The 0.6.1 Free crafting mod wasn't supposed to be released for that reason. But it got leaked (Darn you Wiki-leaks) and I heard that is one of the reasons Intyre quit for good.
I agree with all of you and it should be good to make free craft mod single player like on minecraft pc there's toomanyitems and no one is allowed to use it except admins it would be awesome if it was like toomanyitems
Being a server-side programmer, I think that my opinion / ideas will be appreciated.
Currently, PocketMine-MP can't enforce item usage. That is due to the following reasons:
- No notification of crafting is done by the clients, so the server doesn't know what the client crafts.
- No way to modify/remove items from the player inventory, only adding via dropped items.
PocketMine-Mp itself has a protection for that, and a inventory management, BUT, I cannot activate it because then, no one would be able to use crafted items, so survival mode won't be playable.
You can block specific items, but that won't stop players from obtaining other resources free. The final measure would be blocking crafting completly, and creating a zone in the server that allows you to drop items, then you will recieve the correct crafted item.
Mojang has said that the 0.7.0 alpha release will have inventory saving. That is possible right now, for example, when a player is killed, it sends their entire inventory to the server (it can be spoofed). But a better day to do that, and the only correct way to do it, is leaving inventory management entirely to the server (as PC Minecraft does).
So, I don't mind if mods exist to give you free items, or other kind of mods. If the MCPE protocol allows me to block it, I will, for example, the sprinting mod don't work on PocketMine-MP servers due to the speed check. Water and lava can be blocked. Block break speed is limited, and it'll be better limited in a near future. Flying will be blocked, as well. X-Ray... is the same as PC servers. I won't enforce a protection directly, so plugins can be made to block that.
Anyways, thanks for reading this post!
It would be awesome if the free craft mod was just for admins and single player same as pc
Yea that would be awesome. In minecraft pe 0.7.0 we are getting servers, so why not just make a mod to control inventory or better yet block all mods on the server unless the host toggles them
Yea that would be awesome. In minecraft pe 0.7.0 we are getting servers, so why not just make a mod to control inventory or better yet block all mods on the server unless the host toggles them
The server is not informed of installed mods. Some such as flying in survival can be detected, but others like see through blocks are 100% undetectable.
I think it's funny that you all are saying you are keeping your Free Crafting mods to yourself when I did a quick Google search and found one in less than 5 minutes from a YouTube video just saying XD
I think it's funny that you all are saying you are keeping your Free Crafting mods to yourself when I did a quick Google search and found one in less than 5 minutes from a YouTube video just saying XD
Honestly I'm sure someone is gonna update it for 0.7.0 since apperantly it was possible for others to create it themselves in the first place especially since there are no rules on the WWW like there are here XD
Honestly I'm sure someone is gonna update it for 0.7.0 since apperantly it was possible for others to create it themselves in the first place especially since there are no rules on the WWW like there are here XD
I don't think so cause Intyre quited Minecraft Pocket Edition just for the free craft and I think 500ISE getna a permission before makingnit for android and he can't make it for 0.7.0 without permission easer :/
I never noticed a major problem when Android had free-craft before it was made for iOS. The major problems with griefing I noticed occurred after free-craft for iOS was mass-released on Youtube. Maybe the nextGen mods should add some "when it's safe to use this mod" capability so single-player users don't have to be influenced by server owners.
Possible "when is it safe" method:
Since the problem is with servers, and servers rely on activity on ports 19132-19135, and since nextGen mods rely on 3rd party programs, it could and might be safe to listen on those ports to determine whether certain mods made by authorized modders could be used. I don't mean to discourage others from making cool mods, just not mods that could potentially destroy multiplayer games.
A variation would be to monitor a function used often in multiplayer communication such Packet() or RakNet functions and see if activity from them is on-going, thus disabling harmful mods until activity halts for a brief period of time.
I know c0deh4cker has done something similar in-a-way with an exclusive mod test that monitored "farmland::isSteppedOn()" (or something like that) and displayed an alert when you jump on farmland. A modified version of that to monitor multiplayer functions with a timer slapped into it might work.
The 0.6.1 Free crafting mod wasn't supposed to be released for that reason. But it got leaked (Darn you Wiki-leaks) and I heard that is one of the reasons Intyre quit for good.
Only 10 people know the exact reason he why quit, and only 10 people will ever know.
But he didn't quit for good, he's reading this and everything else we type/post when we least expect it, so watch out! (Also, hi Intyre!)
Being a server-side programmer, I think that my opinion / ideas will be appreciated.
I don't mean to be harsh, but I think a client-side solution is more feasible than a server side solution. Doing it server-side would require cooperation with Mojang regarding development of their code, something they are not known to do. Second, it's modders that caused the issue, and it's modders that should fix it, not the rest of the community. Other safe-gaurds would be nice though.
My point is if someone wanted to update it and publish it on YouTube (where I found my copy of Free Craft) I doubt they are going to care whether they got permission or not... Like I said the World Wide Web doesn't have any rules about "permissions" unless it is rightfully Copyrighted, which I doubt it is.
I don't think so cause Intyre quited Minecraft Pocket Edition just for the free craft and I think 500ISE getna a permission before makingnit for android and he can't make it for 0.7.0 without permission easer :/
I made free crafting based on a suggestion from hukel's suggestion thread - I uploaded it originally before iOS version was released.
Possible "when is it safe" method:
[spoiler]Since the problem is with servers, and servers rely on activity on ports 19132-19135, and since nextGen mods rely on 3rd party programs, it could and might be safe to listen on those ports to determine whether certain mods made by authorized modders
It would take half an hour for someone to release a modded patcher that removes those restrictions.
(Also, the only reason why the Android release didn't make an impact is because I took it down due to its unchecked power before any mod distribution programs had picked it up. (When it was released for iOS, I went #yolo and released it again.))
My point is if someone wanted to update it and publish it on YouTube (where I found my copy of Free Craft) I doubt they are going to care whether they got permission or not... Like I said the World Wide Web doesn't have any rules about "permissions" unless it is rightfully Copyrighted, which I doubt it is.
nextGen mods will be in-game mods. The only way to use in-game mods is with a 3rd party program/tweak. The person who makes the 3rd party program/tweak (500 ISE for Android, C0deh4cker for iOS) can have the ability to set hidden functions like "isModUsable()" without telling others. Thus the main modding team can have control over mods that are potentially harmful (but we wouldn't be like a big brother and control all mods ).
It would take half an hour for someone to release a modded patcher that removes those restrictions.
I haven't seen anyone else try though. I'm talking about in-game mods, not patches, in which very few would have the ability to recreate an in-game patcher explicitly for the reason of releasing to others for mass griefing. Unless someone can also re-create free-craft, there is no way it'd leak out if closely contained. We can't evade a problem like this forever, it's just going to re-appear in the future, so we need a solution at some point.
Apple's approach at controlling every aspect of something is worth it...even for android users. Provides a checks & balance and makes a large majority of everyone happy. Only con is all the power goes to developers, in which the community hasn't had any problems with until now.
nextGen mods will be in-game mods. The only way to use in-game mods is with a 3rd party program/tweak. The person who makes the 3rd party program/tweak (500 ISE for Android, C0deh4cker for iOS) can have the ability to set hidden functions like "isModUsable()" without telling others. Thus the main modding team can have control over mods that are potentially harmful (but we wouldn't be like a big brother and control all mods ).
BlockLauncher's source is currently open. Besides, we are modding Minecraft with nothing more than a strings table in IDA - you really think we can't mod a simple launcher?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumIt is impossible to enforce that, as the tldr version of Shoghicp's post basically says that the server can't control inventory.
The server is not informed of installed mods. Some such as flying in survival can be detected, but others like see through blocks are 100% undetectable.
Check out my iOS Mods!
No it wont. So far the only version agnostic mods are my no fog and MCServer mods. The rest have to be remade for each version.
Check out my iOS Mods!
Not gonna happen again on 0.7.0
/end
Possible "when is it safe" method:
A variation would be to monitor a function used often in multiplayer communication such Packet() or RakNet functions and see if activity from them is on-going, thus disabling harmful mods until activity halts for a brief period of time.
I know c0deh4cker has done something similar in-a-way with an exclusive mod test that monitored "farmland::isSteppedOn()" (or something like that) and displayed an alert when you jump on farmland. A modified version of that to monitor multiplayer functions with a timer slapped into it might work.
Only 10 people know the exact reason he why quit, and only 10 people will ever know.
But he didn't quit for good, he's reading this and everything else we type/post when we least expect it, so watch out! (Also, hi Intyre!)
I don't mean to be harsh, but I think a client-side solution is more feasible than a server side solution. Doing it server-side would require cooperation with Mojang regarding development of their code, something they are not known to do. Second, it's modders that caused the issue, and it's modders that should fix it, not the rest of the community. Other safe-gaurds would be nice though.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumAnd we can make a mod to the mod to reenable it in multiplayer. Modception is possible.
I made free crafting based on a suggestion from hukel's suggestion thread - I uploaded it originally before iOS version was released.
It would take half an hour for someone to release a modded patcher that removes those restrictions.
(Also, the only reason why the Android release didn't make an impact is because I took it down due to its unchecked power before any mod distribution programs had picked it up. (When it was released for iOS, I went #yolo and released it again.))
nextGen mods will be in-game mods. The only way to use in-game mods is with a 3rd party program/tweak. The person who makes the 3rd party program/tweak (500 ISE for Android, C0deh4cker for iOS) can have the ability to set hidden functions like "isModUsable()" without telling others. Thus the main modding team can have control over mods that are potentially harmful (but we wouldn't be like a big brother and control all mods
I haven't seen anyone else try though. I'm talking about in-game mods, not patches, in which very few would have the ability to recreate an in-game patcher explicitly for the reason of releasing to others for mass griefing. Unless someone can also re-create free-craft, there is no way it'd leak out if closely contained. We can't evade a problem like this forever, it's just going to re-appear in the future, so we need a solution at some point.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumBlockLauncher's source is currently open. Besides, we are modding Minecraft with nothing more than a strings table in IDA - you really think we can't mod a simple launcher?