Skicek: MyTown 2 will be released for both 1.6.4 and 1.7.
I just added a second question to the poll. It is for the town rank system. Currently in MyTown players can be defined as residents, assistants, and mayors. In MyTown 2 I would like the rank system to allow more customization, however I am unsure how to add it.
So, would you like it to be fully server defined where you define each of the ranks and what commands and things they can do?
Or, a Factions style system where servers define default ranks and towns can define others and what commands and things they can do?
I have a compromise to propose to everyone. How about claiming town blocks be done using chunks, then plots can be defined like griefprevention allowing for more control over how you break up your town. There would be an easy way to do a plot as an entire chunk if that is desired, so the complexity of region claiming can be ignored for the normal behavior.
I might be able to do both, but as HaoSs said, it could be complex to do them both depending on how I implement them.
Regardless of which gets chosen, I will be implementing shop plots and similar which will allow you to assign multiple players to the same chunk, but stacked on-top of each other.
The only real issue I see with region based claiming is performance really. Most of the mods don't use Forge's event system (which they should be!) and require some special treatment in MyTown to actually protect against them. Another issue I can see is economy. Item based econs are not really well suited for something like region claiming. How do you define how many iron/diamonds/whatever it takes to claim the region? That's not to say it wont be possible or wont work ofc, just the only issues I see currently.
I personally think chunk based is simpler, both for the user and to actually implement, but I do see many benefits for region based claiming as well.
I do have one idea to allow both to be used. I will mess with it some soon
I just added a poll for MyTown 2 on here. It will be used to help decide whether to use Chunk based claiming (like right now) or Region based claiming (like Grief Protection and WorldGuard). All votes matter!
callum1201: Is there anymore to the error than that? Sadly, it doesn't say much as to what caused it
PsiCoTix: I will look into that right now, but nothing should have changed to stop it from working
yanniclord: You can use ForgePerms with PEX and do prefixes and such still.
1Jammie: add %town% to the chat formatting config option.
Runesmite14: As an example, if you have a town called say Istar. Then /ta extra Istar 5 should add 5 extra plots to Istar. If its not working, its entirely possible I messed it up recently As for the issue with plots, if your giving them mytown.*, it sets the mytown.mayor.blocks.32 and mytown.resident.blocksmulti.10 thus causing it to be that high. An easy fix is to specify the 2 in the group
HaoSs: I will work on adding it and releasing it the first part of the week
Obsidieon: MyTown is undergoing a complete rewrite currently. The rewrite will target 1.6.4 and 1.7.2
Its more of a warning than anything. But since most mods are not thread-safe, I would highly recommend not using multi-threading on a live server. Would be better and safer to have a copy running the pre-gen if doing multi-threading especially
Also, if anyone is interested in seeing the progress of MyTown 2, I have made a spreadsheet that shows all the things I plan on working on, as well as the current status of them. It is by no means a complete list of what will be added as I am sure I forgot some things, but it should give everyone an idea as to the features coming Suggestions are always welcome, please post them on the MyTown 2 Github. Thanks!
Lux capacitor should be stopped in the beta. After firing it into another town, either right/left click it or relog and it should disappear. Its a graphical glitch that I sadly cant remove :/
As for stopping firespread, Minecraft Forge doesn't currently have a way to stop it, but it is going to be in MyTown 2
HaoSs: Ill look into the crash.
Just a heads up to everyone. I would prefer to not add too many more new things to MyTown and focus on MyTown 2, so no one thinks I am ignoring them
HaoSs: I do not have any experience with javamail, it lools cool though
TurnipTheBeet: I try and avoid giving ETAs because I don't wanna let anyone down if I go past it
As for the ender quary, I can add support. But, it would be easier if RWTema adds the BlockBreakEvent to the ender quary, that way MyTown can stop it easier
McyD: Can you post your permission file please?
thommy101: Hmm, should never be null when passed to isEntityInstance. It is checked here already: https://github.com/legobear154/MyTown/blob/master/src/main/java/mytown/event/ProtectionEvents.java#L215 Either way, so long as it fixes it
TycoonGT: Commands can also be accessed with /town and /mytown. I will have to go through the original post to find the way around the issue. I will have to check the 3 PVP options and make sure they are being used. I will look into adding support for those 2 mods
So, I figure everyone should know. I have decided to start rewriting MyTown.
The new MyTown will be made up of multiple modules each providing different features. There will be the Core which will have everything needed by the other modules, the "Town" module which will have the actual town implementation, the Chat module which will have the chat formatting, chat channels, and a regex based chat filter, then the Extras which will hold the teleportation commands and some other small things. More modules will probably come in the future.
MyTown 2 will target 1.6 at first, but once done will be ported to 1.7.
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I just added a second question to the poll. It is for the town rank system. Currently in MyTown players can be defined as residents, assistants, and mayors. In MyTown 2 I would like the rank system to allow more customization, however I am unsure how to add it.
So, would you like it to be fully server defined where you define each of the ranks and what commands and things they can do?
Or, a Factions style system where servers define default ranks and towns can define others and what commands and things they can do?
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What does everyone think of that?
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Regardless of which gets chosen, I will be implementing shop plots and similar which will allow you to assign multiple players to the same chunk, but stacked on-top of each other.
The only real issue I see with region based claiming is performance really. Most of the mods don't use Forge's event system (which they should be!) and require some special treatment in MyTown to actually protect against them. Another issue I can see is economy. Item based econs are not really well suited for something like region claiming. How do you define how many iron/diamonds/whatever it takes to claim the region? That's not to say it wont be possible or wont work ofc, just the only issues I see currently.
I personally think chunk based is simpler, both for the user and to actually implement, but I do see many benefits for region based claiming as well.
I do have one idea to allow both to be used. I will mess with it some soon
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callum1201: Is there anymore to the error than that? Sadly, it doesn't say much as to what caused it
PsiCoTix: I will look into that right now, but nothing should have changed to stop it from working
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1Jammie: add %town% to the chat formatting config option.
Runesmite14: As an example, if you have a town called say Istar. Then /ta extra Istar 5 should add 5 extra plots to Istar. If its not working, its entirely possible I messed it up recently As for the issue with plots, if your giving them mytown.*, it sets the mytown.mayor.blocks.32 and mytown.resident.blocksmulti.10 thus causing it to be that high. An easy fix is to specify the 2 in the group
HaoSs: I will work on adding it and releasing it the first part of the week
Obsidieon: MyTown is undergoing a complete rewrite currently. The rewrite will target 1.6.4 and 1.7.2
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Also, if anyone is interested in seeing the progress of MyTown 2, I have made a spreadsheet that shows all the things I plan on working on, as well as the current status of them. It is by no means a complete list of what will be added as I am sure I forgot some things, but it should give everyone an idea as to the features coming Suggestions are always welcome, please post them on the MyTown 2 Github. Thanks!
So, without further ado, http://goo.gl/EuloKk
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The old one wasn't getting obfuscated properly, this one should be fine.
Nanakisan: I am not the one who maintains MyTownEcon. TrenTech is (https://github.com/trentech/MyTownEcon)
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As for the bouncing, I am looking to fix that really quick for MyTown and going to release probably one final beta
HaoSs: I like your idea for allowing specific blocks/TEs to be handled
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As for stopping firespread, Minecraft Forge doesn't currently have a way to stop it, but it is going to be in MyTown 2
HaoSs: Ill look into the crash.
Just a heads up to everyone. I would prefer to not add too many more new things to MyTown and focus on MyTown 2, so no one thinks I am ignoring them
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crizhuro: So long as you use the Beta MyTown, ForgePerms, the Bridge, and Vault, it should use bukkit permission systems only.
Edit: Cause I forgot... New ForgePerms Beta:
https://dl.dropboxusercontent.com/u/73334914/ForgePerms-Beta/ForgePerms-1.6.4.jar
https://dl.dropboxusercontent.com/u/73334914/ForgePerms-Beta/ForgePerms-without-pex-1.6.4.jar
And the ModifyWorld dl again: https://dl.dropboxusercontent.com/u/73334914/ModifyWorld/ModifyWorld2-1.6.1.1.jar
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I have had ModifyWorld2 for 1.6 for a little while now, but apparently I forgot to post it... https://dl.dropboxusercontent.com/u/73334914/ModifyWorld/ModifyWorld2-1.6.1.1.jar
It requires the ForgePerms beta however
As for the issues with nation permissions, I will see why the deal is and release an update
If I missed something, please feel free to point it out
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TurnipTheBeet: I try and avoid giving ETAs because I don't wanna let anyone down if I go past it
As for the ender quary, I can add support. But, it would be easier if RWTema adds the BlockBreakEvent to the ender quary, that way MyTown can stop it easier
Not sure about the sapling, but I can look
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The issue with Nation commands is probably this that I just realized... https://github.com/legobear154/MyTown/blob/master/src/main/java/mytown/cmd/sub/nation/CmdNationNew.java#L28
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TurnipTheBeet: MyTown 2 will allow me to add log-block like logging
ES_Uhr:
1) CB Bridge uses Vault to connect to any Bukkit permission plugin that has support.
2) Not sure why it would disconnect. Might be because of missing permissions.
3) Try adding the nodes in the spoiler on this post and see if that fixes it http://www.minecraftforum.net/topic/1889473-legobear154s-mods-mytown-aperf-and-forgeperms/page__st__780#entry29354097
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thommy101: Hmm, should never be null when passed to isEntityInstance. It is checked here already: https://github.com/legobear154/MyTown/blob/master/src/main/java/mytown/event/ProtectionEvents.java#L215 Either way, so long as it fixes it
TycoonGT: Commands can also be accessed with /town and /mytown. I will have to go through the original post to find the way around the issue. I will have to check the 3 PVP options and make sure they are being used. I will look into adding support for those 2 mods
So, I figure everyone should know. I have decided to start rewriting MyTown.
The new MyTown will be made up of multiple modules each providing different features. There will be the Core which will have everything needed by the other modules, the "Town" module which will have the actual town implementation, the Chat module which will have the chat formatting, chat channels, and a regex based chat filter, then the Extras which will hold the teleportation commands and some other small things. More modules will probably come in the future.
MyTown 2 will target 1.6 at first, but once done will be ported to 1.7.
If you have any suggestions for MyTown 2, post it on the issue tracker on its github page here https://github.com/legobear154/MyTown2
I will update the betas if big issues arise with it so its as stable as possible while the rewrite is being done.
Quick Edit: Beta6 https://dl.dropboxusercontent.com/u/73334914/MyTown-BETA6.jar
Changes /msg to allow it to be used by console, rcon, and command blocks.
Also fixes /sethome limit