MineJobs
Notice!
Quote from eNnillaMS:To all those who have come, and to those who will come in future (should there be any): This is my goodbye.
With all the old staff gone, Minecraft sold to Microsoft, and the Bukkit project basically in limbo, I've resolved to leave the Minecraft Modding community. No further updates to MineJobs will be released, and neither will there be any new plugins from myself now that I see no future for this medium.
A great thanks however to those who've supported me since my plugin's inception! 12000+ downloads is an impressive count, as is having as many as 150 servers running my plugin at once, and I won't soon forget what you've all done for me.
Adios friends.
- Heath
About:
This is a jobs plugin designed to allow staff members to create and modify jobs for players on their servers. It was originally designed to be a no-fluff get-to-work kinda plugin, but I've been hard at work adding numerous OPTIONAL features. Players can log in, get a job, and start making money right away. Admins can modify every aspect of a job from in-game. Some players (Optional feature) can even create jobs for other people to work at, and they have the same job-modding commands as admins (they can't mod server jobs)! Job systems available include: Digging, Killing, Fishing, Building, Crafting, Smelting, Brewing, and Enchanting AND Digging and Killing have optional tool value modifiers!
Installation and Use:
It's as simple as dragging and dropping the jar file into your plugins folder, as long as you have Vault installed. If you don't have Vault, then get it because MineJobs is useless without an economy hook. As said above, players can join and get started right away under the right setups, but you might also need to run some Commands to make everything work right for you; and for more advanced setups, you should head over to the Permissions page, along with the Configuration help page.
Comment with suggestions for new features and tricky errors (read the startup logs first, they'll tell you what's up)!
Important Update (v5.0):
I'm back everybody! The new update features a number of small enhancements, including a version checker to tell you if there's a new version available, PluginMetrics to tell me just how many of you guys really care, and some new error outputs for Signs, mainly to tell you whether they're enabled or not because tests really didn't show anything but success on my end. UUIDs have been implemented, and configuration files will automatically update as players begin to filter into your servers.
Note about data collection:
PluginMetrics collects minimal data about the system you are operating the plugin on (Operating System, Number of Processor Cores, Java version, etc.) and can be disabled by toggling the "opt-out" variable in the configuration file of the PluginMetrics folder. This plugin also checks for updates using the Curse ServerMods-API, which can be disabled via. config.yml of the MineJobs folder. The variable "updateChecks" will disable checking for updates AND automatically downloading updates, while the variable "autoUpdate" thereby relies on "updateChecks" and can disable automatically updating the plugin, should you only want to check for updates and then download the update yourself later. All of the above toggles are set by default to 'true', and can be disabled by changing their values to 'false'.
Videos:
((I'll do a DevWalkthrough Video soon, since I just upgraded my computer, just gimmie a bit))
v4.0.2 is up!
Just uploaded v4.0.0 and v4.0.1 and updated all the help pages, etc.
And then I realize that Data Values are broken because I tried to use two or three different systems at the same time instead of one because of time.
v4.0.2 will be out very soon, but I'm not doing it tonight. I'm just too tired.
@thernztrom
I looked into using UUIDs, but right now it's just far simpler for me to use world and player names so I can easily read them from the config files and get the server's player and world instances. Besides, using UUIDs would man that nobody could customize their config files without a plugin to tell them the correct UUID.
@eNnillaMS
Is this plugin updated to work with the new UUID's?
@eNnillaMS
If you need someone test, I'd be up for that by the way.
@eNnillaMS
Haha alright man, keep up the great work!
So, no adding custom jobs for now? I'm ok with that, the default ones are good enough. :P
@Deathbyrussian
I'm reading back into the source files now, in v3.0.4 it denies payment for placing blocks that a player also has it in a breaking job, and denies any break payments if there's that meta tag I mentioned before; nothing really related to the job config there for breaking at least.
That's one of the reasons I'm rebuilding the plugin though; for some reason, when admins start adding custom server jobs things seem to start bugging out for no real reason. Should be fixed with the new config system I've built though, seeing how I'm taking everything from the configs into memory and working it from there, myself instead of constantly reading from the file that Bukkit loads.
And thank you. I'll see what I can do, probably just add a toggle in the config since I imagine that there's some people out there with PvP servers who might want to keep things interesting by offering payouts for people smashing cities. ;D
@eNnillaMS
Actually I just reset my jobs config and now it's working properly again. But that would be a nice feature though if it did it for everyone because that's still exploitable.
Do you know what could have caused that to stop working though?
Great job by the way, I think this is the only jobs plugin that does that. :P
@eNnillaMS
That's really weird actually.. It was working like that yesterday which got me really excited, but then just a few hours ago I found out it isn't working. I don't see any errors in console relating to it so it kinda confused me. Do you think it could have something to do with the config file maybe? I added two custom jobs (Digger and Alchemist). Maybe that caused the issue?
@Deathbyrussian
That should already be a feature for this plugin; for at least five updates now any block that's been placed by a player in the MineJobs configuration gets a Meta tag that prevents that player from getting paid for breaking it again.
If you'd prefer that the plugin deny payment to everyone instead of just the player who placed the block, that's something I could look into, of course.
Hey, this plugin is great but I have one issue with it that seems to be a common issue with jobs plugins.
MCMMO has a feature where you can't get infinite XP from breaking the same block. So, if you cut a tree down, you can't just place it back down and keep cutting it over and over again for infinite XP.
With this plugin, and every other jobs plugin I've used so far, this is an issue. I know I can just set it so it charges players when they place a block, but what if they just want to build using logs or something? Is it possible to make it so you can only get money from the original blocks or something, the way MCMMO has it? Or is this not possible with jobs plugins?
Thanks.
@triarry
Yeah, of course. I've gotten distracted over the last week or so because of some friends and PkmnHelios but it's all good, I'll get back on the updates asap. ;;
There's a fair chance I'll not be doing the other plugins I've had planned... I don't play Minecraft anymore, and seeing how poorly built PkmnHelios is has inspired me to make a better version. Should be just the challenge I need to entertain me. I'll still keep up on updates and feature requests here and on GitHub though. <3
@eNnillaMS
Possible to make the number of jobs a player is allowed to have, permission based?
My reasoning is to allow players to buy the ability to have more jobs at one time on our site store.
Right now the config option only allows me to make it so the whole server is limited to 2 jobs each.
@eNnillaMS
Thanks! Sent you a PM.
@triarry
Whoa. I've never seen output like that! No, I've never heard about lag from that handler, but I'll certainly look into it now! That's a lot of violations....
I took a look at what was happening and touched up a bit of a massive memory leak. (redefining a block and location variable potentially 100s of times instead of max. 12x. xD
Lag there should be fixed for you, and I'm making sure I didn't derp out anywhere else~
@eNnillaMS
I'm getting a huge lag with PistonExtendEvent. Do you know about this/will it be fixed in 4.0.0?
Log:
http://pastebin.com/9trqB3nL
@eNnillaMS
Nope no questions just love the plugin & can not wait to see how the new one works :)
Any requests before the release?
I've just finished the core systems for MineJobs v4.0.0 and I'd like to warn you all that I think I'll be moving the main error reporting section over to the GitHub for this project once I release the update. I won't be coming here as often to check for error comments because I get emails about Issues made on the GitHub.
The update really won't be long now. All I've got is the events and commands to do, and those won't take long with the new systems I've set up. Hopefully.
EDIT: I'm scrapping the Goals/Limits plan. If I do get around to it, it'll be as a side plugin for this one. Just too complicated.. On another note: All the events have been updated, and I've gone over every possible error I can think of with the new ConfigLoader. I can GUARANTEE that you'll have no more WorldGuard money glitchers or erased config files.
@GrauherzX
Just make sure you've got the right worlds in there I suppose. v4.0.0 will be out in the next few days; I've been working non-stop for you all. C: