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 Jul 1, 2013Hey,
Is it possible to add a whole group to /at, /ct or there is no option for this?
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Posted Jul 1, 2013@BC_Programming
"regarding the player.dat cleanup, that's just a result of deleting the player.dat files. I can think of some ways to address this; for example if while loading claims there is no player.dat for the claim owner, it could delete that claim."
^PLEASE ADD THAT! Here why:
Say I wanted to delete claims of players that haven't been online for so-long, right? I could just sort all the player.dat files by "changed", shift-select the old ones, and bam! Two cleanups in one. :) Please, you gotta' have this added sir.
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Posted Jun 30, 2013@BC_Programming
Hi,
Well there is a config option for expiring ALL claims no matter what work has been done. It stopped expiring around about 1.5 minecraft and did'nt work since. What info can i give you? Chest claims expire ok but not spade claims, or chest claims that were later expanded. So anything except the basic free chest claim will persist for ever. Let me know if you need any other info.
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Posted Jun 30, 2013@numskull34
Referring to the Looting of chests inside a claim after the defender has been defeated, that should be in the dev builds already, the config option is world-specific, and is "GriefPrevention.Claims.SeigeLootChests". 0 means to not allow any opening of chests for looting, and is the default, higher entries means (or should mean) the ability for that many chests to be opened.
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Posted Jun 30, 2013@BC_Programming
That would be perfect exactly what my guys are looking for. Let me know if this could be added i would be greatly appriciative.
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Posted Jun 30, 2013@n33dy1
The way it is now, it's done for performance reasons, because in calculating the "investment score" of a claim, the plugin has to analyze every block, which can get pretty intensive. I believe in some dev builds I added configuration options for the investment scorevalues. If set to 0 I think it would clean up any claim that comes under the "time to cleanup" microscope, which relies on the time since the owner last logged on and whatnot. In fact if it's set to zero it skips the investment calculation altogether, too.
The reason it's spaced out so much is because it actually takes a very long time to calculate. There were several reported issues with the default setting where GriefPrevention was actually pegging the java process almost full throttle; since it has to perform the checks on the main bukkit thread, that means that while it checks the server is "frozen". In that particular instance the administrator of the server was reporting that players were getting constantly disconnected and their server CPU was throttled at 100%. I did make some adjustments and I may have actually made that delay configurable already, but a quick check shows that it's still hard coded at 5-minute intervals.
If you want to "aggressively" cleanup claims, you might be able to set the "GriefPrevention.ClaimCleanup.MaxInvestmentScore" (in the dev build) to 0, which will force a lot of claims to be cleaned up.
Currently there is no cleanup of player.dat files, which track a bit more data than just what claims they have. It's worth noting that soon after Tux2 was given project control he reworked some of the claim and player search algorithms, so generally speaking having a lot of claims or players won't affect logic that has to search for specific claims. For claims, they are indexed by the chunk they are in; so retrieving a claim for a specific location is a matter of looking up the Claims for that chunk and then only checking bounds on those claims. Player data is indexed by player name using a HashMap, so more players shouldn't cause scaling problems. Of course they do clutter the data directories, so it makes sense to provide some sort of admin-oriented command for forcing claim and player data purges. (/ForceClaimPurge and /ForcePlayerPurge with appropriate permission requirements are what I'm currently thinking).
regarding the player.dat cleanup, that's just a result of deleting the player.dat files. I can think of some ways to address this; for example if while loading claims there is no player.dat for the claim owner, it could delete that claim.
The max accrued blocks are checked when Claim blocks are delivered (or they should be), that is, if claim blocks are "delivered" (through the repeating task which gives claim blocks at intervals), and the number of claim blocks that player has exceeds the maximum, it is set to the maximum. It's not checked when the player data is loaded for some reason, which it probably should do. I don't think a command really makes sense for that, since the claimblocks should never exceed MaxAccruedBlocks by definition.
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Posted Jun 29, 2013@BC_Programming
Holy crap any way to change that? I restart quite often...
If I could set mine to check every 30 seconds and ignore the tolerance, that'd be great!
EDIT:
I also sorted my player.dat files in my world folder and deleted hundreds of users that haven't been on in months.
When I do /deleteallclaims PlayerWhoHasNoDATFile it says "Player not found."
EDIT 2: (add this?)
If player's blocks exceed MaxAccruedBlocks, set it to MaxAccruedBlocks. /ShaveBonusBlocks playerName
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Posted Jun 29, 2013@n33dy1
Claims are never cleaned up if they contain chests, are larger than 20 in either width or height, or contain some specific tolerance value of blocks. (some blocks, like lava, make the score go down in value, most player placed blocks such as bricks and cobble make it go up).
The claim cleanup task checks a single claim every 5 minutes. or so. Depending on your uptime that should mean it would go through all claims once every 6 or so days.
@numskull34
An interesting idea. Though I have not had the oppurtunity to test it, in a relatively recent dev build I intended to add a feature whereby a certain number of chests can be opened by anybody on a defeated players claim for that cooldown period. So for example of the value was set to 3, then three chests could be opened in total, and once that limit is reached attackers would not be able to plunder any further. I'm not sure if this would provide the same sort of gameplay mechanic you are after, though.
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Posted Jun 29, 2013I checked my ClaimData folder and found out I had 1,900 claims. I sorted by change date, checked for the owner of each claim, did /seen on their username, and had to manually do a lot of /deleteallclaims playernamehere Can you tell me when the old claims are purged? I know there are options for this in the config.yml but I mean when do they get purged? Every so-many minutes? On restarts? When?
Also, can we get a /purgeoldclaims command? Not sure why mine won't delete the hella' old claims of over 4 months old.
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Posted Jun 29, 2013Hey i think i commented this once but i cant find a response or my origanl post so....
i am wanting to know if there is a way to make it so soft blocks can be breakable after the seige is over during the 5 min when the doors come active. i run a hardcore server and am wanting this feature so that i can add chests as soft blocks but i run in to problems cause they just end the seige by dieing or running out of the claim and then they cant break the chests.
i think that more configurable things could be added to make sieges more viable for pvp servers but i like the fact that they cant ever lose their home for good like with factions.
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Posted Jun 29, 2013@audiophoenix Since there isn't a bukkit build for 1.6, I'm going to say no. Once there is it will mean adding support for the new elements as needed.
@rawrlehel
OK, I recall resolving some world-specific issues with claims disappearing recently, and then they reappeared in another build and needed to be fixed again.
@audiophoenix You aren't missing anything, because I haven't documented the world configuration stuff yet. Or, rather, I have, but I haven't finished it and published it in any manner yet. And since the feature is in a state of flux, new rules are added, some are changed or removed, defaults change when we realize that the default doesn't make sense, etc. It didn't seem entirely beneficial to try to document something that was changing, since a lot of it would need to be rewritten anyway.
If you are using 7.7, then you aren't dealing with World-based configurations, though, I'm quite certain the version was changed to "7.8" for dev builds before that change was made.
To try to clear up your confusion, I'll paste the part of the configuration docs that I have written so far that cover the various "Rules" entries in the configuration- The rest of this post is a copy paste of that particular section.
GriefPrevention.RulesDev build 90 has moved the "rules" to a separate category in order to prevent them from getting mixed in with the others. This section is filled with a heirarchy of values that indicate various rules for all sorts of behaviours. All of these entries have their own set of sectional data. For example:
The rule here is "Rules.CreeperExplosions". And this rule is used to determine where creeper explosions are allowed. This setting allows Creeper explosions to destroy blocks in the wilderness, but not inside claims. Valid values for the AboveSeaLevel and BelowSeaLevel properties are Allow and Deny.
The Claims.ClaimControl setting deserves some additional explanation. This setting is on all of the Rules values, but it is only valid for rules that will involve a Player. in this case, a Creeper Exploding does not involve a Player, and so the setting for Claim Control here is not used. For rules that do involve players, however, this can be used to require a specific level of trust inside claims for that Action. Valid values for ClaimControl are RequireNone, which means that no claim check is performed at all and it should be allowed. This will force this action to be available to all players. RequireOwner,RequireManager,RequireAccess,RequireContainer, and RequireBuild, which require the player performing the action to have the specified trust in the claim. "Disabled" means to not perform claim checks. If a claim check is performed, it will be rejected and a Message shown saying that configuration is disabled. This compares to None as the direct opposite; RequireNone means to unilaterally allow the feature; Disabled means to unilaterally disable it. For example, If you set the GriefPrevention.Rules.LavaBuckets entry as such:
This will prevent players from placing Lava buckets below sea level in the wilderness. For claims, it will prevent any placement below sea level, and it will only allow players that Own the claim to place lava above sea level. In this way you can consider "Claim Control" to be regarded only if the Sea Level values have been checked.
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Posted Jun 29, 2013Are you having a version ready for 1.6?
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Posted Jun 29, 2013Hey guys,
I'm not sure if I'm overlooking something but I don't see any specific documentation for the world(s) Config File. It's been about a year since I used this plugin last and a lot has changed in the YMLs. I'm pretty lost with the claimcontrol stuff.
I've scoured this site and google trying to find any information regarding documentation or help with the config file but to no avail.
Using 7.7 version.
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Posted Jun 29, 2013@BC_Programming
Yes, there is a separate world for claiming.
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Posted Jun 29, 2013@ManBeastPigDev
That's not really enough information to work with :/
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Posted Jun 29, 2013Is the problem with claims not expiring possible to fix ? I have a load of aged abandoned claims cluttering my map i'd love to get them abandoned automatically again like the good ol' days
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Posted Jun 29, 2013@Diemex
I just configure buycraft to use the /ACB command when someone donates.
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Posted Jun 29, 2013Can I increase the amount of blocks a player gets per hour on a per player basis? Giving players with a higher rank more blocks would be a nice feature.
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Posted Jun 29, 2013Attempted to add maven support and capabilities. The jenkins build may fail because I think the jenkins configuration for GriefPrevention may need to be changed. Sorry for any inconvenience if this is the case.
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Posted Jun 29, 2013@hellishinc : Mmm Block Control doesn't block items like Compass. Any plugin that allows me to key in the specific item id and block it?