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#Post#: 1355--------------------------------------------------
Grief Prevention Testing
By: 65Wolf Date: November 26, 2012, 2:50 am
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We have been testing the new Grief Prevention plugins on a
couple servers. One is the new Main Server we are working on,
but it has also been placed on the Semi-Vanilla Server.
I have started to get some feedback on the plugin. There is
some tweaking that needs to be done, but it seems to be proving
to be a very worthwhile plugin!! It can certainly do a lot for
us!
I want to share some of the feedback I've been getting, and
encourage more feedback from other users. I haven't had a lot
of time to play with the plugin myself, in great length. But
some of you have had the opportunity to test it out and see how
it is working first hand.
Please share your thoughts, ideas, pros/cons, etc with us about
this plugin!!
Here is some of the discussion I've received via PM's... I
encourage everyone to join in on this and share in this
discussion! This could be the stepping stone we are looking for
to shoot us up to the next level and open the doors to many more
players without fear of griefers!!
I hope I didn't miss anything...
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The new rules [the grief prevention plugin] on vanilla mostly
work well, but the bucket ones are more of a hindrance. While I
was on, the new player Alphas got on for the first time. I gave
him a tour then, with the help of Kionagirl, helped him find a
place to call home. We started gathering materials, but when I
tried to make a garden, I couldn't place water. Since it was not
my land, I had to dig down below 59=y. I understand that buckets
could be used to grief, but in the time I have been on, I
haven't met anyone who would want to. The rule becomes more of a
hindrance than protection because new builds can't have water or
lava. I am planning to built a huge castle pretty soon, but I'd
rather not have to protect every block in a fountain in order to
place water. Thanks for taking the time to read some feedback.
------------------------------------------------------
I like your thinking. Good point on the learning curve. There
is supposed to be a link so if someone does ask in chat for help
on claims, it gives them a link they can visit. I do, however,
plan to post the information from the GP wiki to our forums, as
it is very helpful, with videos and all!
Back to the claims... I would gladly consider revamping the
original size of the claims. Not sure if I'll get a chance to
look at it this weekend and make changes, but I will try.
FYI: Here is a copy of the current config.yml for that plugin.
Not sure if you are familiar with config's, but you should get a
feel for the mechanics and settings of the current plugin. I
have added some notes of areas I know I will be looking at
changing in near future. They are noted in parenthesis!
~65Wolf
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griefprevention config:
------------------------------------
GriefPrevention:
SeaLevelOverrides:
world: -1
Claims:
Expiration:
ChestClaimDays: 7 (Will be up'd to 14, this helps so if
a person comes one time and builds... then doesn't come back, it
removes claim after so long)
UnusedClaimDays: 14 (Will be up'd to at least 30. This
way people who go inactive won't tie up places others may want
to recover.)
AllClaimDays: 0
AutomaticNatureRestoration:
SurvivalWorlds: false (looking at how this would
affect if we made true)
CreativeWorlds: true (there won't be any creative
world, so this has no effect on vanilla)
Worlds:
- world (will likely add nether to this too)
CreativeRulesWorlds: []
PreventTheft: true
ProtectCreatures: true
PreventButtonsSwitches: true
LockWoodenDoors: false (Need to keep so people can freely
move around most places)
LockTrapDoors: false (Think this will be true so to lock
trap doors for secret rooms)
LockFenceGates: true (Locked so people can't mess with
other peoples animals/farms)
InitialBlocks: 100
BlocksAccruedPerHour: 100 (as long as member active, will
not accrue if they are idle)
MaxAccruedBlocks: 80000 (Thinking will drop to 40-60k, but
not sure yet)
AutomaticNewPlayerClaimsRadius: 4
ExtendIntoGroundDistance: 5 (I understand this
automatically descends as a person goes down in his/her claim)
CreationRequiresPermission: false
MinimumSize: 10
MaximumDepth: 0
IdleLimitDays: 0
TrappedCommandCooldownHours: 8
InvestigationTool: STICK
ModificationTool: GOLD_SPADE
NoSurvivalBuildingOutsideClaims: false (so people can still
build without claims, for survival)
WarnWhenBuildingOutsideClaims: true (Want to look at if we
need this or not! Or is it too much chatter in chat?)
AllowUnclaimingCreativeModeLand: true
Spam:
Enabled: true
LoginCooldownMinutes: 2
MonitorSlashCommands: /me;/tell;/global;/local
WarningMessage: Please reduce your noise level. Spammers
will be banned.
BanOffenders: true
BanMessage: Banned for spam.
AllowedIpAddresses: 69.9.233.111:25566; 69.9.233.111:25565;
69.9.233.111:26789
PvP:
Worlds:
- world
ProtectFreshSpawns: true
PunishLogout: true
CombatTimeoutSeconds: 15
AllowCombatItemDrop: false
BlockedSlashCommands: /home;/vanish;/spawn;/tpa
Trees:
RemoveFloatingTreetops: true (I really like this.. treecaps
are a pet peeve! LOL)
RegrowGriefedTrees: true
Economy: (won't affect vanilla, as no economy)
ClaimBlocksPurchaseCost: 0.0
ClaimBlocksSellValue: 0.0
BlockSurfaceCreeperExplosions: true
BlockSurfaceOtherExplosions: true
LimitSurfaceWaterBuckets: true (we could disable this, to
allow water buckets outside of claim)
LimitSkyTrees: true
FireSpreads: false
FireDestroys: false
AddItemsToClaimedChests: true
EavesdropEnabled: false
WhisperCommands: /tell;/pm;/r
SmartBan: true
Siege:
Worlds: []
BreakableBlocks:
- DIRT
- GRASS
- LONG_GRASS
- COBBLESTONE
- GRAVEL
- SAND
- GLASS
- THIN_GLASS
- WOOD
- WOOL
- SNOW
EndermenMoveBlocks: false
CreaturesTrampleCrops: false
HardModeZombiesBreakDoors: false
Database: []
Mods:
BlockIdsRequiringAccessTrust: []
BlockIdsRequiringContainerTrust: []
BlockIdsExplodable: []
PlayersIgnoringAllClaims: []
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I have been on the server to see what the gain rate is for being
active. I think that it is enough to compensate for the lack on
initial blocks if the count starts from when they log on, not
after just after they place the chest. I believe it is anytime,
regardless of if the player has claimed any land, whether with a
chest or not. I still recommend some sort of request method for
claiming a larger build.
KeIsier
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Alright, this is long, but the new change added a lot. I hope
this helps you make some decisions and know how the change is
affecting players.
I just watched the site video and secondary basics video for the
new plugin. I also looked through the FAQs. I really like what
it allows and I think I know the reason for some of the problems
I was having. I wholly agree with this plugin's implementation.
I noticed that creepers no longer destroy blocks which is quite
useful. Thanks to the plugin they can, but only below sea level.
That answers that question.
I understand the mechanics of the claims much better. The issues
would be the limit players have on claimable blocks. It's nice
that they gain more for time spent active on the server, but I
think the initial 81 around the chest plus 99 is too small. The
smallest claim possible is 10x10, 100 blocks. With only 99 claim
blocks, it is essentially useless as a second location until the
player gains more. They could expand the chest's 9x9 into a
13x13 (13x14 is 2 over), or 10x18, but that still seems small to
me. Most houses are bigger than that. Especially when you count
the area needed for crops. Growing area would have to be claimed
otherwise no water could be placed. Although I don't know how
many claim blocks one gets from server time, I think the basic
amount should be increased.
Assuming an average starting home of 15x15 plus a small garden,
or at least area to place water, I think the claim blocks added
after the original 81 around the chest should be 244. That gives
a 15x15 plot plus a 10x10 plot. The 10x10 would be the smallest
possible and allow a separate area for watering crops.
Regardless of the house size, I think the added blocks should at
least be 100, not 99 for the sake of planting with a new plot.
For larger builds, I think it would work to set up some sort of
request system. It could be as simple as a post in the forums
the player could respond to or a pm to the admin (I heard he is
a reasonable guy). That would prevent just giving all players
tons of claims and save it for when they need it.
The request could give an estimated amount that, if it is big,
could include a screen shot from a creative file or basic
description of what is going to be built. If you think delays in
replies or an overflowing inbox could be a hassle, then maybe
some variation of this could be chosen. One idea could be giving
moderators the power to grant area and have request pool into
something they could all see and sort through.
Again, I really like what this plugin could offer. Perhaps a
simple step to help all players adjust could be a post with
information such as a link to the basics video
HTML http://www.youtube.com/watch?v=yA-Eb_PD4SQ
and a quick FAQ.
Seeing as I experienced many questions answered by researching,
I'm willing write one and keep updating it for more questions
rolling in. I figured since I'm on quite often I would see it
regularly and my time on the vanilla server lets me see the
effects of just this one plugin.
I understand that I am fairly new, I just like helping people
when I can. It's totally fine if you want someone more seasoned
to take this on. I'm just offering to help.
Great plugin choice,
KeIsier
------------------------------------------------------
I have think one thing should definitely be changed plus two
lines to note.
"WarnWhenBuildingOutsideClaims: true (Want to look at if we
need this or not! Or is it too much chatter in chat?)"
Indeed, this was annoying. I was filling in land to level it out
for my future build and about every tenth block prompted this
message. I think it should be made false.
The "whisper chat" includes /pm and /tell but the only
communication I remember being listed in /help is /msg. If it is
not, I think /pm and/or /tell should be added to that menu.
About the water buckets, there are two sides to this.
Keeping it false doesn't limit much because the ability to place
a small 10x10 claim pretty much covers what water you want for
growing. It takes a handful of claim blocks which could hinder
players, but the real thing would be having to keep a gold
shovel on hand constantly.
For changing it to true, the best reason would be for auto and
semi auto farms and other redstone workings. Limited space for
claiming could prevent water from flowing correctly through a
farm. Also, dispensers cannot spit out water under the current
parameters.
Everything else looked good. I have no prior experience with
plugins, but I understood what it meant.
Final thoughts, the only changes I see as necessary would be
take out the "outside claim area" warning and consider allowing
ground level water buckets outside claims.
------------------------------------------------------
I'll look at the water permissions. I thought you could still
use water outside claims, as well as inside, but people couldn't
grief because water wouldn't cross the lines. But it works both
ways too. I'll have to look into that a little more to be sure
tho.
I can easily remove the warning line if thats a hassle.
Obviously I havent' done much to play with that part yet!
Oh, lastly... would it be more beneficial do you think if we
changed the gold axe to something else? I think the stick is
used already by one of the plugins we use (for administration),
but that would a simple tool anyone could get/have easily! I
can look to see what the stick was used for and maybe reassign
that as necessary.
Thanks!!
~ 65Wolf
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The current tool is a golden shovel, not an ax. I think that
works fine as gold is not too hard to find and it only takes one
ingot. As for the stick, a possible replacement could be some
mob drop like a bone or gun powder. They are not too hard to
come by and are never used as a right click.
I've come across another limiting problem. The claimed area
extends down automatically, but I have a door that pulls the
first block above the floor down using a stick piston. The
piston is placed one below floor level and is therefor not in
the claimed area and breaks the door. I doubt the parameters
could be change to say "find lowest floor, minus one" but I'm
not sure what else would work. It may not be a common problem
and only requires a little redstone adjustment, but it does
limit what people can build. Sub-floor pistons are currently
inoperable. I'll test to see if a second claim is enough to fix
it.
------------------------------------------------------
So I tested the claiming mechanic. It seems to go for the lowest
floor that is has connecting air blocks, that is, one that isn't
separated by a wall. It does not carry down a two wide staircase
however. What did decrease the bottom of the claim was removing
a 2x2 portion of the wall (essentially my door) and checking
with a stick. The claim then traveled a few blocks down to the
level of the next "floor," in this case, the bottom of my
wiring, a couple lower.
KeIsier
#Post#: 1363--------------------------------------------------
Re: Grief Prevention Testing
By: KeIsier Date: November 27, 2012, 9:20 am
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I recently had a good spell of logging in, but sometimes it
takes a couple of tries to connect to the server. Two to five
tries usually does the trick, but with the login delay of two
minutes, what used to take 1-3 minutes now takes 5-10. Could the
time be either shorten or removed? I understand it helps keep
down chat messages about logging, but it also delays getting on
the server.
#Post#: 1364--------------------------------------------------
Re: Grief Prevention Testing
By: 65Wolf Date: November 27, 2012, 11:22 pm
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I'll look at that and see what I can do! It was set for a 2
minute cooldown period, but I changed it to 1 minute. Let me
know if you notice a differece!
Thanks!
#Post#: 1365--------------------------------------------------
Re: Grief Prevention Testing
By: KeIsier Date: November 28, 2012, 1:56 pm
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1 minute still makes it hard to get on. It's better, but I
haven't been able to get on all day. This also prevents quick
relogging to help with lag.
#Post#: 1370--------------------------------------------------
Re: Grief Prevention Testing
By: 65Wolf Date: November 28, 2012, 11:17 pm
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Are you sure its the plugin creating the login problem? And not
a Minecraft login issue?
#Post#: 1372--------------------------------------------------
Re: Grief Prevention Testing
By: KeIsier Date: November 29, 2012, 10:10 am
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I didn't mean that the plugin was the issue. I had some problems
isolated to my computer. I meant to convey that the one minute
delay is indeed better than the two, it's just a little longer
to wait if someone has to relog. I think it's fine to leave at
one minute.
#Post#: 1374--------------------------------------------------
Re: Grief Prevention Testing
By: 65Wolf Date: November 29, 2012, 2:01 pm
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Ok, that makes more sense.. Didn't think it was the plugin
causing any issues there. The big reason for the delays tho is
the fact that many people have some of the client hax/cheats and
will log out and then log back in right away with the hax on or
off... The 2 minute cooldown is actually a way of deterring
that type of beahavior! Will see how it goes...if no issues
down the road, I'll leave it at one. If people still tend to
relog often, I may decide to up it again. Will watch it for a
while...
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