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!
My server has been towny for two years. I dropped guilds on the dev server alongside towny, and they play nice together. Kind of things I'm considering:
1) Use Towny War for territory conquest, and turning off guild's territory 2) Use Guilds for internal-town conquest (needs a bit of moderator intervention here to make this happen), but guilds could seize control of town (mayorship) under the right conditions 3) Guilds chat (currently feature lite) and towny chat to allow subgroups of players in towns 4) Set guild rosters secret so that town mayors don't know who is who, unless he/she also has all his town members in his guild 5) Use guilds pvp to allow PvP wars (but not territory claim wars) between rivals.
From an RPG perspective, having another layer of organistion which can be in one town, one nation, or span towns and nations is pretty deep. Mayors cannot be assured loyalty unless they also control the guilds. Maybe too deep. But I'm testing it out to see if it works on our dev server.
Keep up the good work, a viable alternative to the endless PvP factions servers is long overdue.
Are u Abel to add a German translation? I could also Upload ist Once im ready...
@Yahtze
No worries! Yeah, there are a lot of protection plugins :P Can't wait for the jenkins :)
Suggestion: Permission node to bypass banned guilds names.
@Sonorpearl It's still a feature we are working out! But we do have every intention to add it at some point :)
@SDDJ @SDDJ hahaha oops! We'll definitely fix the creative-killing issue :P sorry about that! As for your secondary suggestion, we are currently in talks about how exactly we are going to go about the war system and how in-depth we are making it. Chest protection stuff is always difficult simply because of how many different plugins people use for it.. but we'll see what we can do
@EncryptedCurse @SDDJ We have an awesome person named Remdul who is helping us setup a jenkins server :)
@Mre30 Plot types are on the to-do list like stated above, as well as making sure claims do not overlap with WorldGuard regions! An outline would be a cool idea for sure! I'll look into it!
I agree with SDDJ. It's the only thing stopping me.
Oh, most requesting thing about that in factions, is using world edit to make your "safezone" or "adminclaim".
You could base the idea off greifpreventions way. I love that. It outlines the area of the claim with gold blocks. MobArena outlines the claim with red wool. Very cool feature.
Maybe, when players claim land, a 16x16 chunk will outline in red wool for a couple of secs.
This plugin is going to be huge. Hello Guilds, and move over factions and towny lol.
Free Jenskins hosting.
http://ci.md-5.net/
Contact md_5 on IRC he's awesome :)
You guys should definitely put up a jenkins for this project. You've been releasing builds quite often lately, and it does take bukkit a while to check out the releases sometimes.
Could you add in special land types like Safezone & Warzone in Factions?
Another suggestion:
Add an option to disable locking of chests inside of claimed guild chunks. I can see this as being somewhat difficult to implement for though, so maybe only allow guilds who are at war or enemies with a guild to access their chests regardless of protections?
I tested out the war feature using the '/guild declarewar <guildname>' command, and was able to kill survival players while in creative mode. Any chance that this could be disabled? I don't even see it needing a config option, just as a feature, I guess.
Other than that though, war-ing works great! :D
HeyHo latros and yahtze,
how is it going forward with the artefact thing?
@latros
My whole RPG world is build false? That doesn't mean I want to stop them claiming for status purposes of "Owning" land. Make that optional :3
@latros
Cool, thanks!
Installed the update (and deleted the plugin's folder) and the first small (error?) I noticed was that i could use the '/guild' command from the console, but was unable to use '/guild 2' or '/guild 3'. Not sure if it is intended or not. If it isn't, just a small bug [:
@Steggy5
Try the latest release 1.4.1.0 (and do a fresh install - wiping all files). Should have fixed.... everything you said.
@SDDJ
A very good point, I hadn't thought of that. Adding it to my priority list right now.
Also, here's an early copy of v1.4.1.0 (see: notes at the top of this page) while the dev.bukkit.org version takes a few hours to get approved: https://mega.co.nz/#!jhJgTbCL!Mto9TB3hzXGletmbhDC79QqIjX9OqlU6tPv6HZR_ipg
For the guilds land claim feature, I think that it'd be a good idea to make it so that chunks containing worldguard regions with the build:false flag are unable to be claimed by guilds. That'd probably be the easiest way to ensure that guilds can't take control of crucial areas that are intended to be public, such as the spawn area, and public cities/event areas/projects.
i use the chat plugin: ColorMe and here min guilds.yml
@SanderWolswijk
Hey, there was someone else on the IRC who were getting this error too.. Can I get you to pastebin your Guilds.yml, and what chat plugin are you using?
If i claim it says claimed but when i enter it then i get the message: [Guilds]You have entered null teritory. and i get this error in the console: 2013-02-26 14:28:58 [SEVERE] Could not pass event PlayerMoveEvent to Guilds v1.3.0.1 org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:427) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462) at net.minecraft.server.v1_4_R1.PlayerConnection.a(PlayerConnection.java:220) at net.minecraft.server.v1_4_R1.Packet10Flying.handle(SourceFile:136) at net.minecraft.server.v1_4_R1.NetworkManager.b(NetworkManager.java:290) at net.minecraft.server.v1_4_R1.PlayerConnection.d(PlayerConnection.java:113) at net.minecraft.server.v1_4_R1.ServerConnection.b(SourceFile:39) at net.minecraft.server.v1_4_R1.DedicatedServerConnection.b(SourceFile:30) at net.minecraft.server.v1_4_R1.MinecraftServer.r(MinecraftServer.java:598) at net.minecraft.server.v1_4_R1.DedicatedServer.r(DedicatedServer.java:224) at net.minecraft.server.v1_4_R1.MinecraftServer.q(MinecraftServer.java:494) at net.minecraft.server.v1_4_R1.MinecraftServer.run(MinecraftServer.java:427) at net.minecraft.server.v1_4_R1.ThreadServerApplication.run(SourceFile:849) Caused by: java.lang.NullPointerException at guildsteam.guilds.Listeners.PlayerMoveListener.onPlayerMove(PlayerMoveListener.java:42) at sun.reflect.GeneratedMethodAccessor51.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:425) ... 14 more