ChunkOwn
Version 1.0.4
NOTE: This plugin requires you have Vault enabled on your server
This is a very simple way to handle griefers. It allows Player's to buy specific Chunks in the World so only they (and admins) can build there. Admins can limit how many Chunks each player can own, and Players can add Co-owners to allow them building rights.
Features:
- Supports all major Economies and Permission Plugins thanks to Vault
- You can change what command this plugin uses by editing the plugin.yml (found inside the plugin jar file)
- MultiWorld support
- Configurable properties
- Custom messages
- Players can buy unowned land, no need for Admins to run around protecting houses for Players
- Limit the amount of Chunks Players can own
- Custom buy/sell prices
- Customize how deep Players own land (defaulted near sea level)
- Option to automatically place a specific type of block along the edge of the Player's Chunk (to outline)
- Option to delete a Players owned Chunks and revert the Chunk back if they do not log in for a specified amount of days.
- Players can purchase Add-ons for their property such as chest locking, and auto healing
- Players can be notified when they enter someone else's owned land
- Players can be notified when another Player enters their owned land (with TextPlayer support)
- Players can preview land before they buy it
- Players can be forced to group their land together
- Optional increased cost for each additional Chunk
- Simple commands
- Blocks many griefing events
- Allows Co-owners who will also have build rights
- Co-owners can be a specific Player or a specific Permissions Group
Permission Nodes:
Commands:
Tutorials:
Video:
Coming soon!
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Posted May 13, 2012Okay when?
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Posted May 12, 2012@GamingDistrict
I still can't figure this out... maybe show me on your server sometime?
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Posted May 12, 2012User get disowned after world switch
But if somebody stands near the chunks = nothing happens
sry bad english =(
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Posted May 8, 2012@user_830908
I'm in finals week now so I can't really work on this. I will continue with it this weekend.
@sadendash
you sure it is my plugin causing this?
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Posted May 4, 2012On our server enabling the New Version of ChunkOwn causes no Chunk-Loading WTF!
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Posted May 3, 2012@Codisimus
Heya, just wanted to see if there was any update re: the next release and some of the issue fixes?
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Posted May 1, 2012After 2hours the user get disowned. No Errors
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Posted May 1, 2012@drakcore
I fixed that... hmm, most not have tested it enough.
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Posted May 1, 2012The last release fixed most of the problems in a multiworld except for the buying of separate chunks, still says that they need to build x amount chunks together before they can build else where.
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Posted Apr 30, 2012@user_830908
I am working on fixing all of these, I noticed that owning by placing blocks sometimes does not work for me. and also if the block is not placed within the chunk you are standing then it will not be owned. The next version will tell you why it didn't own it.
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Posted Apr 30, 2012@Codisimus
Sounds good, thanks for looking into it and feel free to let me know if you need any help testing. Placing blocks to buy will make it alot easier for our younger players to buy chunks on their own without the assistance of a mod or admin. As a test, I removed the mustowntobuild permission to verify that was the cause - as expected, users can place the blocks, but the chunk is still not purchased so seems like the setting isn't working overall.
As for the other issues reported, all of them still exist on the latest version although the CanBuild? console spam is definitely gone :)
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Posted Apr 30, 2012@user_830908
Ok, I'll be doing some testing. As for the owning on block placing, I am not going to allow a Player to buy (by placing a Block) if they can't build. Instead I am going to make the two ways of buying separate permission nodes. That way someone can force Players to buy chunks by placing a Block, so Players will not be able to buy property that belongs to someone else (via another plugin).
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Posted Apr 30, 2012@Codisimus
Just downloaded 0.7.2 and will test these with that version so maybe you've already fixed these, but a few little issues:
LockDoors plugin works rather randomly and might be tied in with the owner of the land being present or no. I've had times where it worked in locking the doors and preventing other players from opening them, but I've had times where players can just walk right in (these players being both non-admin and non coowners). Also had a situation where the owner left there property, came back, and the doors were locked to him.
CornerBlockDuration= setting in configuration.properties - how does it work? The comment in the file suggests that this setting controls the amount of time that the blocks will be visible on a /chunk preview - however blocks still disappear after about 10 seconds and it seems this setting controls how often a person can do a /chunk preview as I have mine set to 300 (5 mins should be) and after I have done a /chunk preview and the blocks disappear, I do another and get a message saying I need to wait 290 seconds before I can.
AutoOwnBlock= setting - again how does this work? I've tried different values for this setting such as the suggested chest and flower, as well as sign, torch, crafting table and none of them seem to automatically buy the chunk. And before you ask, yes I use the ID value, not type in chest, etc. I should mention that users do have the mustowntobuild permission so that might be why it doesn't auto-buy as the users cant even place those blocks so maybe you just need to check if they can buy the chunk before checking to see if they can build on it?
And lastly, again just a minor thing, but in a multiworld scenario, how is the EnabledOnlyInWorlds= setting supposed to work? Reason I ask is because I originally set up the permission nodes on the "group" level and this setting seemed to be completely bypassed - i.e. even though I only had one of the worlds listed under this setting, chunkown was active in ALL of my worlds. Ultimately I had to go back and create a node for that specific world under each group and set up the permission nodes there. While everything is working fine, I guess the question I'm trying to ask is - was this intended? The setting seems to imply that Chunkown would only be active in the worlds list under this setting, but apparently applying the permissions under the group level (meaning that the permissions would be active in all worlds) made chunkown active in all worlds as well. Again easy to handle but just thought I'd mention it in case others ran into the same situation and thought you might want to know so you could clarify the comments in the .properties file if this is intended behavior.
Ex. of permission file setup to make it clearer (using PEX) (Edit: well apparently this text editor doesn't respect whitespace so the example doesn't look like it should, you still get the idea and I could send you my permissions file if you really needed it)
Original sample config where Chunkown was active in all worlds eventhough EnabledOnlyInWorlds=world2
groups: Users: permissions: - chunkown.own - chunkown.info - chunkown.preview (etc)
And the way I had to setup permission for it to only work in world2, with all other permissions under the groupname and chunkown under a world node
groups: Users: permissions: ....... (permission nodes for other things) worlds: world2: permissions: - chunkown.own - chunkown.info (etc)
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Posted Apr 29, 2012Just released version 0.7.2, mainly bug fixes.
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Posted Apr 29, 2012@GaseousMaximus
You convinced me, how about /co (standing for ChunkOwn) as for the /home feature, that would not really fit in with this plugin at all. it may seem like it does but coding wise it doesn't.
@GaseousMaximus
Sorry about that, it is some left over debugging message. you can download the dev build or wait for the next update.
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Posted Apr 29, 2012@Codisimus
12:53 PM [INFO] CanBuild?
12:53 PM [INFO] CanBuild?
12:53 PM [INFO] CanBuild?
12:53 PM [INFO] CanBuild?
12:56 PM [INFO] CanBuild?
I get that spamming my console. No errors, just that. How do I make it stop?
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Posted Apr 29, 2012@KeksiLAP
Hey, Codisimus already posted a video above explaining a fix for that.
@Codisimus... I had already implemented that fix before noticing the video, but to Oreb. I had removed the command completely from Oreb as it seems quite useless to me and I have not ever used it in the 5 months I have been running my own little server.
I also use "craftbukkituptodate" and wrote a batch script to automate the update process with the help of a console command scheduler. The result is once per hour, it checks for updates to all 40 of the plugins I use, placing any it finds in a special folder, then every 12 hours or so, my server shuts itself down (with warnings for players), then the batch script moves the updates it collected into my plugins folder and restarts the server again... End result: changes I made to the plugin are undone.
Orebfuscator is one of those, and I'm not sure if ChunkOwn is(but I truly hope it is/will be). But what I'm taking so long to say is it makes it a LOT smoother and easier to run a server (even while on business trips) if I do not need to edit jar files to avoid conflicting commands. I would like to request that in your next update, could you please just add an "s" to the end of your command? "/chunks" would work me. Or your initial at the front "/cchunk". Any changes on your end would make the world a much nicer place.
I used to use ChunkOwn a few months back and paired it with some of my favorites like Lockette, and replaced it eventually to test other protection/ownership plugins. One of my absolute favorites was PreciousStones for it's variety. After Minecraft updates, I had to switch to other stuff. Now I see you are up to date again and have incorporated some of my favorite parts of PS and even removed my need for Lockette all together! I'm always looking for ways to reduce the number of plugins I feel I need to run. So I really mean it when I say you have done an outstanding job in my opinion!
So keep up the good work. (And I apologize if I have upset anybody by mentioning other works here)
..Oh and as a genuine "new function" request... my players and I would LOVE to have a "/home" function worked in there somewhere if possible. We have been spoiled lately with that one, which we will lose by switching over to ChunkOwn. :D
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Posted Apr 29, 2012Hey,
Incompatibel with Orebfuscator
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Posted Apr 28, 2012@user_830908
It's not that I use chunks to define the area, I use chunks to reference the area. in order to save the data to file all I have to store is the world name, x coordinate, and z coordinate. If I want to see if a player is in a given area I simply use a method player.getLocation().getChunk(), I don't expect you to understand that as you may have no programming knowledge but I were to make the change you are talking about it would require me to rewrite everything (or start from scratch). I will think about it but I have another project that I want to do first.
I will fix the errors being thrown if you don't have an economy plugin.
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Posted Apr 28, 2012@Codisimus
Sorry didnt quite say it right in my previous post about the chunk size so apologies for any confusion. While I can understand why you made it based on minecraft chunks for the sake of simplicity, I guess the question would be if it were possible to make it based on a defined region instead - say an area surrounded by redstone wire or some other configurable material (as an example of what i mean, take a look at redProtect - it has a pretty easy way of defining a protected area by placing redstone wiring along the border. This is just to give you an idea, not to say that your plugin should do what theirs does as I think yours is better), extending from the level of the redstone wire (the y-coord) upwards. The ability to do so could be limited to ops or permissions given to players to allow them to define their own areas. This has 2 benefits that I can think of off the top of my head - 1. You may not need to use the LowerLimit value anymore and allow people to specify how deep they want to go on an individual basis instead of a situation where say the house is on top of a hill at y=72 and you are protecting blocks all the way down to whatever the limit is, and 2. It allows for non-uniform "areas" to allow maps, towns, etc to have a more natural feel than the grid-like look that you would get with chunks. Maybe put this in as a feature request? :D
On another note, not sure if this was intended or not, but I had to install an economy plugin for my server (using iConomy). Using Vault alone or Vault + PEX alone worked but would give an internal error if you tried to use /chunk clear or /chunk sell - even if you gave chunkown.free or specified no buy or sell price in the config. Its a minor thing but might want to mention that so you dont get complaints from others about the error.
Again though, great plugin. Its working great on my test server at the moment with the only caveat being areas where player's builds might conflict because parts of each are on the same chunk. Yes, the simple solution is to make one of them "move" their build but I've received enough death threats for one lifetime :)