ChunkAutoClaimer
PLUGIN DEVELOPMENT TEMPORARLY DOWN DUE TO SOME FIREWALL & INTERNET PROBLEMS
This is my first server mod. This plugin is extremely newbie-friendly. Basically, its a completely automatic block antigrief plugin, which automatically claims chunks (16x16) people build on, without the player need to do ANYTHING to protect the area. Also, if the area cannot be protected for a reason, for example if player have used up all his allotted chunks, or are not adjacent to his other's chunks, the player will be notifyed on placement of block. Contains a friendslist, and the plugin can also be localized to the server's local language, thanks to configurable messages.
The plugin also automatically ignores common blocks which does not belong to players creations, so not people claim whole caves due to putting up torches and such.
WORLEDIT compatibility fixed in v1.1
NOTE TO ALL WHO UPGRADE FROM VERSION V1.2 or older, TO V1.3 or newer:
DELETE YOUR ChunkAutoClaimer FOLDER IN /plugins PRIOR TO UPDATING!
VERY IMPORTANT!
Config format was changed between V1.2 and V1.3 making configs incompatible between them!
There was a bug in config generation, due to a misspelled blockID. Add - 50 below ignoreblocks: in your config, thats to exclude torch.
What does the plugin do?
Basically, this is a complete Anti-Grief plugin, that combats all in-game block-based grief. With block-based grief, I mean that the plugin will not prevent other forms of grief like PvP griefs, chat grief/spamming and such. Theres other plugins for that.
This plugins works of a concept called "craftable blocks". With craftable blocks, I count all blocks that must be crafted to be able to obtain.
I excepted Torch from this list (From version 1.4, sorry did misspell a blockID), because Torch is a block that you spread around you without actually building anything useful, for example as lighting in caves. I also allow "expensive" non-craftable blocks to be counted - for example ore and such, because these blocks is also blocks players wont spread around with.
The reason of excepting non-craftable cheap blocks (for example sand, cobblestone, raw tree logs) is because often, people get out of stuck spaces by bulding a high pile of a cheap material that is noncraftable. And of course, the players does not want to claim all caves they get out from in a emergency.
The list of ignored (non-counted) blocks can be configured, just add/remove the block IDs you want to ignore in config.
How does it work?
So now to the point. By building atleast 7 (configurable, 7 is the default) blocks, the player claims the area. Nobody else can build here except for when players add them to friends list. If the player want to remove/unclaim the area, the player simply removes(breaks) 7 (this is also configurable, 7 is default) blocks.
By this system, the antigrief is completely automatic. Player does not need to know there is protection, they just build and build and build. Like vanilla minecraft experience but without griefing. And when they flat the house with the ground to move to a new place, the plot is automatically unclaimed and everyone can build there.
To prevent griefing by claiming unneccessary land, theres 2 configuration options that is useful:
maxclaims: Maximum claims a player can own. Can be overriden by /set command.
requiretouch: (true/false) - Require that claims a specific player own touch each other.
To prevent griefing in the wilderness, there is much configuration options that is useful:
allowfirespread: (true/false): Allow fire to spread and/or burn outside claims. Allow igniting/placing of fire block 51 outside of claims.
Fire will never spread or burn inside claims regardless of owner/authorization. Igniting/placing fire inside claim is always allowed provided you have authorization to the claim - eg can build there.
allowugfirespread - Same as firespread but applies below the belowground value.
allowlava/allowwater - allows unbucketing of water/lava in the wilderness.
allowuglava/allowugwater - same as above but applies underground.
allowtnt - Specifies if explosions does have any effect above ground.
allowugtnt - same as above but applies underground.
belowground - integer for ground level. Below this are considered underground, above this are considered overground.
To prevent spamming the friendslist so config.yml gets huuge, theres one configuration option that is good to go:
maxfriends: Maximum number of friends a player may have on friendslist.
NEW!:
Chunks are marked when something reads or writes to a chunk protection status, for example when you try to build in a chunk without authorization, claim a chunk, unclaim a chunk, or does /chk or /set on a chunk.
Configuration options:
markblock - Block ID to use when marking.
markdata - Block Data to use when marking.
markclaims - true/false - enable/disable the marking function.
Is the default un/claimblocks=7 in config file good to do? Should I change it?
You should change it. Most servers have different styles. The values are optimized for a survival server, so if you run a creative, its recommended to change the values to very high values, like up to 10-16. Do never exceed 16, then players will never claim land since chunks are 16 blocks wide and most players build singe-block thick walls. Exceeding 16 would require players to build double-block thick walls.
If you run a creative server, I also recommend to change the ignoreblocks list in config, to include more blocks, and also either change belowground option to a lower value, or setting allowugtnt to false. Else you might see your deserts to be very griefed. You are also free to experiment with the values. Sometimes it can be good with a higher unclaimblocks than claimblocks, for example claimblocks=4 and unclaimblocks=5. You just need to find a good config that fits your server best, based on other plugins aswell. Also the maxclaims should be changed if your building style on server is that players build huuuuge castles. Also consider changing the maxfriends option if your server have a large number of different players. The default 7/7/9/5 config does fit most servers.
Why aren't chest and/or doors protected?
Its because I encourage creative building. Block protection is all you need. For a very simple (ugly) chest protection, you simply put a block above the chest. Since the block cannot be destroyed, the chest cannot be opened either.
But what I encourage is creative protections like advanced redstone circuits, codelocks, hidden doors, underwater entrys and such.
Why are this plugin better than compared to <pluginname>?
- LogBlock, BigBrother, HawkEye:
These plugins are more aimed to detecting grief after it has been done, for the purpose of kicking/banning the griefer then. My plugin aims of
(in combination of other plugins) to make a server completely automatic and adminless. With my plugin and some other plugins, you should be able to put /kick and /ban into the dustbin!
- PreciousStones, Residence, GriefPrevention, MyChunk:
Those require players to manually protect the area. Many newbies don't understand how to protect, or forgets to protect, despite of the plugin educating the players. Before I did this plugin, I ran GriefPrevention on my server. It was a huge disaster, since none player did extend their claims.
When Griefers come along to the server, they griefed the houses so they looked very funny with non-griefed floors floating in the air, with a chest in the middle. That was because GriefPrevention's initial claim. I tried everything, giving a player a golden shovel at spawn (and GriefPrevention had a info message shown when selecting golden shovel), and much more. But players didn't listen.
What I needed was something FULLY automatic, where players do not need to think about the protection. That was why I created this.
Which other plugins do you recommend?
- NoCheatPlus - just set everything to "cancel" in config to get anticheat protection without kicks and bans.
- nolagg - Prevents griefers from DDoSing the server by dropping 9999999 items in the same place.
- orebfuscator - Prevent Xrayers.
- spamguard - Great antispam plugin to prevent people from spamming the chat. Remember to set warnstokick and kickstoban to 2000000000 in config to prevent the plugin from kicking/banning someone.
If you install all these plugins including my plugin, you have a completely self-adminning server without any kick/bans.
Why are chunk-based protection, better than arbitary protection?
Now lets get this straight. Chunk-based protection, like this plugin and MyChunk, is based on minecraft "chunks", which are 16x16 in size and extend from bedrock to sky.
Arbirtary protection, is when you are free to select the plot size for yourself, like Grief prevention and Residence.
Advantages of Chunk protection:
- Smaller data sizes. A chunk is identified by 2 coordinates. Arbitary plots must store 4 coordinates (start & end), leaving double sized datafiles behind. If you also store bottom and top to enable stacking of claims, its 6 coordinates. Talk about 3 times as large files! Also, block coordinates are larger in size than chunk coordinates, since theres 1/16 less chunk coordinates for a given world than block coordinates. So basically, block coordinates are also 256 times larger, making data files huuuuuge.
- Code does not need to check for overlapping of claims. Either a chunk is claimed, or a chunk is unclaimed. Theres nothing between. In arbitary plots, there is a possible that half the claim is owned by someone else, so the plugin must check everything, which increases processing time.
- Theres no waste of land. With arbitary protection, you can end up in a situation when a large plot of land has so many tenants so theres just small walkways of 2-3 block wide unprotected land between the houses, which are useless.
- Theres always some "breathing freeroom" around the chunks, since players will not build exactly where a chunk is. A normal newbie player would propably claim a 2x2 area of a total of 32x32 blocks from bedrock to sky, and build a house in the middle, leaving say 4 blocks on all sides. Arbitary protection can leave houses nearly touching everyone, making it ugly.
What about newbies and collaborative builders?
To enable collaborative building, theres a friendslist builtin. You simply /add or /del friends from this list, and friends have full permissions in your claims EXCEPT for unclaiming your claims or trusting others. If you mess up and add a griefer to your friends list that you don't remember the name of, just type /del without any arguments, and your friendslist are completely cleared.
The friendslist maximum is configurable to prevent a player from making config.yml huge.
If you as a player completely mess up, for example using up your claims at a area you dont remember the location of, and just mess everything up, you can reset yourself by writing /reset .
This unclaims ALL your claims and CLEARS your friendlist. You can then easly claim your house again by removing 7 blocks from your house and placing them again.
What if you want to remove 7 blocks from your area, but still have the area claimed?
Easy. Just remove 6 blocks, then add a block, and then remove more blocks again.
Or break a nonexpensive block each 6th block.
How I do "adminclaims" like in GriefPrevention?
Just /set the claims to some nonexistent name. You can do this both on unprotected land and protected land. Counters and lists will be updated accordingly automatically. For example: /set SOMETHING. Note that /set overrides maxclaims, so no worry "running out of adminclaims".
Please consider that someone may register and take a name of a adminclaim for the purpose of griefing, so select the "owner" of the adminclaim carefully.
I would suggest using /set notch for adminclaims, since Notch (the creator of Minecraft) would never go and grief some server, he would not probably visit your server, and since nobody can register notch's name, your adminclaims stay safe.
If you have LOTS of claims to make adminclaim, like a large city you are gonna build, make sure you are OP, and you don't own any claims. Do /reset for sure. Then you make claims as usual. When you are done, run this:
/reset YOURNAME notch
this will (again) reset yourself, and then transfer all your claims to "notch". Since notch never gonna grief your server, your city is now protected, while you still can do whatever you want with your own character and/or claims (eg resetting and such) without affecting the city. But remember, as long as you are OP, you can break/place blocks in adminclaims. However, you will not unclaim any adminclaims.
If you want to be sure of not touching claims, either /chk the claim you are building in, or use /walktest to find occupied claims.
Which commands can be used?
/chk - Checks the plot you are standing on. Useful to check that you really have protection.
/add <friend> - Adds <friend> to your friendslist
/del <friend> - Removes <friend> from your friendslist
/del - Clears your friendslist
/set - OPONLY - Unclaims the plot you are standing on regardless of owner.
/set <name> - OPONLY - Claims/changes owner of the plot you are standing on to <name>
/reset - Resets your profile.
/reset <name> - OPONLY - reset <name>'s profile. Useful if <name> got very inactive or is no longer playing.
/reset <name1> <name2> - OPONLY - reset <name1>'s profile, and then transfer all his claims to <name2>. Good for example if <name1> changed minecraft account, or for adminclaims.
/walktest - Toggles Walktest mode on, which means you can only build in unprotected areas. Type again to turn off. - Does NOT apply to wilderness protection.
Why are it so many items in the configuration file?
main/messages/* - strings - Localization system. Allows you to configure the language of plugin.
main/config/requiretouch - boolean - Require that players claims are adjacent to each other.
main/config/allowfirespread - boolean - Controls fire spread & igniting outside of claims.
main/config/allowugfirespread - boolean - Controls fire spread & igniting outside of claims under ground.
main/config/allowlava - boolean - Controls lava placement outside of claims.
main/config/allowuglava - boolean - Controls lava placement outside of claims below ground.
main/config/allowtnt - boolean - Controls explosions.
main/config/allowugtnt - boolean - Controls explosions under ground.
main/config/allowwater - boolean - Controls water placement outside of claims.
main/config/allowugwater - boolean - Controls water placement outside of claims below ground.
main/config/belowground - integer - Sets the ground level.
main/config/markblock - integer - sets the block ID to use when marking chunks.
main/config/markdata - integer - sets the block DATA (for example wool color) to use when marking chunks.
main/config/markclaims - boolean - enable/disable the mark function
main/config/claimblocks - integer - Number of acceptable blocks that need to be placed to claim a area.
main/config/unclaimblocks - integer - Number of acceptable blocks that need to be removed to unclaim a area.
main/config/maxclaims - integer - Number of plots a player max may own - can be overriden by /set.
main/config/maxfriends - integer - Max number of friends a player may have on friendslist.
main/config/configversion - integer - Maintains the config for you, incase config are updated. Set to 99999 to bypass the feature.
main/config/ignoreblocks - integer list - Block IDs that are deemed unacceptable. These blocks do not count toward claimblocks/unclaimblocks.
main/players/*/blockcounter - Stores the number of consequetive blocks placed in chunk lastclaim by *
main/players/*/lastclaim - Stores the last chunk the player placed or removed a block in. If this changes, blockcounter are reset.
main/players/*/gotwarning - Prevent the plugin from spamming people. This are set when players get "unclaimable land" warning, and are reset when player places/removes block in acceptable land.
main/players/*/walktest - Stores player's current walktest status. It is reset everytime player joins.
main/players/*/claims - List of claims. Gets all claims owned by *, required for /reset to work.
main/players/*/friends - Stores the player's friendslist
main/claims/* - Stores the owner of chunk *.
Does the plugin support permissions?
Yes, from version 1.7
The permissions nodes is as follows:
chunkautoclaimer.op - gives access to all OP commands AND possibility to build in areas the player normally isnt permitted to build in.
chunkautoclaimer.unlimited - unlimited claims, friends and claims does not need to be adjacent regardless of requiretouch setting.
Why does CAC ignore OPs? (ONLY in V1.1)
OP can build/destroy anywhere to be able to do its administrative tasks. If a OP want to only touch unprotected surfaces, he can enable
walktest by typing /walktest .
requiretouch, maxclaims and maxfriends does NOT apply to OPs.
What are /walktest good for? I dont see the point in the command?
Some examples:
- Your'e a OP and want to do some duties on unprotected land. You turn on /walktest to be sure to not touch protected land.
- You have just built a large house and want to be sure its protected in complete. You turn on /walktest and then try breaking random blocks around your house to eventually find any unprotected spots.
- You want to find some unprotected land, and don't want to wander into lands where you are on the owner's friendslist.
- You are gonna do some PvP, and dont want to unintentionally break blocks in your buildings.
- You want to do a real test of a contraption that you built, that might result in you unintentinally breaking blocks, and want to be sure.
- You have built a large complex and want to explore it "as a griefer".
Source Code: http://chunkautoclaimer.sebbe.biz/
My Minecraft name: sebnie
TODO:
- Prevent unclaiming of chunks if the unclaim would cause 2 of the players chunk not to be adjacent anymore - if requiretouch are set to true.
(I do not have any solution for this, come with ideas for this)
- AntiSpam
- DynMap integration
- Translation fix so messages can be removed
- some bugfixes
- probably some way for users to indicate to the system that they are experienced, and this will make the mod more quiet, of course this can be toggled again if they regret their decision.
- Add information message to nonexperienced users when placing a chest, that they can protect it by placing block above it.
- Listfriends/listchunks commands which will allow player to list their friends/chunks
- /home command takes them to their last claimed chunk.
ToNotDo/WontFix:
- Per chunk/claim friendslist. This becomes too advanced to end users. I want to keep the plugin simple for end users. Either you trust a user, or you don't trust a user. Theres nothing between. Why would you trust the user to build in AREA A but not in AREA B?
- subclaims. A too advanced feature too.
- Database. Theres no need for this. Use this plugin on small servers and/or use a SSD if the plugin gets a performance impact.
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Posted May 23, 2012EDawg87820: Multiverse will break the current config including player config and claims so you all will have to reset. (by deleting the config.yml file).
About "chunkautoclaimer.maxclaims.#" its simply not possible without making performance rubbish.
I could instead do a pVIP config, so those that have chunkautoclaimer.vip will have another config applied. This will give you the option to have a default config for all users, then a "vip config" (with higher maxclaims and/or maxfriends and different antigrief settings) which applies to all chunkautoclaimer.vip, and then you can always give chunkautoclaimer.unlimited to your super users who propably paid for a Platina account.
sht04052: Yep, Ill do a claim/unclaim command. The claim command will be disableable in config.
About economy, can also add this too.
Note that its a long todo, so Ill have to code for a long time before 1.9 is out, so keep up. It will come but expect it in a couple of weeks.
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Posted May 22, 2012Can you please add this permisson to the plugin: chunkautoclaimer.maxclaims.#
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Posted May 22, 2012Can you please add multiverse support so i can disable the plugin in certain worlds?
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Posted May 22, 2012It would be awesome if you add this feature
I hope this will gonna be added in future :D
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Posted May 20, 2012Yep will come in 1.9.
Ill fix a way to remove messages completely.
Probably by setting the translation to something anbigious that will be recongnized.
todo for 1.9 is now:
AntiSpam
DynMap integration
Translation fix so messages can be removed
some bugfixes
probably some way for users to indicate to the system that they are experienced, and this will make the mod more quiet, of course this can be toggled again if they regret their decision.
Add information message to nonexperienced users when placing a chest, that they can protect it by placing block above it.
Listfriends/listchunks commands which will allow player to list their friends/chunks
/home command takes them to their last claimed chunk.
Of course most of this will be configurable so if you don't like /home and such you can turn it off.
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Posted May 19, 2012Can you add a way to edit the join message? I want to remove it entirely and fit it in a more natural way with my MoTD. When I do so however, the [CAC] still remains.
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Posted May 17, 2012yes, the protection is stored in config.yml, so when the world reset, the protection is stil in place. What you could do is a complete server reset, eg the server is stopped, then a external script copies a resetted complete server directory (including resetted /plugins) over the old and then starts server again.
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Posted May 17, 2012I didn't know about the saving behavior of the world. When a chunk is straight-up deleted, does the protected block remain in place?
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Posted May 16, 2012bigscary: About stealing from containers, I have even show a movie on how you protect containers. I can add a message upon placing a chest, that to protect it, add a block above it.
About: "then you get into the business of players having to be aware of what they've claimed, how much they can claim, and how to unclaim accidentally claimed chunks"
The plugin messages the player immediately upon placing a block in a chunk that the player cannot claim (and the reason of course). Once that, the plugin will no more message the player if the player does not move to a new chunk, then the plugin will message the player again if that chunk is ineligible.
In this way, the player know that anything he build here will not be protected, and he can continue building at "his own risk".
So the player will never unknownligy build at a place where he cannot get protection.
The player can easly /reset his profile if he forgot where he claimed land and used up all claims. (if he forgot where he claimed land, he propably wont care about what he built at that land either)
Reclaiming known land is as easy as breaking and rebuilding a small part of his building. You could simply remove all the bottom blocks of your house and put them back, and your land is reclaimed around the whole house.
The default maxclaims of 9 chunks allows buildings of 48x48 which is really large, but this can be changed in config.
The plugin is designed to be iniutive, you claim land by building, and unclaim by destroying. Its natural that when you want to remove your house, you mine it down, and then the plugin reacts by removing your claim.
Lava/water dumping is already solved in my plugin, it allows Lava/water dumping below a certain level if you dont disable it, and the level can be configured.
If a player places lava/water in his claim, it will never flow out of the claim unless the user is underground (and not into other's claims too). Lava/water will also never flow into unclaimed land if the user claimed land, placed lava/water, and then unclaimed land.
About the more fine grained permissions, it makes the plugin more complicated for the end user. Subclaims and indivual permissions for claims makes it hard for user to remove friends, lets say the user forgot which claim he trusted "MaxxGrief" in, how the user gonna untrust that user then?
Cooperative builds is easly as adding a friend, let him build, and then deleting the friend, when you no longer trust him.
Player towns is the same.
About tree topping, I in fact have no solution on this. Im thinking about detecting natural trees (not planted ones, only natural that can be calculated from seed), and if the land is not claimed, it will "regenerate" the trees.
A /list function is on the way aswell, allowing player to list friends or chunks. Also /home will also be supported, teleporting you to your last chunk.
Im thinking of a manual unclaim function aswell.
Im thinking of building a antispam function aswell. So this plugin can be more complete.
The antispam will never kick or ban a player, instead I will use some sort of "cooldown" that will become larger (up to a limit) each time player sends a spam message.
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Posted May 16, 2012Since you asked for my opinion versus GriefPrevention. :)
I think it's a good try, but griefers will intentionally claim lots and lots of land just to mess with people, so you'll be constantly cleaning up after them (you can never ban them all, so this problem is never ending). If you limit chunks claimed, then you get into the business of players having to be aware of what they've claimed, how much they can claim, and how to unclaim accidentally claimed chunks. Since your argument main argument for CAC over GriefPrevention was that players don't have to think about and explicitly expand their claims, closing that exploit opportunity by limiting chunks claimed would kill your only advantage.
And then there's the enormously long list of features you seem to be refusing to implement. Players will want more control over permissions, otherwise they can never cooperate with semi-strangers, which means very few cooperative builds and zero player towns. Griefers will steal everything, unless you protect containers. You claim this is a complete grief solution, but you only prevent grief of builds and to a small extent, the wilderness. There's spam, spawn camping, tree topping, lava dumping, etc etc etc etc, all covered by GriefPrevention but explicitly ignored here (download how many more plugins? seriously?!). While all of these missing features can eventually be fixed with a lot of hard work on your part, the design problem I described above can't be fixed with work. You need to rethink. I wish you luck and success. :)
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Posted May 16, 2012m1st3rm4n: The wool/markblock is there to visually show the player which chunk is being unclaimed. I colored the claimmessage and unclaimmessage differently, so the player can easly see when a region is being claimed or unclaimed.
BTW how do you do to make sure theres no claims when map reset? I guess you loop through all players and do a /reset <playername> right?
koibunny: One problem with listing chunks and/or friends, is that they can exceed I think 10 lines (after changing the config), which would not fit the chat. Its pretty advanced to code a full "page" system.
But Ill could give it a try.
Found out that the chat can hold 2 friends per line, so a chat then can list 18 friends with a header.
According to this page: http://www.minecraftwiki.net/wiki/Chunk
a chunk coordinate can vary between -3750000x-3750000 to 3750000x3750000 (since a block is one cubic meter and moving 30 000 000 blocks from spawn (= 60 000 000 blocks total) will reach the "edge" of the map.)
so the chat will fit 2 chunk coordinates per line enabling 18 chunks to be shown with header.
Chunks remaining would be easy to code in, I could add the number in the message being shown when claiming/unclaiming and /chk-ing.
Ill do it for the next release.
Ill do a function in the next release which will give player the ability to teleport to his last claimed chunk.
Of course everything can be enabled/disabled in the config.
Ill fix some sort of configurable cooldown for the teleport command and all list comands.
Dymap integration can be done too. Should see if I can find some API to dynmap, but I don't want to depend on dynmap.
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Posted May 16, 2012I switched from precious stones to this immediately, n_n. Small server, just needs something simple.
A couple things that would make it perfect though, for me anyway, would be a command to list (for the player) their claimed chunks and coordinates (and chunks remaining), and permissions that allow different chunk limits for different groups. Also, dynmap integration. It would be very useful.
Great plugin!
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Posted May 16, 2012I made a sandbox feature similar to Garry's Mod where people can come freely build. The map resets once every 24 hours so nothing's saved. This plugin works perfectly to provide protection.
A suggestion: Have the wool disappear upon region unclaiming.
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Posted May 15, 2012About buildcraft and industrialcraft, those should be protected, eg cannot be destroyed.
If you want to protect a chest as in protecting from stealing, you simply place a block above the chest. Since that block cannot be destroyed by unauthorized, and bukkit/minecraft prevents opening of chests with a block above it, the chest is protected.
M1st3rM4n: Why would you need a sandbox feature? This plugin should be enough to protect buildings, so theres no need to rollback.
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Posted May 15, 2012I've been looking for something like this. This, in combination with a sandbox feature on my creative server, will definitely make building more enjoyable for people.
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Posted May 15, 2012Make it would be possible to protect buildcraft and industrialcraft chest by ID
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Posted May 13, 2012okay okay. Ill fixed permissions in v1.7 now
See changelog for nodes.
So both doriankay, kropto and drdeft should be happy now.
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Posted May 13, 2012Permissions support for groups is needed very much.
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Posted May 10, 2012@kropto
Fixed localization now. Have uploaded v1.5, waiting for approval.
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Posted May 9, 2012Yes, can fix so the messages can be customized in config.
Ill do it for the v1.5 release.
like:
main/messages/chkunprotectedpre = "This chunk"
main/messages/chkunprotectedpre = "is UNPROTECTED!"
main/messages/chkbuildpermitunprotect = "You can build here because the chunk is UNPROTECTED!"
and so on.