AreaGuard
AreaGuard
AreaGuard 2.2 for MC 1.2.5 (CraftBukkit 1.2.5-R2.0).
Why AreaGuard?
- Server administrates himself - users work for tokens, then they claim areas to themself (there is configurable minimal limits to avoid trolling).
- Very lightweight and small (for faster loading) code.
- As simply as possible, yet still powerfull (it protects from everything, even non-owner passive mobs killing, and has all important functions).
- Get rid of thousands of unneeded stuff and focus on comfortable gameplay and administration. :)
What this plugin provides?
- Area protections, defined by two points chosen by user.
- Users claim areas in cost of (configurable; server admin choose one method):
- special tokens bought for exp (to avoid losing areas exp-funds at death). [DEFAULT]
- special tokens bought for Vault money.
- Vault money (instead of buying it via tokens system).
- Optional Vault permissions support.
- Very detailed areas information, including information about specific area or listing of player's own areas.
- Support for Overworld, Nether and The End. Multiworld support.
- Protection from areas overlapping alongside with protection from too small areas (to avoid trolling with them) - all via configurable limits.
- Well-formated messages, with short commands, to speed up and make usage of this plugin more comfortable.
- Detailed help, both plugin built-in and bukkit help entries.
- No limits for the size of areas, also admin areas are free of charge.
- Lightweight, well-organised algorithm.
- Provide protection without high requirements. Includes protection for mobs, minecarts, redstone mechanisms and farmlands.
- Provide fire, flint and steel, explosions, paintings, fluids, pistons, fire charge, splash potions, natural ignition and growth protection.
- Protects non-player's own fire from being extinguished. Prevents Endermans from griefing.
- Ability to control mob spawning in areas and each area PVP settings.
- Very precisely tested to avoid unhandled exceptions.
- Really fast loading and response for commands.
- Well-organised file structure, each player's areas are in their own file.
- Only one config file, without thousands of unneeded options. Configuration file updates automatically on plugin update.
- PluginMetrics support (can be turned off).
- Selection and information tool are both configurable.
Commands
Config.txt syntax
Optional permission nodes
Changelog
Data storage syntax
Forum
Tutorials
Note about spawn protection in lastest CraftBukkit, which omits protection plugins settings (a brief instruction about how to get rid of it)
New CraftBukkit added protection for small area around the spawn. Unfortunatelly, it blocks any actions without checking what protection plugins think about it. The easiest way to get rid of this problem is to disable it and set up normal spawn protection via protection plugin (for example AreaGuard).
So, the solution to disable that strange CraftBukkit behaviour is to open bukkit.yml file and set spawn-radius option in settings group to 0. It should look like this:
settings:
spawn-radius: 0
Remember: that double space before "spawn-radius" is necessary!
PluginMetrics [click on the image to see more statistics]
PluginMetrics license note
Which plugins are the best addition to this one?
- LogBlock or CoreProtect (logging players actions).
- LWC (protection against thefts).
- TradeCraft-AE (chest shops based on REAL money (items, not artificial digital money))
- motd (player-to-player teleportation requests, MOTD and time votes)
- CraftBukkitUpToDate (plugin, which helps you to keep your server/plugins up to date)
Plans for AreaGuard 2.3
- Minimalistic API (advanced enough for making extensions for AreaGuard, but made without additional code ballast).
- Translations support.

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Posted Mar 30, 2012@bluehasia
I will. Currently I added exp as default because areas for money implies risk of increase of x-ray players, which can just gather and sell resources instantly. Experience is something, which can be gathered only when a player spends some time on server - this wipes out danger of "5 minutes griefers", which can enter only for a while to spam with unused areas. I mean, it makes non-legitimate usage of AreaGuard very hard and labour-consuming.
But don't worry, I will add economy support :) I am currently working on 1.4 version (you can see progress, I will update it in hour-interval. Next thing which I will work on is translations and economy (via Valut) support :)
I can PM you when it will be done if you want :)
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Posted Mar 29, 2012on your future plans. yes add economy support. dont think buying with exp would go well with my players.
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Posted Mar 29, 2012Ok, announcement: I will probably release AreaGuard 1.4 Tommorow or on Saturday. Currently I cleaned up the code to make it ready for new options without affecting simplicity and added automatic config file update. I have also found already all necessary events and prepared methods of protecting particular ones. I will start today and it probably will take, as I said, day or two, to finish AreaGuard 1.4 with all new requested features I heard of until now, and all that stuff which I planned to add as must-needed :)
If all goes well, that release will be that one which will complete AreaGuard functionality and allow me to focus on features requests and keeping this plugin up-to-date with CraftBukkit releases :)
Thanks for patience, bug reports, features requests and all of your support. I really appreciate it :)
Greetings, Fifi :)
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Posted Mar 29, 2012@zathrus_writer
Thanks :) I will. I'm working at the moment at finishing 1.4 release (finally :)!). I hope it will be done in next few hours.
@pa1nq3
I have news, I will add this function, but I'll try to finish version 1.4 and include that in this release. It should be done fast, I'm not sure, but probably a few hours. If not, I will try to put this before 1.4.
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Posted Mar 29, 2012I will add option to globally stop monster spawning in cuboids, I will not size up code with turning it on or off for specific areas ;)
GriefPrevention has protection based on choosing sufrace. Mine plugin allows player to make a lot of areas at one coordinates, but on the other altitude :) It also depends on exp, not on time [#]. Mine plugin also replaces automatic limitations, which could be annoying for non-evil players, with good informational functions which can be used to prevent stupid jokes with areas, and removing it without any effort.
First difference is that wilderness grief is in mine approach limited by admins attitude. When somebody left treetop or mess up the water, I just ban him for a day or two, and - if that not helps - give permban because of "destroying landscape". Mess is rolled back by logblock in less then second, and I've got one player, who don't care for aesthetic aspects out of my problems. I prefer to get rid of problems rather then to fix them constantly. On the other hand, wilderness grief is not something very large anyway (I saw it on two not-mine, huge servers). It can be easily rolled back without much effort (logging plugin, manually or worldedit - regen). The difference is that in mine approach it's much simpler. Effects in both approach are the same, I think it's rather personal liking (or not). I prefer to repair landscape by myself, cause I don't trust automation in that function. I mean, I more trust when human finds out how to make terrain look good again, rather then algorithm.
[#] I know that making GriefPrevention to depend on exp is also possible, cause i personally did it, but it needs a bit of configuration and adding Exp2Money, iConomy and Valut also.
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Posted Mar 29, 2012good luck with the plugin, your feature set sounds great... keep it going :)
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Posted Mar 29, 2012@IIIeeCode
Yikes. So you have very limited server experience based on a part time server, and you're basing your plugin design on those needs. If you can't run your server all the time, maybe volunteering to moderate on a friend's server would be a good way to get a better idea of how griefers behave?
GriefPrevention doesn't monitor or lag during cleanup. So for wilderness grief, it's better than logging/rollback. Don't shoot yourself in the foot by requiring users to rely on a database and rollback plugin if you can avoid it. With GP, they at least have the option to skip the logging/rollback, though some do choose to keep the database plugin anyway.
I really don't see how this is a different approach to the problem. Your design sounds exactly like GriefPrevention, minus some good features.
You said you wanted to avoid "unneeded features". If your goal is stopping grief, then why are you adding an option to stop monsters from spawning in an area? Players don't control monster spawns, so monsters aren't grief.
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Posted Mar 29, 2012@IIIeeCode
Thanks.
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Posted Mar 29, 2012@pa1nq3
Will do, give mi an hour, I will add also some of other planned stuff ;)
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Posted Mar 29, 2012Is their a way you could add the ability to disable mob spawning in claimed area's such as spawn? This would eliminate my use of worldguard and its lag..
Or is their an alternative to worldguards region that disables mob-spawning with protection from grief and causes no lag.
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Posted Mar 29, 2012@Phonix420
Yes, I just thought of a bit different approach to the problem, and that's why this plugin comes from. And - I think that some fresh work on the anti-griefing battlefield is positive thing :)
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Posted Mar 29, 2012@bigscary
My server is not 24h/a day, so most of people come from some Minecraft sites connected with large servers, on which they have played before (I know some of such sites which allowed me to advertise mine server). It implies that they probably already learned that cuboids prevents their actions and spam results in instant kick and ban. Maybe that's the reason. And that's why I decided to left that problem for chat plugin (because chat plugins probably are better designed for spam prevention than I can do). And, yes, it's not on PlanetMinecraft, cause i got a lot of players from my country, so I don't want to annoy English-speakers with a lot of "ęóąśłżźćń i inne trudne słowa" stuff :P
Wilderness grief is huge problem, but fighting whole problem can be a bit performance-consuming. That's why I use logblock, to slow down server at the rollbacks, rather then slow it down for whole the time via monitoring. But now I find quiet nice idea to prevent lava, fire, etc. only outside cuboids. That could reduce wilderness grief i think. On mine server it's not a problem, but I just serve perm bans for destroying landscape without reason. Maybe that's the reason why this problem hides.
I will think about it, I really want to make complex solution against griefing, but I also want to keep mine plugin very simply and non-limiting players who want to use dangerous things for legit aims.
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Posted Mar 29, 2012Redundant and derivative but keep up the good work!
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Posted Mar 29, 2012@IIIeeCode
Okay, but there's no griefer who doesn't resort to spam when he can't break stuff. I'm surprised you don't have this problem on your server. Is yours not publicly released on PlanetMinecraft? Most are. To be sure your experience as a server admin matches that of others, be sure to post there and regularly add change logs to keep new players coming. It's very possible that you just got lucky with your first bunch of players, so try getting a much wider player base before making the conclusion that the public doesn't spam and wilderness grief.
Good luck!
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Posted Mar 29, 2012@bigscary
It's designed rather for exp from monsters, if somebody wants it on PVP server they should adjust exp/tokens to their needs.
It's necessary but it really depends on server. On mine for example spam is not a problem, PVP is off (but when it's on it will be possible soon to disable PVP in area (for example in spawn)). I didn't included fire protection yet, because I don't want to decide for admins, but let them choose. That's why I promote SafeCreeper which is much more customizable. I don't want to research wheel again, so I made that, what I think needs another approach. In my opinion the way, the SafeCreeper fights fire, etc., is ok, so I just point people to this plugin instead of wasting my time, which I can use to make better pure protection functions :)
About memory consumptions with a lot of plugins - that's why I am working on a bit refreshing release, which will add a bunch of must-needed stuff, choosen very carefully from possible features connected with PVP, fire, TNT, creepers, etc. But for now I didn't implemented it yet, so I point to AreaGuard + SafeCreeper.
Hm, that size counts are in fact reduced only to effects on loading time. It's rather adressed to WorldGuard, I just wrote all plugins for full list, but I think I can delete it, you are right, that it's messing.
About exp - it's not expensive, typical player can afford typical house protection after fighting some monsters while gathering resources for that house :) I tested it and counted and it really works. Don't worry.
Width and length limitations are down limitations - it's minimal, not maximal size. It's only to avoid 1x1 spam cuboids. By default it's set to length = width, so I don't think it will be a problem. And height is rather obvious and not difficult to differ from length/width, so don't worry, really :)
And, I don't want to prevent large claims ;) Everybody can buy a claim on which he earn.
"You boast that your plugin is well tested, but your change logs are full of bug fixes."
It's small fixes, only one was really bug, the other two just makes spam on console without affecting gameplay. And even then, that one isn't any important bug, just small mistake.
"You advertise as an alternative to GriefPrevention for protecting areas, but you're not even finished implementing those protections, according to your to-do list."
I finished adding the most important protections, the rest is on the to-do list, because it's not so urgent, but don't panic - I will add them soon. I'm working on it as fast as i can. I have life too :)
"Any software solution can be made more compact by lopping off important features. That doesn't make it better, it just makes it more incomplete."
I'm not looping important features. I'm looping out features which is non-needed on typical MC server ;) If somebody wants specific uncommon features, fell free to use another plugin :)
AreaGuard is designed to "just work" on standard MC server.
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Posted Mar 29, 2012Hi Illee, it's always good to see someone trying to do something to stop griefers. :)
While I generally agree that when something is full of unnecessary features, trimming it down is a good idea, I totally disagree that the GriefPrevention features you're not implementing are unnecessary. Griefers don't just break and steal, they also spam, spawn camp, add inappropriate builds to the wilderness, circumvent no-pvp rules, dump lava and water everywhere, start huge fires, and more. You argue that you're saving your users memory, but then tell them to go get additional plugins to fill in the holes you left open. By the time they're done shopping for and learning several plugins, they will have spent more time and effort, to end up with more memory consumption.
It's like you're telling people they can save money by buying a car from you, then telling them they'll have to buy wheels somewhere else.
Also, your justification for starting this is all wrong. The total file size of GriefPrevention's latest version is 80KB. A player slot requires 50,000KB. So the size of GriefPrevention is negligible, making your savings of around 60KB less than negligible.
If you really want to do something to stop griefers, you can help by using GriefPrevention's new public API to create a GriefPrevention extension for creative worlds, where players should be restricted to build only in plots they're assigned to. That would eliminate the creative mode wilderness grief problem, and users would still get all the other niceties of GriefPrevention like spam protection and so on.
And now for specific constructive criticism on your designs.
Fixing wilderness grief very quickly and easily is important to keeping a server low maintenance. You recommend combining your plugin with a logging and rollback plugin, which will involve using lots of slash commands, administrating a database, and doing investigations. GriefPrevention's /RestoreNature is as simple as right clicking on ugly stuff, and doesn't require any database.
Buying areas with XP has some good points in that on a PvP server, someone who kills lots of other players gets to claim more land, which is cool. Also, one can't AFK and gain experience. However, very few players actually enjoy Minecraft's mind-numbingly repetitive combat, and the people who spend most of their time building earn very little experience. So the players who need more claim area the most get the least of it. Also, GriefPrevention is adding an anti-afk-for-claim-blocks feature soon.
Lots of players will be confused by the difference between "width" and "height" limitations, then administrators set them. They'll wonder which direction is the width, and which the height. Also, this won't stop players from claiming huge areas by placing multiple claims right next to each other, so you've failed to prevent large claims and instead just frustrated players. That's why GriefPrevention has a maximum total claim blocks rather than limits on the size of individual claims. You could try to "fix" this by limiting the number of claims, but imagine that a player finishes his cool build, but now he has neighbors with claims so he can't expand. Now he has to either stop building on the server, or abandon his cool build to griefing before he starts a new one.
You boast that your plugin is well tested, but your change logs are full of bug fixes.
You advertise as an alternative to GriefPrevention for protecting areas, but you're not even finished implementing those protections, according to your to-do list.
File size is not an indicator of performance, you need to do some profiling before you can make any comparative performance claims.
Any software solution can be made more compact by lopping off important features. That doesn't make it better, it just makes it more incomplete.
Why spend all your time and skill creating a half version of something that's already been done, when you could extend GriefPrevention to creative mode in less than half the time?
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Posted Mar 29, 2012@gogone3
Please, could you send me your AreaGuard version number, data (I mean "plugins/AreaGuard"), error messages/warnings if some are present, CraftBukkit version and list of plugins you are using?
Sorry, but I never found bug like this (and never heard of this), and I made a very detailed tests, so I don't think I can find out what's going on (if I didn't yet - and I'm using it on my own server from the begining), and it's rather because of some other plugin.
I will do what I can but I really need some additional information. Anyway thanks for noticing me.
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Posted Mar 28, 2012it keeps giving free tokens. help?
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Posted Mar 21, 2012@IIIeeCode
Sounds like what I wanted it to do :) I'll be putting it on my server today :)
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Posted Mar 21, 2012@sillyrosster
Players define regions :) They buy tokens for exp (because exp disappears after death, so they "deposit" it in tokens), then they can buy regions (as huge as much tokens they have :) ). There is configurable minimal limits to avoid trolling with small regions. Administrators can define regions like normal players or with special cost-free administration commands :) They can also manage existing regions and donate player with tokens if they build something amazing, but can't afford so huge area protection.