Kingdoms
APRIL 17, 2013 UPDATE
The developer is back and working on Kingdoms again! Explanation for my 2 month hiatus here, listen for info on the Kingdoms re-write starting today! https://soundcloud.com/latros/kingdoms-update
And if you're too lazy to listen to my 3 minute update, here's the TL;DL version: Real life prevented me from updating the plugin, but things are slowing down now, so I'm going to be RECODING it from the ground up (with SQL support)! Kingdoms 2.0 is coming shortly! :)

Click here to chat with the plugin devs to get questions answered / offer suggestions / etc!
[b]About the authors**
Yahtze & Latros are long-time Minecraft server hosts. They both ran Battlecraft, one of the largest and most successful servers in the history of MC - paving the way for Minecraft PvP Servers to eventually grow and become one of the most popular genres. Now they are both losers who code bukkit plugins instead... mainly, Guilds! Come and chat with us here. Also, we code a lot. If you have any NON-GUILDS plugin desires, we may be able to code it for you. Talk to one of us and we'll discuss!
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Posted Feb 20, 2013@Wingzzz_
Thanks for testing, I'm about 90% certain the NPE on first run is how we currently have our ymls set up. It's a mysterious bug indeed, but I know how to squash it :P
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Posted Feb 20, 2013@latros
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Posted Feb 20, 2013@Wingzzz_
Can you provide any info on bugs that you've found, apart from the 2 known bugs in our issue tracker?
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Posted Feb 20, 2013@Yahtze
Awesome! Hopefully including the removal toLowerCase() in a bunch of areas ;)
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Posted Feb 20, 2013@Wingzzz_
Good to hear it! Let us know how it works out. There should be a new build of Guilds very soon that should fix a good portion of the bugs you may be experiencing.
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Posted Feb 20, 2013@latros
I've cloned your repository, compiled with Libigot build #30 (as it is what I currently run), works flawlessly other than current bugs (they might be new, about to try to replicate on latest recommended CB for Guilds.
EDIT: Will try to compile 1 version with CB + Libigot to test on both.
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Posted Feb 20, 2013@Sonorpearl
Hey Sonorpearl, just want to make sure I understand what you mean-
Do you mean you want to be able to move blocks into a protected area that is not yours? Or Do you mean you want to be able to move blocks in and out of your own protected areas?
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Posted Feb 20, 2013@Sonorpearl
I think he went to work, I'll send him a text message and tell him to read the comments
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Posted Feb 20, 2013@latros
Okay, Yahtze is it worth? ^.^
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Posted Feb 20, 2013@Sonorpearl
Yahtze will see this message if he hasn't already, since he's the land control guy now, and he'll decide if it's worth implementing.
@croftcw @croftcw
You'll have to go into a bit more detail than "y u no work" if you're reporting something that might be broken. We're very fast working developers; tell us whats wrong (in detail) and it will be fixed within the hour. Give us details - whats going wrong? Why can't you "get it"?
@Sahee
I'm working on that tonight, yes :)
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Posted Feb 20, 2013Please, make chat configurable. <name> is awful
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Posted Feb 20, 2013Okay... Look... All I want is a faction plugin. I have 40+ high tech plugins along with the basic plugins (Nocheat,PermissionsEX, etc.) So... What's my problem? Please help. I tried "Factions" and it crashed my server. Towny is apparently off of bukkit, and all other faction plugins either work and suck or don't work at all. Please help. This plugin seems good. But, I can't get it.
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Posted Feb 20, 2013WHY YOU NO WORK!?!?
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Posted Feb 20, 2013I´ve got an new Idea for improving the Protection Part of this Plugin. (But it should be switchable) On some servers there were the Problem that Player build an Epic Piston-Move-Thing. To go easily and straight into the Base. I Saw one that were drilling in the Ground, up to 40 Blocks and moveable in xD. Maybe there should be a switch able config to turn on and off. That Blocks can be moved out of Protected things In protected Areas. There has to be a Move Event by Bukkit and the Block also have a Event + Coordinate. Than just check every move event if the new position is IN the the protected or going from protected to wild. But not from Wild to Protected.
(Sorry for my bad english, had a long day ^.^.) Also: How is it going on with finishing LandProtect (Or so) and starting with artefact?
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Posted Feb 20, 2013@Wingzzz_
Don't know, haven't tried. I'll check it out tonight, and if it's not compatible, I'll see what I can do.
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Posted Feb 20, 2013Support for Libigot?
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Posted Feb 20, 2013@xeNiumw0w
I'm currently working on the land control / town system of the plugin. I can tell you that we do hope to add as many (optional) features to it as possible, so most of those are on the to-do list!
The Guild Chat system is already introduced! :D
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Posted Feb 20, 2013Is this have all of the towny features? I did like to see it If this plugins have all of the towny features. Especially the tax, upkeep, war, plot, residence, town, nation towny system (I don't want the tax and upkeep system is different than towny because that the reason I use towny)
Also the townychat system.
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Posted Feb 20, 2013Look'n good :D
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Posted Feb 20, 2013@SpaceEmotion
It's on the to-do list, yes. If your concern is efficiency however, we just did a massive re-write focused on YML efficiency, and currently have had no reports of the plugin causing any issues for anyone, even large servers.