW20
make sure you have the cbbridge installed in your plugins folder and you also added the bukkit perm nodes to your perm file. theres a list in the main thread. they look like this
ee.lutsu.alpha.mc.mytown.commands.CmdMyTown
you cannot use any commands without these
i thought cbbridge IS for mcpc+ ?
not sure what the bukkit perm nodes even are ...
all I'm using is default dw20 server with mytown and forgeessentials for 1.5.2
Also .. anyone besides the 2 ppl set in my permissions file get a "Do not have enough permssions" when trying to log in, and gets D/C'd :/ Also produces a NullPointer Exception in console
Sorry misread the last line of your post. I've never actually ran this on a forge server nor have I had any luck with forge-essentials. Sorry I'm not much help in that area.
Digital Reality Private Pack - 200+ Mods, Dedi Server
My plans are to create a way for other mod authors to build protection into their mods so I won't have to continually change the code to protect against things. I am going to try and get in touch of some mod authors and see if they will be willing to add support. I haven't tested what I implemented yet since I can't seem to get ModularPowersuits to build at all if anyone has built it before, I would love some help
Dropbox has been updated though with MyTown 1.5.1.10 and 1.6.1.10, ForgePerms 1.5.1.1 and 1.6.1.1 (with and without PEX), and ForgePermsCBBridge 1.1.8.
One other things, I may be changing the economy system currently implemented, don't worry though, there will still be an item economy but it should make things like tax and changing to a currency system for Bukkit easier
Anyways, sorry again. And if you have any issues please post on Github or here.
Also, IseeDeadProfiles, changed it
Also I submitted a suggestion for a possible chat fix. I am not a programmer, but it seems a possible fix to me. Along those lines, wouldn't it be possible to make a sort of protection API, for mod makers to use?
And have you talked to Trent about possibly making his tax system an official addon or incorporating it in the main mod, might save some work as his addon has come along quite well and has most of the tax features in it as of now.
Digital Reality Private Pack - 200+ Mods, Dedi Server
I downloaded the source and ran the ant build.xml scrips but it fails every time I was going to use it for testing the API I added for mod authors, but its hard to test things when it wont run
I looked at your suggestion, and just to make sure I am clear on what your saying. You mean pass the chat messages to a Bukkit plugin, but have that only for when your running a MCPC+ server? I could, but I don't know how easy it will be since the chat stuff is scattered throughout the source sadly and making sure it only tries to pass the messages when its running on an MCPC+ server.
As for the Tax system, I was thinking about doing something similar to how I did ForgePerms since it worked so well. Basically, the item economy will be the default and built of course, and then whoever wants to make an addon that will modify the economy can But TrenTech's will probably become the "official" currency based addon for MyTown. I hope to have the update out sometime this week.
I think it would not be to difficult general as it was based off of hero chat in the 1st place, and it seems that Hero Chat, if not others chat plugins, have the ability for mods to call the chat plugin to create the channels, etc. I, and I am sure others would be happy if at least one bukkit chat plugin worked, as otherwise there is no Mytown chat features, channels, etc. when using MCPC+. The only current workaround is to use a bukkit chat plugin that can create channels, and manually create channels for each town. However, unless these are password protected, if supported, then anyone, even a non town member would be able to join them.
Basically, it is a hassle to use a work around system to replace the MyTown town/nation chat channels. Besides the lack of a money based econ/tax feature (currently covered by Trents addon), the town/nation chat channels is the biggest complaint I get from players when using Mytown.
Digital Reality Private Pack - 200+ Mods, Dedi Server
And thank you TrenTech. Yes, college is going quite well actually and I have slightly kept up with everyone, but I found out half my email notifications end up in my spam folder apparently Stupid GMail.
Has anyone tested to see if MyTown works in any of the snapshots/1.6.4? If not, I will test and see. Theoretically it should, but cpw and a few other mod authors where worried mods would have to be recompiled for 1.6.4.
Basically, the item and the amount will be split into 2 different values for each. Amount will be used regardless of if it uses the Item or a supplied currency economy. The item id will only be used if using the built in item economy. Thats the idea anyways, unless I can leave it as is and just get whats needed. Either way, setting up tax and using a bukkit currency plugin should be much easier