ChunkOwn
Version 1.0.4
NOTE: This plugin requires you have Vault enabled on your server
This is a very simple way to handle griefers. It allows Player's to buy specific Chunks in the World so only they (and admins) can build there. Admins can limit how many Chunks each player can own, and Players can add Co-owners to allow them building rights.
Features:
- Supports all major Economies and Permission Plugins thanks to Vault
- You can change what command this plugin uses by editing the plugin.yml (found inside the plugin jar file)
- MultiWorld support
- Configurable properties
- Custom messages
- Players can buy unowned land, no need for Admins to run around protecting houses for Players
- Limit the amount of Chunks Players can own
- Custom buy/sell prices
- Customize how deep Players own land (defaulted near sea level)
- Option to automatically place a specific type of block along the edge of the Player's Chunk (to outline)
- Option to delete a Players owned Chunks and revert the Chunk back if they do not log in for a specified amount of days.
- Players can purchase Add-ons for their property such as chest locking, and auto healing
- Players can be notified when they enter someone else's owned land
- Players can be notified when another Player enters their owned land (with TextPlayer support)
- Players can preview land before they buy it
- Players can be forced to group their land together
- Optional increased cost for each additional Chunk
- Simple commands
- Blocks many griefing events
- Allows Co-owners who will also have build rights
- Co-owners can be a specific Player or a specific Permissions Group
Permission Nodes:
Commands:
Tutorials:
Video:
Coming soon!
Would you be able to build for the latest dev snapshot of 1.1 (whatever that may be...?)
@skullonroses
@wolfenit415
Fixed both of these, hopefully I can release the next build tonight.
Also u can place TNT on the side and bust it ;)
@wolfenit415
it should already block creeper explosions, I'll have to test it.
Hello there! I really like this plugin so far! the only thing that has been a problem so far is that ive had a couple ppl have quarel and so to grief the other person they had creepers follow them and blow up the others stuff. I know i can disable creepers in the essentials and that is what ill have to do for now but would it be possible to disable creepers explosions in a protected area. I hate cheapening the game for everyone because of a couple idiots. thanks
@caidcurse
@robotmegacorp
I finished coding the AutoDisownTimer feature. I am not going to test it tonight but if either of you want to then backup your ChunkOwn save file first bc it may disown all Chunks if I messed something up lol. I'll proly get around to doing more within a couple days.
@astartica
glad that worked for you, saves me time to work on other features
thanks for the idea with the different permission nodes of the worlds
works great.
@enilsss
I will be adding an option to allow Players to set a flag to notify when they walk in/out of their land
@nurwin22
I have no idea wut you are talking about here, maybe bc I have never used Towny.
@astartica
I thought there was a way to disable it in certain worlds but I was thinking of a different one of my plugins. I will add that to this. Or you can not give Players the permission nodes for those worlds
Hy real great plugin...
but i have one question. is there a way to disable it in some worlds? want to create a mv server with a building world where chunkown is aktivate and a farming world where its disablet.
This is AWESOME...
However, I'm creating a server that also has Towny.
The reason I'd use your plugin is for the Loners of my worlds who don't want to deal with the complexities of Towny, which I don't blame them for...
My questions is this: Would you be able to implement a Towny-style map of the chucks in chat? Possibly one that also shows town chunks?
@Codisimus
Brilliant!
Any possibility of making it announce to the player that the new chunk they're on differs from the previous chunk?
@anklesneeze
For the W/G protections u can apply block command flag in existing regions :)
@robotmegacorp
@caidcurse
I added an optional multiplier, and also an option to force chunks to touch. I have been testing the second feature all day and cannot figure out what is going wrong with it. Once I find the issue I will release it as stable and begin working on the timer thing and allowing Chunks to be reverted back to how they were when disowned.
EDIT: ChunkOwn 0.4.0 is stable and released. Everything is working well now.
@anklesneeze
This is not possible, you can disable it on specific World but idk how I could make your request possible. If I could do it how would you like to select the area?
Love the Idea, However to implement on an existing server I would like to be able to designate an area of chunks for this to apply to and have different rules for rest of map (existing world guard regions). Is this doable now (couldn't tell from description) or something you might add?
@Codisimus
The easiest way would simply be to allow two types of claims, one that touches and one that doesn't and let the server owner set the amount of each allowed in the config. Like touching.chunks: 50 untouching.chunks:5. Then you just need a boolean to check it against a small db, if(touching) if(chunksTouchingOwned() < dbIntGetter(playersTouchingChunksInt) return true; else if(chunksUntouchingOwned) < etc etc.
...after you come up with a method that checks for owners of a specific chunk anyhow...
Another way to do it would be to allow a number of untouching chunks based on the number of touching chunks owned, like int untouchingChunks = (dbIntGetter(playerChunkInt) / (configIntGetter(chunkMultiplier))
So if an owner set a multiplier of 10 in the config, a user can claim one untouching area for every 10 touching areas that they own.
A bonus for keeping a small db would be keeping the chunks sorted by owner so conjoined chunks don't cause issues.
@robotmegacorp
All of these are spectacular ideas that I will definitely implement. I already have in my head how to program these so I'll only need help if I don't have time. I'll let you know.
@caidcurse
I will look into the dynmap thing.
As for forcing land to touch, Should it be that you have a limit of how many non-touching chunks you can have? or should it be like caidcurse explained (you can own a non-touching chunk once your owned land contains x chunks)? The first one is proly harder to code, especially when you consider Players buying chunk that conjoin their two seperate lands (and selling that same chunk).
I strongly agree with the "land must be touching" and the "increase in price for subsequent properties" ideas of the last poster. I saw the plugin description, without having tried the plugin, and I immediately felt the same way about it. To be fair, though, players could also be forced to buy a certain amount of chunks touching eachother, before being allowed to buy a chunk in a new area. This way, they would have the option to buy up that nice oasis they found in the desert one day, while exploring. Otherwise they'd have to completely abandon their current land, or just never be able to buy areas in different biomes or new environments.
I also quite like the idea of being able to set a date or time out option whereas the chunk would become available for purchase again, if the player who owned it did not log in for a long time. Claimed and unused chunks... doesn't seem like a nice thing to have on a server.
I believe these ideas are the most essential features missing from the plugin, at the moment.
One more question about this plugin. Do these claimed chunks show up on dynmaps the way worldguard does? I use dynmaps, and seeing owned regions is really quite nice.
Thanks in advance for answers.
-Caid.
This plugin seems ideal for my server, except for a few things...
First, I'd love to see the ability to force claimed chunks to be touching. This way server owners can prevent players from claiming random chunks all over. Players can sometimes make a huge mess by claiming things this way and it's hard to know what's legit, and what was claimed just to be annoying. Additionally, this would force users to build onto their existing creations which would lead more easily to the formation of towns and villages, or force them to give up their old towns before they go making new ones.
Second, it would be nice to have the option to make each claimed chunk cost more money than the last. For example, a multiplier of 2 would make the second chunk cost 20 if the first was 10 and the third 40 etc. This would keep players from playing for 10 minutes and then claiming their max allotted chunks that end up sitting empty forever. Plus, it would give them a reward for time played, ie. the more you play, the more money you collect therefore the larger of an area you can claim. This way you can let users claim infinite chunks without worrying about them claiming the whole map. The more they earn, the more they can claim. I use EconXP which converts XP to currency so I could then insure that players with the most playtime get the most chunks with this option.
Third, it would be nice to have an option to automatically unclaim chunks where the owners or co-owners haven't logged in for a configurable amount of time. That way if someone stops playing on your server, that land can be re-opened for new players.
Last, and this is a big one, it would be spectacularly amazing to have an option wherein if a chunk was unclaimed, it reverted to the condition it was in before it was claimed. This would make clean-up jobs super easy for admins. I realize that the work it would require would be a pain in the ass, but the code is out there (::cough::towny::cough::). It would send this plugin over the top.
Just some suggestions, hope it's helpful. If you like any of these ideas and want help, let me know, I'm new to Bukkit, but I'm an old hand at Java. (I also don't want to request a ton of extra work without at least volunteering to do some of it.)