The Meaning of Life, the Universe, and Everything.
Location:
United States
Join Date:
7/17/2011
Posts:
40
Minecraft:
YoungsMC
Member Details
Howdy! Before reading this suggestion, please take a look at The Word of Notch.
I've come from a variety of SMP servers, mostly vanilla anarchy. If you've played on these types of servers for a good amount of time, you'd know about the large issue of mods and hacks that ruin the game.
On the server I play on, we have many cheaters banned per day. Ranging from flymod to XRay- these mods are huge problems for survival servers.
As of now, there is no way to disable these mods from our server. We try our best with a large assortment of admin-related plugins, but we can never completely solve the problem.
Thankfully, a bright idea struck my mind after finding out about mod support.
Here are my 3 options for ending cheating with the upcoming mod support:
Proposal #1
From the server.properties menu, allow server owners to completely disable player-related mod supports.
Proposal #2
Make it easy for server ops to see what mods the players have, or make it so we can easily code bukkit plugins that have access to a list of mods every player is using.
Proposal #3
From the server.properties menu, allow server owners to list the specific mod developer certificates that will be allowed. Since some mod developers will code mods that are perfectly respectable but one day might decide to code a cheat plugin, it would help to give each mod it's individual certificate.
Thanks for reading, please tell me what you think.
Edit: I'd like to add more explanation of how this will work.
Like TexturePacks, the mods would be stored in a folder named "Mods"
From there whenever you join a server the information of your Mods folder would be transported to the server.
Nice ideas, but how would they work, technically? I'm fairly certain that if they could have done something about it, they would have.
Well- I'm quite sure they couldn't. Right now mods can be created by anyone and there isn't any coding in the minecraft.jar that will tell the servers "I have cheat mods."
However now it looks like they are doing something. My proposals are that with the new mod support, it will basically let the servers know that you do have mods.
Does anyone share my passion for disabling cheat mods?
Yes, being a Minecrafter who doesn't install mods I strongly believe we need these feature should be implemented in the game and enforce with a iron fist.
doesnt look like a great idea but it does sound good the reason your server recieves so many hackers is because its a
MAJOR PVP server... major pvp servers get more then enough a reguler server recieves less as it is less griefer needed. on a pvp server anything is allowed as it said. it said that in the first paragraph " no non-sense rules to bind you"
is basicly what it said but i do agree with this suggestion. although a 20th of all minecraft players are griefers to be honest the number increses every day sadly... if notch added that it could probaly be undermined and re-broken. also if its stored in mods then... flyhack is a mod essencially... so if you add a mod to break a mod gee wiz you just need another mod to destroy that mod that was meant to break the hacking mod. sorry if this doesnt make much sense
I've come from a variety of SMP servers, mostly vanilla anarchy. If you've played on these types of servers for a good amount of time, you'd know about the large issue of mods and hacks that ruin the game.
On the server I play on, we have many cheaters banned per day. Ranging from flymod to XRay- these mods are huge problems for survival servers.
As of now, there is no way to disable these mods from our server. We try our best with a large assortment of admin-related plugins, but we can never completely solve the problem.
Thankfully, a bright idea struck my mind after finding out about mod support.
Here are my 3 options for ending cheating with the upcoming mod support:
Proposal #1
From the server.properties menu, allow server owners to completely disable player-related mod supports.
Proposal #2
Make it easy for server ops to see what mods the players have, or make it so we can easily code bukkit plugins that have access to a list of mods every player is using.
Proposal #3
From the server.properties menu, allow server owners to list the specific mod developer certificates that will be allowed. Since some mod developers will code mods that are perfectly respectable but one day might decide to code a cheat plugin, it would help to give each mod it's individual certificate.
Thanks for reading, please tell me what you think.
Edit: I'd like to add more explanation of how this will work.
Like TexturePacks, the mods would be stored in a folder named "Mods"
From there whenever you join a server the information of your Mods folder would be transported to the server.
Well- I'm quite sure they couldn't. Right now mods can be created by anyone and there isn't any coding in the minecraft.jar that will tell the servers "I have cheat mods."
However now it looks like they are doing something. My proposals are that with the new mod support, it will basically let the servers know that you do have mods.
Yes, being a Minecrafter who doesn't install mods I strongly believe we need these feature should be implemented in the game and enforce with a iron fist.
MAJOR PVP server... major pvp servers get more then enough a reguler server recieves less as it is less griefer needed. on a pvp server anything is allowed as it said. it said that in the first paragraph " no non-sense rules to bind you"
is basicly what it said but i do agree with this suggestion. although a 20th of all minecraft players are griefers to be honest the number increses every day sadly... if notch added that it could probaly be undermined and re-broken. also if its stored in mods then... flyhack is a mod essencially... so if you add a mod to break a mod gee wiz you just need another mod to destroy that mod that was meant to break the hacking mod. sorry if this doesnt make much sense
Our server doesn't allow hacks though; you should re-read the topic.