Orebfuscator
Orebfuscator - Anti X-RAY:
For all releases of 1.9/1.9.1/1.9.2/1.9.4/1.10/1.11/1.12.x/1.13.x: Version 4.4.3
Now with support for CraftBukkit 1.9/1.9.1/1.9.2/1.9.4/1.10/1.11/1.12.x/1.13.x!
This plugin is used to counter X-RAY Client mods.
It modifies data that are sent to clients to hide blocks of your choice, such as Ore, chests, dungeons, etc.
It does not manipulate blocks in the world file, thus is safe to use.
ProximityHider is a feature that hides chests that are far from players.
As of 4.3.3, Proximity Hider has been enhanced to use line-of-sight checks, not just proximity! Upgrade today.
Configuration Guide
https://github.com/lishid/Orebfuscator/wiki/How-to-properly-configure-Orebfuscator
https://github.com/lishid/Orebfuscator/wiki/Configuration-File
FAQ
https://github.com/lishid/Orebfuscator/wiki/FAQ
DOWNLOAD
Please read compatibility information before downloading as not all releases work with all versions of CraftBukkit.
Latest version should be on BukkitDev, or as a release on the Github page: https://github.com/lishid/Orebfuscator/releases
Please also download ProtocolLib and install it in the plugins folder.
- Is compatible only with version 4.0.0 or newer.
- For 1.9.4 support, you must use build 277 or newer of Protocollib 4.0
- For 1.10 support, you must use build 293 or newer of Protocollib 4.0
- For 1.11 support, please use latest stable builds of ProtocolLib for 1.11.
- For 1.12 support, please use ProtocolLib 4.3.0 or newer.
- For 1.13 support, please use ProtocolLib 4.4.0 or newer.
- Download link: https://www.spigotmc.org/resources/protocollib.1997/
- Legacy Link: http://dev.bukkit.org/server-mods/protocollib/
Features
- Advanced algorithm that hides ore, chest and and anything you specify in the configuration
- Spout compatible, but optional
- No modifications to CraftBukkit.jar is needed
- Customize the blocks you want to hide
- HIDES DUNGEONS and other blocks that are in the dark
- Different hiding mode, or scrambling.
- Extensive configuration. Change updating methods depending on your bandwidth and processing speed.
- Hide hidden chests and furnaces until a player is close to it.
- Hide hidden chests and furnaces until a player can see it.
Usage
Install:
- Copy "orebfuscator-4.4.3.jar" to your plugins folder
- If you're upgrading from Orebfuscator.jar, move the contents of the "Orebfuscator3" folder to the "Orebfuscator4" folder
- Restart your server.
Configuration
See this: https://github.com/lishid/Orebfuscator/wiki
Commands
See this: https://github.com/lishid/Orebfuscator/wiki
Permissions
See this: https://github.com/lishid/Orebfuscator/wiki
Source Code
Here you go! (Hosted on Github) - please post issues and requests for help there
Metrics
- This plugin utilizes Hidendra's plugin metrics system, which means that anonymous information of your OS and setup will be collected and sent to mcstats.org
- Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true.
Thanks!
- Aleksey_Terzi, single-handedly updating to CraftBukkit 1.9, 1.11, and 1.12!
- DevotedMC for taking over management of the project
- AFFORESS, major help on code optimization and spout support!
- Lishid, for years(!) of maintaining this plugin, and MarioG1 for recent patch support
- raphfrk, helped with packet processing
- Many donators!
Bugs
- See the issues page for any outstanding problems.
TODO
- A command that generates the world cache for the existing chunks.
Changelog
Version 4.4.3
- Support for Minecraft 1.13.2 latest builds (CraftBukkit/Spigot/etc)
Version 4.4.2
- Fixes for reported issues during use -- please update
Version 4.4.1
- Support for Minecraft 1.13 and 1.13x (CraftBukkit/Spigot/etc)
- Some enhancements under the covers, including better support for tile entity hiding and state management
Version 4.3.3
- Includes fixes for portions of #164
- NEW FEATURE: Gaze based proximity hiding. If you can't see it due to blocks in the way, it stays proximity hid, regardless of your physical closeness! For full details, read here: PR#16
- New example configs! Find them here: https://github.com/lishid/Orebfuscator/tree/master/Plugin/src/main/resources/resources
Version 4.3.0
- Support for Minecraft 1.12 (CraftBukkit/Spigot/etc)
Version 4.2.1
- #135 : Resolved issue that plugin doesn't work unless you delete the config and force reload and clear cache after startup
Version 4.2.0
- Support for Minecraft 1.11 (CraftBukkit/Spigot/etc)
- Remove ChunkReloader due to performance issues at scale.
- Addressed #66. Limit Cache retention configuration options added.
- Proximity Hider blocks are by default orebfuscated, if both are active.
- Implemented #62. Per World Configuration -- have unique configurations per world.
- Addressed DevotedMC#8. Allow for unique proximity Y height per material hidden.
- Fixed #113. Item frames sometime disappeared.
- Fixed #124. Glitches when used FastAsyncWorldEdit.
- Fixed #125. Prevent obfuscation for NPC, for ex. NPC from plugin Citizens.
- Fixed #128. EntityChangeBlockEvent was not causing block updates.
Version 4.1.4
- Fixing ChunkLoader error: https://github.com/lishid/Orebfuscator/issues/110
- Improving performance of ChunkReloader
Version 4.1.2
- It is now possible to use Worlds list either as blacklist (i.e. all worlds are subject for obfuscation excluding listed) or as whitelist (i.e. only listed worlds are subject for obfuscation)
- Fixed bug with using ProximityHider and Signs. It is now possible to add WALL_SIGN and SIGN_POST to ProximityHider obfuscation.
- Updated wiki so commands and configuration pages are matching to the current Orebfuscator.
Version 4.1.1
- Various Small fixes
- Fix which might resolves problem described in https://github.com/lishid/Orebfuscator/issues/100
- Config file now supports block names additionally to IDs
Version 4.1.0
- Support for CB 1.10 - thanks Asgarioth!
Version 4.0.14
- Single jar supports all releases of 1.9.x now!
- Some chunk reload issues are corrected (on teleport, etc.)
Version 4.0.12.1
- Add support for 1.9.4 - this release does not support prior versions.
Version 4.0.12
- Fixed entity list reload issue
Version 4.0.11
- Fixed failure to deobfuscate along chunk boundaries under specific conditions.
Version 4.0.10
- Fixed crash for PaperSpigot servers
Version 4.0.9
- Fixed crash when chunk section (16 x 16 x 16) has more than 127 different block types
- Implemented different "transparent block" lists for Engine Mode 1 and Engine Mode 2. For now only difference is with lava block, for mode 1 it is non-transparent, for mode 2 it is transparent.
- Implemented possibility to specify which blocks are transparent and not in the config file, sections: TransparentBlocks and NonTransparentBlocks.
- Fix which may have solved java.util.ConcurrentModificationException
- Fix for phantom blocks (visible after chunk reloaded) when player is digging straight line on the chunk border.
Version 4.0.7-beta
- Corrected transparent block list. For example, lava blocks marked as transparent and therefore adjacent blocks are not obfuscating anymore
- Improved performance of ProximityHider function
Version 4.0.5-alpha
- Fixes teleport / join in the End causing client-side crashes.
- Fixes failure to deobfuscate immediately on join.
Version 4.0.3-alpha
- Updated to MC1.9.
Full release notes: In Github Release
Version 3.0.5
- Updated to MC1.8.3.
Full history: https:github.com/lishd/Orebfuscator/wiki/Version-History
A quick donation is always appreciated :D
Devoted Patreon or General Inquiry
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Posted Jan 3, 2013are you still pushing any of your changes to your github? i'd feel useful if i could at least browse the source for changes related to this
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Posted Jan 3, 2013it wasn't the darkness thing
it seems to be the proxityhiderid .. if its 1 it hides the chest, if its 0 it doesn't
i prefer 0, it worked fine before
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Posted Jan 3, 2013oh i just noticed chests are also in the darknessblocks section, and i have darknesshideblocks false
i am using a mostly default config i think
gonna try deleting cache and rerunning it without those darknessblocks listed (i have the spawner and chest in the proximityhider list instead, hopefully that does the trick)
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Posted Jan 3, 2013@Intangir
I tested it with chests, seems to work fine. Got a few other confirmations too. Try deleting the config entirely and regenerating it.
Oh and /ofc clearcache
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Posted Jan 3, 2013does protocollib improve performance at all?
also what is going on with proximityhider? are you removing it? keeping it? branching it seperate?
i got your test build with proximity hider renabled but i notice it doesn't seem to hide chests, hides a few of the other types on the list though
i think proximity hider is a very useful feature against xrayers AND RADAR users, hiding the chests in underground or distant bases prevents xrayers and especially radar users from finding the secret base
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Posted Jan 3, 2013@lishid
Ok thank you. :D
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Posted Jan 3, 2013@deaddude22
Default is the best balance between resource and protection. If you need more CPU freed then use a smaller view-distance.
ProtocolLib is for compatibility with other plugins that hooks into packets. If you only use Orebfuscator then there's no need for ProtocolLib, but such need might arise when you use other plugins that check packets.
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Posted Jan 3, 2013@lishid
So for the mass amount of questions but last ones. Is it possible that you could make the best config for the least CPU usage but still have this plugin to block xray or is that already default because everyone would probably use this plugin if they set it up correct or for even small servers that need a little more protection but don't have the CPU or RAM for it.
Also your plugin works with or without ProtocolLib so what is the reason of adding it? Also how will it affect me if i have it or not?
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Posted Jan 3, 2013@deaddude22
Not much more than without... 42 players... if they stay on and don't move too much, nearly nothing. If they teleport around and login/logout often then more?
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Posted Jan 3, 2013@lishid
Ah yes ok lol 47 files are stored so i got a max of 64 good :) Also if possible if you could tell me how much CPU would this plugin take up on a world at 3000x3000 in size and with up to 42 players if you could give an estimate.
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Posted Jan 3, 2013@LordKainzo
Compression is for networking packets, has nothing to do with cache or not.
The cache folder can be moved anywhere. Just write an absolute folder directory and it should use that...
@deaddude22
Go check the size of your cache folder?
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Posted Jan 3, 2013@lishid
How would i know how much of my world is cached per file?
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Posted Jan 3, 2013@lishid
is compression even used if you dont have cache on?
Is it possible to have the cache stored in some place other than the main server folder? I'm moving to ramdisk and don't want to have an extra 1GB ram on ramdisk.
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Posted Jan 3, 2013@deaddude22
Doesn't take more ram. It takes more Disk space on your hard drive.
Compress or not, it changes nothing. Compression basically means less data is needed to sent to the client through the internet, at the cost of some CPU of course.
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Posted Jan 3, 2013@lishid
Ok will it take alot of RAM or just storage if i cache many files and how do i know how many files i can cache and how many files will it be to cache one of my worlds or something.
What if i don't compress anything at all what will happen? Also how does compression help me?
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Posted Jan 3, 2013@deaddude22
If you cache, you can save up to 80-90% CPU time, and almost 100% if the area hasn't been changed (block breaking, block placing, etc).
Less compression takes less CPU but slightly more Bandwidth. If your CPU is powerful then you can increase the compression level to save network bandwidth.
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Posted Jan 3, 2013@lishid
So when caching alot of files that will just take up storage? Also if i cache alot will it be easier for the CPU & other resources.
I know but how does compression affect me?
Does 1 take alot more cpu or bandwidth or something and does 9 take alot more RAM?
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Posted Jan 3, 2013@deaddude22
Read my changelog or the Configuration page on github wiki.
And for cache... It doesn't fill RAM. It loads a file access handle which takes practically no ram at all, but is there so that the file does not need to be 'opened' again.
Btw, opening a file doesn't read all the contents of it to ram...
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Posted Jan 3, 2013What is the meaning for compression.
If i have it on "1" then what? If i have it on "9" then what?
Also for cache how much files would it take to fill up 1GB of RAM?
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Posted Jan 3, 2013@Senophoe
InitialRadius is the number of blocks of the "shell". Basically, for every block inside the world, Orebfuscator will check the blocks around it, and if there are no transparent blocks within a radius of n, it will hide it.
Increasing that number will dramatically increase the amount of time and CPU needed to process each chunk, and the effects are that you will have to break 2 blocks to see fake blocks (if you lag a lot and block updates aren't sent to you fast enough).