Well playing this game keeps you from doing something useful while online but that is besides the point
Posts by sharkbitefischer
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I know because they tell me they are playing single player when the visit for 2 minutes to blueprint the stuff they built on a public server. Then they tell me they have there own server now. It is ok.
Two reasons to run a server- You like others to see your art and efforts.
- You enjoy deciding your own destiny or the god syndrome.
- <I know I said two but this is what I like so I did not really intend to list it and it is not for the many so is not a wide reason> I enjoy the open aspect of the game and learning java to program game environment plugins.
there is another reason. For company . it can get boring playing by yourself. Conversation can be enjoyable
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Nevermind... Even server admins can not edit all permissions unless "Admin priv" is ON. The only difference is that a server admin can turn "Admin priv" ON/OFF, but Managers can't.
and on your test server they are default off
It would be nice to have the admin priv on/off be personal rather then global and just have the managers be on. Manager is intended for a temp position and an admin can always remove the manager's status, I believe. Just a thought.
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I am not talking about teleporting to an area I am talking about being able to edit an area that is within another area. The auto going to the area's edit page only works for the main area. It will list the sub area but not adjust it's permissions until you go to that area's permission edit page manually. To do this we have to leave all areas to gain access to the inside areas permissions edit page through the long list before we can adjust player permissions for the smaller area. The long list is what I want a shortcut to from the base permissions page without having to leave all areas and reopen the AP and go to the list of areas in edit. A sortcut to the main area list for edit is what is desired.
I may be having a brain fart. Let me test something.
Yes, I have to leave both the inner area and the outer area and pick the smaller area from the area list for edit to be able to see the players added to the smaller area and alter there permissions. I would like a shortcut to the area list for edit from the base area edit page when you are in an area.
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Ok... something interesting. I had done a restart on my test server for a change that I made and now the permissions DO take a affect right away. Don't understand??
BTW, I noticed @sharkbitefischer that server admins appear to be able to edit all permissions regardless of whether "Admin priv" is ON or OFF (but permissions are enforced if "Admin priv" is OFF). For Managers, "Admin priv" must be ON for them to edit all permissions.
same thing happened to me. now the permissions are updateing properly.
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Ok... something interesting. I had done a restart on my test server for a change that I made and now the permissions DO take a affect right away. Don't understand??
BTW, I noticed @sharkbitefischer that server admins appear to be able to edit all permissions regardless of whether "Admin priv" is ON or OFF (but permissions are enforced if "Admin priv" is OFF). For Managers, "Admin priv" must be ON for them to edit all permissions.
this is probably the problem with managers not being able to edit player permissions without being added to the property. An admin has to turn on admin priv for them. lol
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If you go outside all areas to an "open" area and do a "/ap edit" or do "/ap" and click "edit area" it will present you with a list of areas to find the intersecting one that you want to edit... A little "awkward" but works.
I am aware of this method but it would be handy to have a "go to area edit list" button on the area edit page when inside areas is all I was saying. So we don't have to leave all areas to get the list.
By "you have" you mean "you, as personal player permissions" or "generic area permissions"?
The first case is in some circumstances expected: in some circumstances, the API does not tell the plug-in who the player is who planted the TNT and the plug-in has to rely on the generic area permissions (this is described in the manual). The latter is NOT expected.I tried this with admin priv on and off and added to the property as admin and owner. I did not try to change the area's base permissions. after loging out and back in the tnt remained with no burning fuse and the tnt could not be removed. I will do more testing of this and give another report.
After a restart of the server the tnt has disappeared
area base permissions explosions turned off:
added to the property as admin and admin priv on tnt lights but does not blow
added to the property as owner and admin priv on tnt lights but does not blow
added to the property as admin and admin priv off tnt lights and does not blow
added to the property as owner and admin priv off tnt will light but not blow
removed from property and admin priv off tnt will light but not blow
removed from property and admin priv on tnt will light but not blowarea base permissions explosions turned on:
added to property as owner and admin priv off tnt will blow
added to property as owner and admin priv on tnt will blow
added to property as admin and admin priv off tnt will blow
added to property as admin and admin priv on tnt will blow
removed from property and admin priv off tnt will blow
removed from property and admin priv on tnt will blowit seems that area base permissions over ruel the player permissions and admin priv
Ok... Steps:
- Go to area that I am a "Owner" with "Admin priv" OFF.
- I can do everything an "Owner" can do.
- Remove myself from the area completely.
- I can still do everything an "Owner" can do.
- Re-log
- Now can't do anything in the area as expected.I have also tried changing things for a non-sever admin player both by setting presets and by individually turning on/off privs with same result.
As I said above, for a while, the permission changes took affect right away. Not sure why it worked as you see it on your server for a while, but now changes require a re-log on my server again.
ditto for me on this.
The general "Go to Area" button is only two mouse clicks away (only one more than having the button in the Area Properties dlg box itself): press "UPDATE" and then press "Go to Area" in the main menu.
After having thought about it, I prefer to have to press the "UPDATE" button explicitly.and what I mean by go to area list is the list of areas that you get when you exit all areas and hit edit area. A direct link to that list would help when in a claim inside another claim when attempting to edit the secondary area.
The list to choose what area to edit. -
when a regular player is set to manager he can not edit player permissions properly unless he adds himself to the area as owner or admin. This is not desirable as it could lead to players set to areas that were forgotten to be removed when the manager is finished with there job on the area leading to access to the sed areas when manager status is removed from the manager in the future. Instead, if a player is set as manager they should have full editing abilities without adding themselves to the areas. In this way there would be less clutter in the DB and posability of security risk when a manager status is removed by not having the names added to the property to begin with.
also, when having owners rights or admin rights on an area, I placed a stick of tnt and lit it and it would not blow up. It doesn't blow if you have explosions on or off now. The fuse burns but no boom and you can't remove the tnt after it is lit. F7 removal tools will not remove the tnt either.
The search box for adding names seem to work nicely.
we still need a way to edit secondary areas while within them. A go to area list button would be very handy.
When adding a player or editing a player's permissions, they have to log out and back in before the permissions take effect.
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Well I found the answer to my question . my bad
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I agree I am being a little far fetched but it is a theory we can use to our advantage in the future when power supplies are required. Until then I suggest we use the florescent lights for the grow lights. When I first started the game I thought plants would be light reliant and still have my original hell hydroponics setup when I started my hell build
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if you keep the water in an enclosed , replenishing system there is no need to add water once full. the heat would be an unlimited source from the lava. water heats to a boil and the steam rises and turns a turbine and goes into a cooling chamber to be condensed back to water and returned to the boiling chamber. No replenishing of water needed. The heat source is unlimited because of the lava. It doesn't even have to be placed into the lava, just close enough to use the heat source. A dynamo is hooked to the turbine to make the electricity. In reality they use a similar system for thermal electric plants here in Arizona where I live. I am not shure about this though. I believe they use cooling ponds for the condensing of the water but principal is basically the same as described you can possibly get an added amount of electricity by adding a water turbine to the return lines after the steam condenses, this will run off gravity, returning the water to the boiling chamber and turning another turbine, connected to a dynamo, producing even more power. I don't know how it would be done in reality but think of the power that can be collected off a geyser like old faithful? I may be wrong about a plant being in Az but have a look at this http://www.arizonaexperience.org/land/geothermal-energy
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depends on if you started your mine underwater and there are buckets to transport water down there with almost the same thing as making a pond in the desert.
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they could be run off thermal generators in hell off the lava and you can run powerlines from the surface and run generators or solar power supplies like they do in real life, for the upper mines the main thing is plants need to be light reliant to grow, IMHO, and it wouldn't hurt them to be water reliant either.
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how about needing grow lights for food to grow under ground?
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From the manual....Permission combining
When a player is inside several overlapping areas, he is granted the intersection of the permissions for each area; in other words, he cannot do any action which is forbidden by at least one of the areas he is within, even if the other areas allow it.If I understand this description (have not been able to test things out yet due to not being able to edit nested areas yet), then I do not think how permissions in overlapping areas works is going to support a major reason for wanting overlapping/nested areas in our world. One scenario that we would want to be able to do (community chests) is to have a large area where "GetFromChest" is false for "everyone" (see next comment about an "everyone" group), but have a nested area within that larger area where "GetFromChest" is true. I do not see how this would be possible if "....he cannot do any action which is forbidden by at least one of the areas he is within, even if the other areas allow it.". I would think that the "desired" way intersecting area permissions should work would be that a player can do something if it is allowed in any of the overlapping areas. In other words the intersecting permissions should be the combination of all "allows" not all "denys". As I said, I have not yet been able to experiment, but this is my current understanding.
As mentioned above, it would be beneficial to have an "everyone" group available in addition to all the world permission groups to allow permissions for every player without having to add all of the world permission groups to an area.
@Jon_miner as far as editing the nested area just go outside the larger area in unowned land and you can pick the nested area to edit from the list.
@Miwarre ok we have use of creating areas and adding players and managers but we can not alter permissions of players and managers when admin priv is turned off. shouldn't we be able to edit players and managers even with the admin priv turned off by what you said in a previous post? this is strictly for admin by the way.
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This is a great idea, I have burnt so many dinners (real life also) is this just for multiplayer or can it be used in single player? I'am unfamiliar with plugins or even mods haha.
you are wanting cooking timer. This is for the furnaces and shouldn't affect the cooking tools but it is activated by the barbeque and the smoker lid and should not be. it works well with the furnaces though.
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smelting notifier is activated every the barbeque grill is turned on or the smoker lid is opened.
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when I have turned admin priv off and I am in an area I do not have privileges to, I can still add or delete players and managers to the area and edit the area's permissions as well as player permissions without turning on admin priv, it seems.
and admin priv shows on when it is off and off when it is on
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I too am having the problem of all players are marked as custom. Is this because the permissions are set up differently then in areaprotection 3?
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nope. I have been asking for that for a while:)