Grief Prevention
AUTOMATICALLY PREVENTS ALL FORMS OF GRIEF, including build/break, theft, spam, fire, spawn camping, lava dumping, chat trolling, advertising and more, so you don't have to undo any damage after the fact. It even teaches players how to use it so you don't have to! No configuration or database required. Stop responding to grief and prevent it instead. Grief Prevention will solve your grief problems without requiring you to manage a roster of trained administrators, juggle 10 different anti-grief plugins, take away cool standard game features, publish a training manual / tutorial for players, or add explanatory signs to your world. You can also choose to integrate PvP elements into build design to finally get a PvP experience befitting a sandbox game about creative building.
Grief Prevention stops grief before it starts automatically without any effort from administrators, and with very little (self service) effort from players. Solve all your grief problems with a single download, no database, and no configuration step.
Got a question or found some random bug? Check the documentation!
Got a problem or bug you can reliably reproduce? Or a feature request? Report it on the issue tracker!
Also, you might be able to catch me/others on the #GriefPrevention IRC channel for help (please state your question and exercise patience if you use this option).
Downloads for older Minecraft Versions
You may also view recent update notes on Github
The Manual
Feature List
Yes, everything is customizable.
- No database or world backups required.
- Extremely efficient CPU / RAM usage.
- Land claims are easy to manage.
- Players create and manage their own land claims, so you don't have to do it for them.
- New players get automatic claims around their first chests so they're protected even if they don't know how to create land claims yet.
- Players who ask for help in chat get an instant link to a demonstration video.
- Resizing claims and creating new claims is done with ONLY the mouse, no slash commands (slash commands are also available).
- When a player appears to be building something nice outside his claim, he's warned and shown his claim boundaries.
- Claim boundaries are easy to see, and don't require any client-side mod installation.
- Extremely easy-to-remember, single-parameter slash commands for giving other players permissions.
- Claim subdivision and granular permissions are available to organize towns and cities. Watch this video.
- It's IMPOSSIBLE to grief a land claim. Watch this video.
- No building or breaking.
- No stealing from ANY containers.
- No sleeping in beds.
- No button/lever usage.
- No adjusting redstone repeaters or other configurable blocks.
- No pushing blocks in with pistons.
- No pulling blocks out with pistons.
- No TNT damage (including cannons).
- No creeper damage.
- No explosive damage from other plugins, like Extra Hard Mode or Magic Spells.
- No enderman/silverfish block changes.
- All doors may be automatically locked (optional, see config file).
- No killing or luring animals away.
- No stealing water (e.g. buckets).
- No trampling crops by players, animals, or monsters.
- No building overtop, all claims reach to the max build height.
- No placing or breaking paintings / item frames / armor stands, etc.
- Fluids will not flow into a claim from outside.
- No placing blocks via TNT/Sand/Gravel cannon.
- Pets and death loot are protected.
- Players can't pick up what another player dropped on death without permission.
- All types of pets are protected everywhere, even outside of land claims (can be configured per-world).
- Excellent anti-spam protection
- Warns, then mutes, then may kick or ban spammers (configurable - you choose).
- Most spammers get only one message out before they're muted.
- Blocks server advertising (IP addresses).
- Blocks repeat message spam.
- Blocks ASCII art (ex. Nyan Cats) spam.
- Blocks similar message spam.
- Blocks unreadable (gibberish) message spam.
- Blocks CAPS.
- Blocks macro spam (very different messages in quick succession).
- Blocks login/logout spam, even when the spammer has multiple accounts.
- Blocks death spam.
- Blocks bot team spam.
- Blocks slash command spam, including /tell, /emote, and any more you add.
- Wilderness Protection and Rollback
- Fire doesn't spread or destroy blocks.
- Creepers and other explosions don't destroy blocks above sea level.
- TNT doesn't destroy blocks above sea level.
- No planting trees on platforms in the sky ("tree grief").
- Instant, point and click nature restoration for not-claimed areas. Watch this video.
- Insanely easy and fast fixes for penises, swastikas, and anything else unsightly.
- Point at what you don't like and click, and it's fixed. Even from far away.
- Never accidentally changes blocks inside land claims.
- No need to investigate who built it, who broke it, or when they did it.
- Doesn't matter if the griefer built with "natural" blocks, it will still be fixed.
- No database.
- No backups.
- No chunk regeneration (it's dangerous for technical reasons).
- Fixes bad chunk generations, like floating islands. It will be better than new.
- Fills holes, even next to water to correct big spills.
- Smooths noisy terrain.
- No griefer construction is safe. If it's unnatural enough to be noticeable by players, it will be removed or filled-in.
- Land claims can't be used as a griefing tool.
- It's impossible to get a player "stuck" inside a land claim.
- Land claims beyond the first require a golden shovel.
- Minimum claim size prevents sprinkling small claims to annoy other players.
- Max claim allowance grows with time played on the server, and can't be cheated by idling.
- A simple administrative slash command will instantly remove all of a griefer's claims, no matter where they are.
- Catches clever griefers.
- Enhances the /ban command to ban ALL a griefer's accounts (not just his IP address).
- Logs sign placements.
- /SoftMute command to shut down chat trolls without them knowing they're beaten.
- Abridged chat logs make reviewing what happened while you were away super-quick and easy.
- Automatically mutes new-to-server players who use racial or homophobic slurs.
- PvP Protections.
- When PvP is off, no setting fire or dumping lava near other players.
- Absolutely bullet-proof anti-spawn-camping protection including bed respawns, which requires no configuration.
- No logging out, stashing items, or using plugin teleportation to escape combat.
- Optional siege mode, to answer players who hide in their claimed houses to avoid combat.
- Supports your server growth.
- Permit players to exchange server currency for claim blocks (requires configuration and other plugins).
- Grant claim blocks automatically for votes, donations, etc (console command provided, other plugins required).
Please Vote for Grief Prevention
I've also posted Grief Prevention on the Spigot site, where plugins are ranked based on reviews. If you love GP, please take a couple of minutes to give GP your rating and leave a short review. Better rating and positive reviews will help server owners who look for plugins on the Spigot site make the safe choice (GP) instead of downloading something sketchy or incomplete. :) Thanks so much for all your support!
http://www.spigotmc.org/resources/griefprevention.1884/
Got a question or found some random bug? Check the documentation!
Got a problem or bug you can reliably reproduce? Or a feature request? Report it on the issue tracker!
Also, you might be able to catch me/others on the #GriefPrevention IRC chat channel for help (please state your question and exercise patience if you use this option).
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Posted May 11, 2013@heropigz
There's an area in the config for allowed worlds. Enter there all the names of the worlds in which you want land claims enabled.
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Posted May 11, 2013@BC_Programming
This still doesn't explain why subdivisions aren't working correctly.
I used to be able to give trust in the parent claim and clear the trustlist in one of its subdivisions, and the person couldn't do anything within that subdivision.
Now, the person can modify the subdivision as well, even though their build permission only exists in the parent claim.
How can you tell me this isn't a bug?
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Posted May 11, 2013I think either my config is wrong or the plugin is broken with 1.5.2 because non claim owners can access chests and break blocks inside owned claims that are not theirs the only claims that are not accessible are adminclaims which are blocked fully please can you look into this A.S.A.P. as i use this as my main form of land protection for players on my server thank you in advance and i <3 this plugin :D
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Posted May 11, 2013Hello, I'm having this problem with grief prevention. Land Claims are disabled in this world. And the only way I did enable it was typing /adminclaims. Please help me with this.
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Posted May 10, 2013I thought BC did that with any release newer than #14. Which are you running?
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Posted May 10, 2013Any way i can remove debug mode from the current dev builds? its spamming my console.
http://pastebin.com/vSPTfmm0
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Posted May 10, 2013Is it possible to add block exceptions? If I want to for example secure the server railway or have railways going through player claimed lands, can i somehow allow players to still place their minecart without them being trusted?
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Posted May 10, 2013@BC_Programming
I actually had trouble with that this week. I think it's unfortunate (though working as intended so not a bug). In gpflags, we save everything based on the claim ID, but unfortunately we just force the subdivisions to take on the characteristics of the parent because there isn't a reliable way to identify the subdivision. I would love to allow each subdivision to have it's own set of flags, but that can't happen if I can't tell them apart (and the separate subclaim index would be my preferred method as well, much easier to traverse in logic that way). While Grief Prevention itself may not need the subdivisions to have unique static ID's, the API could really use them. I do understand the complications involved though.
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Posted May 9, 2013@LeeTheENTP
subdivisions don't get their own ID because they don't need one. the Claim IDs are used by the dataStore to determine which file to save to or the database primary key. subdivisions save within their parent claim.
ClaimControl doesn't work with subdivisions since it indexes it's information by claim ID.
The Author of ClaimControl is evidently convinced this is a bug, when it is by design:
GP has a bug where subdivision don't get id's
As a workaround we will just use the parent claim until this is fixed
However, this is not a bug, (It is by design) so it probably won't be fixed (whether a feature to make subclaims uniquely indexable is something else) Since they don't need Claim IDs, they aren't given one. Claim IDs are used, as mentioned, by GP for saving and loading. subdivisions are innately tied to their parent claim, so any code that seeks to support subdivisions is probably best off indexing sub-claims by both their parent claim ID as well as the subclaim index in the parent claim retrieved using Claim.getChildIndex(), though this can also change when subclaims are removed, the value will be consistent as long as subdivisions are not removed, though.
Fundamentally, I think ClaimControl is doing it's job. It's called ClaimControl and not SubclaimControl, after all. The best enhancement GP-wise would not be to give all Subclaims a unique ID along with parent claims, but to make sure that they have a unique ID among their subclaim siblings; eg getSubID() or something. But that would require changing the data storage, too- something of a breaking change.
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Posted May 9, 2013@Smac3223
This version is compatible with minecraft version 1.5.2. Population density should also work just fine, although I'm not the dev for that.
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Posted May 9, 2013@Smac3223
Probably yes. I mean, there is never a guarantee without looking at the code. The bug fix could have changed something that broke one obscure API call that nobody ever uses. But it's not incredibly likely. I know my avatar is green and that can be confusing but be aware I don't work on either Grief Prevention or Population Density, so I can't make any promises.
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Posted May 9, 2013@Alshain01
Ya think Population Density would be ok then with it too? I asked there but have yet to get a response for a few days now
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Posted May 9, 2013@Smac3223
I'm running it on 1.5.2 just fine. 1.5.2 is just bug fixes, it doesn't really add anything that would change the API, so most plugins don't really need to be changed.
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Posted May 8, 2013Any ETA on an update for 1.5.2?
Or is this compatible?
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Posted May 8, 2013Any guess as to when the next GP update will be stable for release? Subdivisions haven't been working correctly since 7.6.3 beta. This is causing huge problems on my server, and is preventing me from using ClaimControl...
I believe the subdivisions aren't getting IDs different from the parent claim, or just aren't getting IDs at all, which sounds like the root of the problem.
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Posted May 8, 2013@BC_Programming
gotcha, thanks for the reply. this was pretty much what i figured, just wanted it confirmed by someone how knows this stuff more then myself.
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Posted May 8, 2013RE:
Currently the limitation is on the total block area of all a users claims, rather than the number of claims. That said, I like the idea of allowing configurable limitations on the total number of claims that a Player can have, just for the sake of configurability. Expect this in an upcoming dev build.
BC,
On my server, I have Population Density running, which allows players to jump across the map quite easily. As such, many have multiple claims, some in excess of 30. The reason is resources. For example, using the plugin Extra Hard Mode, crops don't grow in the desert, so a farming area would be needed elsewhere. Also, with Population Density, some players like to establish an annex where the newest players are going to be spawning.
Will the implementation of the configuration of this option be a true/false, and if true with a limiting number?
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Posted May 8, 2013"Your players would have to be complete idiots not to claim their stuff."
That makes up over half of the new players on my server.
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Posted May 8, 2013@roggbart
I think that passage was written before Tux reimplemented some of the claim management. From my understanding it used to use a large sequential list of Claims and go through every single one of them, which definitely did have an impact on performance straight from the number of claims. Now the impact from the total number is quite minimal; a 4000x4000 claim will have the same impact as 10,000 40x40 claims. (total load times notwithstanding)
Of course, adding a limitation isn't going to have a negative impact on performance either and it's (I think) a reasonable and great feature, too- so there is very little reason <not> to add it.
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Posted May 8, 2013@marubal21
Since Mutant Creatures is an SMP mod, it's capabilities are below the Bukkit API and this makes it unaccessible from GriefPrevention without making a very specific effort with the mod installed. It would also likely break when Minecraft or the mod updated, too.
It can't be solved even from the mod side, I don't think, since it's probably not designed to be run on a Bukkit Server and thus it would need to make specific efforts if it was to become compatible with GriefProtection.