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).
-
View User Profile
-
Send Message
Posted Jul 3, 2013hello,
i have a question, im getting an error in console when i use the shovel. it says: Could not pass event AsyncPlayerChatEvent to GriefPrevention v7.8
do you know what this means? do i need another plugin?
Marina
-
View User Profile
-
Send Message
Posted Jul 3, 2013@TJW28
It currently uses the World Option, but on investigation there doesn't appear to be an easy way to change that with Bukkit on a world-specific basis.
Perhaps a World-Specific GriefPrevention.PvP.Enabled option that would set the PvP flag of that world could help?
EDIT: Added that to Build #109
-
View User Profile
-
Send Message
Posted Jul 3, 2013I may be blind, but how do you disable pvp per world with the latest dev builds?
-
View User Profile
-
Send Message
Posted Jul 3, 2013@zlepper
Thank you so much! All the links and walls of text on this page intimidate me.
-
View User Profile
-
Send Message
Posted Jul 3, 2013@Punkred
If you want them to interact with chests but not be able to build then stand in the adminclaimed spawn and "/AccessTrust public"
If you want them to be able to build without being able to claim do "/Trust public"
-
View User Profile
-
Send Message
Posted Jul 3, 2013How exactly am i able to allow players to open chests and "use" things in an admin claim? I also don't want to claim spawn under worldguard alone since people can still claim inside of it. Is there a way to make the claim act like a region would or perhaps disable land claiming in the spawn area only? Its very frustrating to claim an area where you want players to interact but cannot due to this limitation.
-
View User Profile
-
Send Message
Posted Jul 3, 2013@CaddoMan
It should work at least the same as it does now. The only differences shall be in the lack of support for new features such as Horses, Name Tags, and Leashes.
-
View User Profile
-
Send Message
Posted Jul 3, 2013So does GP 7.7 work with the latest bukkit dev build 1.6 #2803 a little or just not at all? Is it that it just doesn't protect horses? Or are there more serious issues?
-
View User Profile
-
Send Message
Posted Jul 3, 2013@TheNinjaMnkey
In config you have: Creation Tool: GOLD_SPADE Investigation Tool: STICK
Try to change them :)
-
View User Profile
-
Send Message
Posted Jul 3, 2013Heya,
I've got the plugin installed and it used to work lovely.. however since rebuilding the server from scratch i can use the investigation tool to and it will tell me how many blocks i have, but I can't seem to create any claims.
I've got the following permissions set:
users: NinjaMonkey: permissions: permissions.*: true griefprevention.admin.* groups: - admin
Any ideas?
Thanks Matt
-
View User Profile
-
Send Message
Posted Jul 2, 2013@SmoothNanners
The next Version of GriefPrevention will use a new Data Folder- 'plugins/GriefPrevention' instead of 'plugins/GriefPreventionData'. This was done to prevent data loss in existing installations. The config.yml of current release versions will not be loaded properly in the new version, which has moved most options to World-specific configuration files. In addition, those options have been changed and made more flexible, rather than the occasional boolean value, you have a lot more control over a myriad of options. The downside is that because so much has changed there is no direct way to bring the more coarse options from 7.7 into the new settings.
In general, the ideal way to configure 7.8 (or whatever the next release ends up being called, 7.8 is likely) would be to install it, and copy the existing GriefPreventionData folder to a new GriefPrevention Folder, then run the server until it loads fully, and shut it down. The config.yml in the GriefPrevention folder will be mostly truncated and much shorter, since most options are in the plugins/GriefPrevention/WorldConfigs folder. Each world is given it's own .yml file. copy one to _template.yml, edit it as desired, and this will become the template for all worlds. If you run the server again, all worlds will be given those settings in the template, and you can then edit individual settings in each world as needed.
Of course this is just a short summary. Hopefully I will get time to write some more thorough documentation about the new version (I'm about half-done documenting the configuration options themselves)
-
View User Profile
-
Send Message
Posted Jul 2, 2013For the next non-dev release of Grief Prevention, would I need to recreate the config files?
-
View User Profile
-
Send Message
Posted Jul 2, 2013@Alshain01
yeah the interface hierarchy is a bit odd in places. In this case I ended up figuring out if something is a horse by checking to make sure it wasn't any other subclass of the 'Animals' interface. Presumably this is just a temporary bug and not a strange design like Tameable/LivingEntity
-
View User Profile
-
Send Message
Posted Jul 2, 2013@BC_Programming
Lol, well that makes two of us because I just figured out that Tameable is not a subinterface of LivingEntity... which makes no sense at all since all of it's subinterfaces are.
-
View User Profile
-
Send Message
Posted Jul 2, 2013Dev build #103 should now add additional protections and options for Horses. Full support is waiting on the bukkit API surrounding horses to stabilize.
-
View User Profile
-
Send Message
Posted Jul 2, 2013@Alshain01
GP seems to already have specific checks for breeding animals in claims, though from what I can tell it only applies to creative worlds and entity counts.
The idea was mostly an extension of that sort of logic to be more configurable. I don't know if breeding could be considered a form of griefing, but then again there was already something there so I just expanded on it. It could be considered griefing for Horses, since breeding two horses makes them unable to breed for a set period, and with horses there are various breeding characteristics based on the parents and the actual owner may have wanted to breed them differently.
Basically I originally added protections for feeding and breeding horses, (since the actual owner may not want to have a baby grow up faster or breed for various reasons) and simply figured it also made sense to extend that to the other tameables and animals.
Of course the protections for horses hit a bit of a snag when I discovered that horses do not currently implement the Horse interface and I haven't found a workaround to actually determine if an entity is a horse aside from using the process of elimination.
-
View User Profile
-
Send Message
Posted Jul 2, 2013@BC_Programming
GriefPreventionFlags has protection against breeding, but it's based of the CreatureSpawnEvent so it doesn't allow one player and not the other. Is breeding considered a grief? (I ask because I could change the flag to handle the PlayerInteractEntityEvent and become a player flag, if it's not under the scope of GP).
-
View User Profile
-
Send Message
Posted Jul 2, 2013I await the 1.6.1 release :)
-
View User Profile
-
Send Message
Posted Jul 2, 2013Using the current working dev build(s) established "rules" framework, I've thought up the following new rules for 1.6.1 features, some of which also cover stuff we already had:
"GriefPrevention.Rules.Breeding" for Breeding Animals and Horses. Default will likely be allowed anywhere but will require Access Trust in Claims.
"GriefPrevention.Rules.Taming" for taming animals and Horses. For Wolves/Ocelots this is whether you can use fish and bones on them to try to tame them. For Horses, this is for trying to ride untamed horses. Will default to anywhere but will require Access Trust in a claim.
"GriefPrevention.Rules.LeadUsage" for usage of the lead item. This will apply for both usage on animals as well as fenceposts. Default of everywhere but requiring Access Trust inside a claim to use.
"GriefPrevention.Rules.EquineInventory" for opening the UI of a horse/Mule/Donkey. This will default to everywhere, but requires container trust in a claim. This is a tricky one, because it means that if you are out in the wild with your horse a 'bandit' could steal your horses armour or saddle or the contents of your donkey/mule. Since horses don't seem to be "associated" with an owner like wolves and ocelots I'm not really sure how to address this. It might be a good candidate for some sort of add-on.
"GriefPrevention.Rules.NameTags"
Rules for using NameTags. Defaults to requiring Access Trust within claims, and works in the wilderness.
"GriefPrevention.Rules.Feeding"
Rules for feeding tamed animals, including wolves and ocelots. Note that this will not overlap with the breeding rule. For tamables the breeding rules will only apply for animals that are already tamed. Defaults to Access Trust within claims and the wilderness.
If anybody thinks of some additions to that list, or thinks the defaults should be different do mention it :P
-
View User Profile
-
Send Message
Posted Jul 2, 2013@Alshain01
Yeah, by "The project" I meant GriefPrevention, not bukkit itself. There was quite a toss about it on a github pull request about "mavenizing" GriefPrevention because "every dependent plugin uses it" which was obviously a fallacy. I decided to give it a fair go anyway, and it was working OK until I actually needed to update the dependency.
Needless to say I've now completely ripped out all the maven stuff. Much nicer. Was able to easily add the dependency using the standard method as you've described.
Re: 1.6.1: Horses should be protected from damage inside of claims where the player doesn't have permission, as with other animals, since it is a Creature. Some things that I am guessing may need revisions:
-Applying horse armor to a horse
-Opening donkey/mule inventories
-breeding horses and feeding them. (actually, is this even protected with the other animals- it probably should be)
-tying leads to animals, and breaking leads off fences