Build-in-a-Box
Build-in-a-Box
THE CURRENT RELEASE IS BROKEN. USE THE DEVELOPMENT BUILDS
This plugin is being abandoned in favor of a 'lite' version which will not support storing container contents, Locking/Unlocking or block break protection. It was written as a proof of concept, and has served it's purpose, however, due to limitations of the bukkit api, it does not scale over long-term extensive use on a single server, it will accumulate stale data over time. There is no solution except to not store this data. Please do not post or message me asking for support. If you need a working version, download the latest development build. If you're considering using this plugin for a new server, please don't, unless you intend to keep it updated yourself (source code is on github)
Build-in-a-box adds special EnderChests which, when placed, will allow players to instantly and automatically construct a building. buildings can be locked, unlocked, picked up and placed again. In it's default configuration, Build-in-a-Box works almost exactly like the buildings from The Shotbow Network's Wasted, but it doesn't stop there. Almost every aspect of the plugin can be configured, you can easily disable the locking, unlocking and pickup features to provide simple pre-fab buildings for donator perks, or whatever you'd like to do with them.
Features
- [0.2.0] No longer uses WorldEdit for region selection, use a gold hoe instead (configurable)
- Fireworks!
- per-building-plan permissions for give, place, pickup, lock and unlock.
- Anti-cheat and NCP Support
- Automatic update notifications
- Configurable build speed and animations.
- Compatibility with logging/rollback plugins.
- Compatibility with land-protection plugins (WorldGuard, GriefPrevention, Towny, Factions etc)
- Buildings can be given in kits, sold in shops, etc.
- Economy support, add costs for build, pickup, lock and unlock actions.
- Fully translatable.
- Optional potion effect while carrying a building
- Container contents persist when carrying a building
- Building plans support individual lore descriptions
- Optional block-protection for all buildings.
- Configurable lock/unlock times
Commands
- /biab give [player] <buildingPlan> - give a player a Build-in-a-Box of the specified building.
- /biab save <buildingPlan> - save the current WorldEdit clipboard as a new building plan.
- /biab list [<page>] - list available building plans.
- /biab delete <buildingPlan> - Delete a building schematic.
- /biab setdescription <buildingPlan> <description line 1> | <description line 2> ...
- /biab setdisplayname <buildingPlan> <Display Name>
- /biab permanent - enter the command then punch an enderchest to convert the building to a permanent stucture.
Permissions
These have been overhauled in 0.1.6. you may need to make changes to your permissions.
biab.save- allows a player to save building plans.biab.delete- allows a player to delete a building plan.biab.admin- combination of biab.give and biab.savebiab.permanent- allows a player to use /biab permanentbiab.unlock.others- allows a player to unlock another players BIAB Chest.
biab.give.*- allows a player to give out any BIAB chest.biab.place.*- allows a player to place any BIAB chest.biab.pickup.*- allows a player to pick up any BIAB chest.biab.lock.*- allows a player to lock any BIAB chest.biab.unlock.*- allows a player to unlock any BIAB chest that is locked by them.
The .* permissions above apply to all available 'Building Plans', in addition to these, you may use the individual permission nodes for each building plan.
Tutorial
Defining new Buildings
BIAB doesn't come with any buildings, you'll have to create some.
- Build something... a house or tower, complete with the enderchest somewhere outside
- Use the worldedit wand (Wooden axe by default) to mark the corners of the area.
- use "/biab save mynewbuild" to save it.
The new building is now available to give to players using "/biab give <player> mynewbuild"
Configuration
BIAB can be configured to suit many situations. a fully documented config.yml can be found here
Translating
to translate BIAB into your own language:
- copy the default
english.ymlfromplugins/BuildInABox/lang/to a new name. (eg.esperanto.yml) - translate the strings in the file.
- set the
languageconfig variable to your language name (eg.language: esperanto) - restart the server.
note: a (possibly outdated) version of the default english.yml is available here
TODO
- save mode which takes the current building and enderchest with it.
- Allow schematics to use a 'padding block' (sponge?) to define blocks that should be left out underground.
- add an option to make locking actually lock the doors and containers to the buildings owner.
Source Code & Development Builds
Source code is available on Github
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
BuildInABox Development Builds
Other Plugins
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- JukeLoop - Makes jukesboxes loop, rotate through nearby chests, activated by redstone and much more,
- EnhancedFishing - Adds tons of fishing enhancements including complete control over the bite chance.
- PotatoBombs - Allows players to craft poisonous potatoes into devastating and hillarious magical landmines.
- Saddlebags - Adds an inventory to saddled pigs.
- SalvageSmelter - Allows furnaces to smelt down tools and armor.
- Compressors - Turn hoppers into 'block compressors'.
- Autocrafter - Turn droppers into redstone-powered crafting tables.
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Posted Jun 15, 2013@linwetalion
I've talked to one plugin developer who is working on the GUIShop Plugin. "http://dev.bukkit.org/bukkit-mods/guishop/"
He is working on adding support for Custom Lore, so you can sell BIab's in the guishop. :D
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Posted Jun 15, 2013@linwetalion
Another user actually reported an issue with QuickShop not supporting custom names/lore properly, and really, to sell a BIAB that's what's required.
It's hard to write a document explaining it in detail since every shop is different, but the page about kits contains all the information you need for it. You really just need to sell an enderchest with the right 2 lines of lore, and specifically the 4 color codes at the beginning of the first line must be exactly right.
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Posted Jun 15, 2013first of all, you are a genius, thank you for a splendid plugin. It really rocks.
Secondly. I've re-read the page many times and havent found any info concerning how can I sell the buildings to players? I wanted to make an adminshop, selling different types of buildings for everyone for different prices (e.g. small house for 100 ingame bucks, a castle - 10000 bucks, etc), I usually use quickshop and craftconomy3 (with vault) for shopping purposes.
How is it done here?
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Posted Jun 15, 2013@xXBadeye
Thanks a ton... I'll look into it this weekend. The .schematic format should have no troubles with it, and my schematic load/save code is borrowed from WorldEdit, so I know I've got at least part of the solution :)
@fungreenfox
Right now, long grass, snow, flowers etc. should not interfere with the building process at all. it's only solid blocks that will cancel a build-event... I do like the idea, but I will probably implement it as a config setting that either keeps the current behaviour (only replace blocks below ground level) or will allow placement ANYWHERE, and clobber anything in its path
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Posted Jun 15, 2013@metalhedd:
https://www.dropbox.com/s/xuvj4bv9hcoqy7k/Base.schematic
Its a basic schematic with a few custom blocks which are modified versions of the glass block (sanbag walls) and a modifed version of halfblock slabs (camouflage nets). The blocks got created with More Materials (spout plugin).
The spoutplugin uses a ItemMap list with data values. here are the values for the 2 differnet camouflage blocks and the sanbag walls:
1120:MoreMaterials.CamouflageBadeyeSide.CamouflageSide
1117:MoreMaterials.CamouflageBadeye3.Camouflage
1042:MoreMaterials.Battlecraft_WW2.CEP_BattlecraftWW2_sandbags
Its the path of the files, it works like this:
Datavalue:MoreMaterials.PackName.FileNameInsideThePack
Dropbox links for the camouflage materials (just downlaod more materials and spout, palce those 2 files into the Morematerials\materials folder, thats it.
https://www.dropbox.com/s/yioshujwsad09uz/CamouflageBadeyeSide.smp
https://www.dropbox.com/s/fp7tw898rwjb4gn/CamouflageBadeye3.smp
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Posted Jun 15, 2013Good idea to let the placement force flowers and high grass to become removed where the building has to be. I often see, i cant spawn because of this. It must be the users risk and choice.
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Posted Jun 14, 2013@metalhedd
Alright. Also, anyway to force a biab to destroy land around it so it can "fit"
Maybe a check so that if more than 50% of the area it wants to fit, is taken, it won't fit, but if it's less than that, it'll destroy those blocks?
Love this plugin! We've renamed the "Build In A Box" to "Prefab" and it's a lot of fun. Everyone who see's it, loves it.
We offer starter houses for all new players and more buildings for other players to purchase with ingame money or as apart of kits. Thank you a lot for this plugin! Can't wait to see something about the preview/build permissions.
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Posted Jun 14, 2013@PhoenixOfWar At present, no. It uses the preview time to test for build permissions, which is the primary cause of the lag. If you have no need for that, disabling it will greatly reduce the lag. I am aware of the issue and trying to come up with a viable solution but it'll probably involve coding specific support for each land protection plugin so that they can be more efficient
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Posted Jun 14, 2013Can we disable Preview? On large schematics it lags the server.
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Posted Jun 14, 2013I don't run a modded server so I honestly Am not sure why it doesn't work. Would it be possible for you to upload a biab schematic that includes a few of these blocks and some info about the mod they come from? I will look Into it, there but it will probably involve a slightly complex config in order to allow for specifying the proper data values to rotate each block type correctly
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Posted Jun 14, 2013Sadly, it does not support custom items. I'm not sure if it has something to do with MoreMaterials/spout, or if it just doesn't save the data values correct... is there any way to add support for this? Still a great plugin, reminds me of the ArmA 2 Wasteland Mod base building with locking and unlocking, very cool!
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Posted Jun 12, 2013@fungreenfox
Enderchests require silk touch, otherwise they just drop obsidian blocks. that's normal minecraft behaviour.
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Posted Jun 12, 2013I am giving a biab box name hoverpad from machina. works ok and box is consumed as set to. I just wonder why getting 8x obsidian when i smash the enderchest, and not a picupable enderchest. Hmm. well it seems to be standard when cracking that one.
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Posted Jun 11, 2013@craftdude01
That's caused by the enderchest being outside of the selected region. If you test w/ the latest snapshot it should tell you with a friendlier message.
@fungreenfox
Buildings can easily extend underground, the location of the enderchest determines what's 'ground-level' and anything below that point will be placed underground.
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Posted Jun 11, 2013I think, i need an option in the config, to skip preview of the building, when large buildings occurs. This because when i spawn large buildings with WE, its done any size nearly, but sometimes a kick of all players, but WE will still continue to fullfill its work. With biab, it cannot be done, its to heavy, and it stops working after a kick with "time out". Skipping preview might work for larger projects to build it slowly up.
Btw, need option or change to capture under surface level, as cellars basements are not captured at houses. Correction: They are recorded, but sometimes filled with the item ID, the surface is consisting of.
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Posted Jun 10, 2013I have a slight problem. everything worked but then stopped working only for me. i can do the tool selections. I can /biab save test. but when i left click the enderchest it dissapears and creates a small error msg in my console. P.S.I am op on my server and my friend doesnt have this problem.
http://gyazo.com/8e8e993b286f793f40e212472394f434
Edit: nvm I guess it just cant make walls. i can make everything except walls.
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Posted Jun 5, 2013@metalhedd
yep that's pretty much it, strangely enough it works with spoutplugin custom items and tekkit.
anyway i contacted them about possible support.
Also I wasn't saying the faults were with BIAB, was just stating the issues so you and others were aware of the problems that occur when using the two plugins together.
EDIT: Quickshop will NOT fix these issues, so if possible don't sell your BIAB using it (though the owner stated write the feature yourself if you want it, so i'm assuming that means feel free to copy quickshop and make it so it will work)
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Posted Jun 5, 2013@yurikoma
I think those are bugs with QuickShop. BIAB doesn't do anything out of the ordinary for it's display-name, so if they can't display it properly, they aren't trying. the same goes with confusing a normal enderchest w. a BIAB, that shouldn't happen unless the shop isn't comparing the metadata. I think Quickshop might just not support custom items very well.
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Posted Jun 5, 2013@metalhedd
I will also test this using quickshop, most likely today or tomorrow, ill let you know how it goes in an edit to this comment (as it works with custom items it should work with this, but it is possible it is giving players the item without BIAB, so ill check it out)
EDIT: your latest dev build #129 the help isn't lined up correctly
EDIT2: tested BuildInABox with quickshop. it does work, but it also has issues. first issue is that it doesn't use the custom name, and simply names it Ender Chest. Second issue is that it not only sells the biab it also sells enderchests, and has no way of telling them appart untill you have brought the item (so a player could fill it with normal enderchests and biab and it would sell both as if they were both the same thing but some of them will have biab names when you get them. others will be enderchests)
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Posted Jun 4, 2013@deleted_8274265
Have you tried it yet? I believe it should work, but I have no experience with that plugin specifically. If its an infinite, admin-style shop, and it supports ItemMeta (ie. custom display name/lore) then it should work similarly to kits. if it's a chest-based shop where you need to physically place the items for sale into an inventory, then just placing BIAB's in there should also just work.
If you haven't tried it yet, I suggest you do, and let me know how it goes. I can't test with every shop plugin, but If I have time to figure out QuickShops tonight I'll see how it works.
you might want to get the latest development build (or download v0.2.0 if its been approved here yet), its got a lot of bug fixes and overall improvements.