Regios
Current stable version: v5.9.9 for CB 1.6.2-R0.1
Regios, a fully fledged, extensive and extendible Region mod. Regios allows you to easily create regions with a vast amount of properties such as protection, entry & exit control, password protection, speed and health modifiers and much more! Regios is multi-world compatible and lightweight. More so Regios is open source and has a well documented API which will allow other developers to make add-ons to make Regios even better!
NOTE: Regios v5.0.3 and later now REQUIRES Vault for Economy and/or Permissions support. You can still use Regios without Vault but it will be Op or basic superperms only and without economy support.
Do you use Dynmap? Ever wanted to see your Regios regions on Dynmap? Well now you can! Try the new Dynmap-Regios!
Some of the main features of Regios are:
- Complete Region protection.
- Spout GUI editor!
- Permissions and group modification in real-time, force commands and inventory options.
- Prevent exit or entry with password authentication.
- Transfer structures/regions from server to server with new Blueprint (*.blp) files!
- Backup your Regions and restore them to their former states. (Now includes container contents and sign text!)
- API access.
- Fun features such as health control, pvp settings and speed modifiers.
- Per world configurations.
- Default Region settings.
- Simple flat file storage allows for manual editing if needed.
- Universal Economy/Permission support through Vault
- WorldEdit Support
Current To-Do list (in no particular order or priority):
- Fix Spout GUI
Add non-cuboid regionsCompleted in 5.9.0!- Add self-contained permission system
- Add player variables to commands
Expand Regios APICompleted in 5.9.0!- Better multi-world support
- Add renting
- Add fall damage prevention
- Fix water and lava placement issue when regions are close to each other
- Add more effects for "fun" commands (prevent hunger, regen hunger, cause potion effects, etc.)
- Add some way of visualizing regions in-game.
- Add some form of child regions (mainly to prevent players from creating regions inside of other players regions)
- Add some form of priority system for regions (for when regions overlap)
- Add music looping
- Make tutorial videos!
- Make the commands more flexible (and helpful)
- Add more command aliases (for some of the stranger commands, such as set-creature-spawns)
- Add zombie door break protection
- Improve modification commands
- Add optional auto-update function
- Add world commands
- Add a scheduler for backups
For a list of Commands and Permissions, visit here:
>> === Wiki Page === <<
@yurysudz
Sorry I haven't responded earlier, I've been out of the country for Minecon.
The permission and inventory changes apply to everyone except exceptions and overriders. Unfortunately I don't think that what you are wanting to do can currently be done in it's entirety. At least not without some creativity. You could probably do it by overlapping two regions and giving the normal players the bypass permission for the outer region, and do your permission and inventory modification there, then giving the builders the bypass permission for the inner region and turn on your block protection there. I think that would give you what you are looking for, it just wouldn't work for an op or the owner of the regions. I'm planning to completely redo the region exception/override thing because I'm unhappy with how it currently works, which as you can tell is not ideal.
I found this plugin and think it's very cool, but it can't make it do what I need. Since the wiki says there are groups, I thought that you could make it so several people have some permission nodes in a region, and everybody else doesn't. For example, making the spawn in which normal people can't build or break, but several people, the builders, can change gm, fly around, use /item, but also swap their inventory when they enter, and when they leave. So far I have only found out how to the opposite, normal people have their inventory swapped, and people with the override node don't. Is what I want possible and am I just missing something? Or do the cached permission nodes and inventories apply to everyone? And is there anyway to give somebody cached permissions as a permissions? What I mean is opening the permission file for that world, and giving a player a permission, which would let him have a temporary permission node in a region. Like regios.(something).regionname.node which would let that player have that permission node in that region, but no other player will (unless they're op). Thanks in advance, I'm pretty new to server management and don't understand much.
@wfuller1
Well, Regios' priority is set to highest already. The only reason I can think of that would cause OtherDrops to take priority over Regios is that OtherDrops ignores the cancelled block break event and spawns the drop itself. I'll try OtherDrops out with Regios when I get back stateside in a few days.
Hi again, Johnny.
Another quick query for your next potential update :). I'm currently using a plugin called OtherDrops, which lets me change everything in the world, and how it works/drops.
One of the most simple examples on our world is that dirt will not drop if you don't use a shovel to dig it.
The slight issue occurs within our protected regions, as it comes up (as it should) saying "This region is protected by wfuller" however it seems OtherDrops has priority over regios, and causes the drop to occur anyway...even if it should be protected.
OtherDrops does have a simple priority system within their configs, but even set to "lowest" it overpowers the regios protections.
Would there be a way you could possibly add in a general "priority" system into the code, allowing us to chose for regios to be more powerful that other plugins?
Thanks in advance for your help! Look forwards to hearing your thoughts.
@Junrall
Haha, sorry again about the wiki. I've got a 9 hour flight tomorrow, so I'll probably work on it some to stave off boredom.
@johnnyzerox7
Lol... derned Wiki got me again. The command you gave worked fine. And, looking at the in-game help for Regios clearly says to use /regios epand max... see, my eyeballs weren't paying attention.
I think I got this now.
Thanks again.
@Junrall
Did you try it with a space? i.e. /regios expand max. The two you listed are the pre-5.9 commands.
I seem to be really struggling with this. I'm not able to get /regios expand-max to work.
I'm using: bukkit version 1.4.2 Last version of PEX Vault for 1.4.2 Latest version of Regios
When I start up the server, there are no error messages.
I have stripped out all other plugins. My permissions has New, Guest, Owner... no group has been assigned any Regios nodes. Owner has the * node, which gives me all permissions. I have myself set as Owner.
Every Regios command I have used works... except /regios expand-max. When I use this command I get no messages. I have tried /regios expandmax as well. I have also tried the same command with /r and /reg.
Is this broken? Has the command been changed?
Here is my permissions... just in case my eyeballs aren't working :)
@Junrall
40x40x40. The exception being any size above 256 (or whatever you have your world height set to in server.properties) e.g. If you are using size1024, the restriction would be 1024x256x1024.
I guess that would be up to how you have your permissions set up. There isn't a way to do that using just Regios.
What does regios.restrictions.size40 restrict a region to? 40x40 or 40 block radius?
One more question: How can I block the use of Regios on specific worlds?
@johnnyzerox7
Haha... seems the norm for most plugin developers. It's hard to tear away from the fun stuff to do the boring stuff! I completely understand this. :) Glad to hear that someone will be updating the wiki :)
@Junrall
Unfortunately, this isn't surprising. The wiki was written for an earlier version of Regios and has not been maintained and updated properly as the versions went on. Fortunately, I have someone working on the wiki atm, so hopefully we can get it up-to-date quickly.
Hello, Not sure if I should have posted this as a ticket... it's not a bug with Regios.
There is an incorrect node listed on the Regios wiki: regios.protection.password
I was having issues with trying to negate password use with the above node and was failing miserably. Turns out that the correct nodes are: "regios.protection.set-password" and "regios.protection.use-password"
Are there any other discrepancies like this?
@Exloki
What's the NPE when you use 5.9.3? the NPE you gave me was a known issue in 5.9 and was fixed for 5.9.3.
Hello,
I'm a developer for a server that uses your plugin, and they're currently on version 5.0.53, and whenever I try to update them to 5.9 or 5.9.3, I get an NPE. They have 437 regions with your plugin, so it's pretty important to them.
Error: http://pastebin.com/BBcn7smv
Thanks, Loki
@Eggerd
Ah, I see what the issue is, I'll get it fixed up. Thanks for bringing it to my attention.
@wfuller1
Thanks for using it!
Doh, that was a typo, 5.9.3 is correct, I've updated the file name to reflect this.
Looks like I botched the version patcher a bit for the default region file. TNTEnabled isn't a valid option anymore, it's been replaced by ExplosionsEnabled. I'll patch the patcher for the next release. In the mean time you should be able to replace TNTEnabled with ExplosionsEnabled in the DefaultRegion.config file and have it work properly.
Hi Johnny. Thanks for working on such a great plugin! Been using this for over a year now I think. If not, it's pretty damn close to that anyways!
Having a few troubles with the default config at the moment though, I'm afraid to say. Using 5.9.3 according to /r version but I downloaded the 5.9.4.
When I set in defaultconfig the TNTEnabled to either True or false it has absolutely no effect on the regions I create after that. I can of course still go into the config for that specific region to change it, but by default the TNT is always turned off, despite what I set it to in the configs.
I've played with World defaults and it is definitely not a conflict with that.
Hope you can help! Thanks in advance.
Is the player-cap function currently working? I tested it a few times and it seems that regios only counts up if a player enters a region, but doesn't notice if a player leaves the region.
Example: Player 1 is in a region. Player 2 wants to enter this region an got the message that this region is currently full. If Player 1 is moving after player 2 tried to enter the region, he will be ported out of the region and both players will get the error message.
@BinarySpike
Thanks!
1)Yeah, I think that 256 is the hard coded limit to building height so any value in max-build-height over 256 basically gets ignored. I think that option was intended for people who wanted to make their build height smaller rather than larger. Hmm, I thought I had confined it better than that. Oh well. You used to could make a region with a max height of like 199999998 blocks (that's still the max width though, I think) which I thought was stupidly excessive so I cut it it down to the MaxWorldHeight as defined by the world. in which the region was being created. Despite whether you can move the region above or below the 0 or 255 mark, there is really no reason to be able to create a region higher than you can build.
2) Would you mind creating a ticket for that and including the points in the ticket? I want to try and reproduce the issue myself so I can find out what the problem is.
Haha, yeah region priorities are something that Regios has desperately needed for a long time and is high on the to-do list.
Ah, yes, the infamous wiki. I've been trying to keep the ingame help up to date and correct, though obviously I haven't yet gotten there yet. The github wiki is in very rough shape. We rescued it from a google cache after the original was deleted from the bukkit wiki site so the code behind is messy something fierce. It needs to be cleaned back up into proper markdown format as well as broken down into individual pages because the chunka-chunka text is way to hard to navigate as is. Are familiar at all with markdown? Tell you what, PM me about it if you're interested and we can discuss it there. This comment is long enough as it is lol.
@johnnyzerox7
First off, great job on this fine plugin! I've been editing the region's configuration files. Also been using dynmap to find points for plotting corner/line/markers to show the regions.
1) Strange! Even though: max-build-height=512, I cannot build (or create regions) higher than 256. - On a related note, using expand and shrink I can push a region below 0. (example, -114 to 142 is a 256 high region)
2) I was anywhere from 64-120 when plotting poly. I fixed this by plotting the same number of points in a field, then editing the configuration with a list of points I retrieved from dynmap. This was over a huge (4-5 biomes) area.
A shift command would be great! Another suggestion: Have the ability to layer regions (order of importance), or at least use most restrictive protective settings of the sum of all entered regions. (I was trying to build a no-build zone in my no-monster zone, didn't work out)
Finally, I noticed that the github wiki, and the ingame help has a great deal of errors/old info. Do you need help with that?