[INACTIVE][SEC/ECON] iCoLand v2.46 - buy/protect land with iConomy [740]

Discussion in 'Inactive/Unsupported Plugins' started by Magik, Mar 26, 2011.

     
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    Magik

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    iCoLand v2.46
    Download/Source Links
    GitHub Source
    iColand v2.46 Jar
    older versions

    Wiki Links
    Wiki Home
    Installation Instructions
    Commands
    Addons
    Permissions
    Changelog

    Plugin Requirements
    • iCoLand v2.46 was tested against Craftbukkit build #740
    • iConomy 5.0
    • Permissions 2.7.2
    Intro
    So I wanted a plugin on my server that allows for self-service protection. But I didn't want to make these areas infinitely creatable, and I hate the idea of admins/mods having to zone out areas for people. So that's where the birth of this idea came from. This mod allows for self-service protection areas, and they are limited by the fact that they must "buy" these areas with iConomy currency. This will greatly reduce the amount of griefing issues I will have to deal with on my server as I will start telling people that this is the only valid form of protection and griefing is a fact of life that is unavoidable if you don't protect your land.

    iCoLand allows you to buy/sell areas of land ( cuboids ) for self-service protection. You select areas of land using the "/icl select" tool, then you can buy the land with "/icl buy land". This makes the land protected so no others can place or destroy blocks in there. There will be addons you can buy that will add extra features to the land you've bought. Such as announcing the zone name when you enter or leave it, having a location heal a player over time, blocking people from entering the zone completely.

    The basic premise of the plugin is that each block in the world is worth some default value (configurable). In the future, there will be the ability to make areas of land worth more. Probably a center point that is highest price modification, with a radius of effect that drops down to 0 at the edge of the circle. Addons also are a per-block pricing scheme.

    Updates and more to come, keep posted.

    Much thanks goes to Nijikokun for the great iConomy, as well as some helper functions I may have stole of his through HaloInverse's DynamicMarket plugin. Thanks to you too Halo! And thanks to TheYeti for maintaining Permissions until Bukkit solves that can of worms. As well as the Bukkti devs for making all of this possible. Also to TomyLobo for his OfflinePlayer class ( to access Permission nodes of offline players ).
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    Ross Gosling

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    It says " no access for that..." when ever i command /icl select so i cant get anything to work, please help =P
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    beebsproduction

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    Thanks a lot !!!!!!!!!!!! i <3 u !!!!!!
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    arctanis

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    you need to set up permissions. use the node found in the wiki. use the link at the top of the page to find the wiki. You will also need to make sure you have permissions installed or else I think only admin will be able to do anything.
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    Ross Gosling

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    I've already fixed it but thanks away
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    Coolred303

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    Everyone if this updates without iconomy we could still use it. All you need is EssentialsEco (now comes with Essentials.jar) and FayConomy which makes it compatible to use iconomy addon plugins with EssentialsEco. So please update this magik. The FayConomy says it is a mock of the iConomy api. He also mentioned that the main plugins is iConomy so he wont get in trouble for doing this. Please update!! Thanks :D
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    Aeron

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    Don't want to go through all the post, but I wanted to ask, weather players can buy land anywhere in the map or admins can set up lots of lands, where players can buy, everywhere else players cant buy land, if admin hasn't specified another spot with land for sale? (Referring to this topic's 2nd post from me: http://forums.bukkit.org/threads/land-for-sale.2049/#post-24119 )

    Doesn't matter weather players need to click on a sign (though that's a good idea/suggestion), all I am interested, is in the fact, that players can't roam around all around the map buying plots randomly throughout the whole map, but only on admin specified places.
    NateBody likes this.
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    arctanis

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    Hey magik I think i found a bug. I'm running CB733 and icoland v2.40. My people noticed their livestock weren't spawning after I updated to 2.40 (they weren't spawning prior either but that was to be expected prior to the default nospawn list.) I started testing the mod on my test server and to make sure nothing from a previous version of icoland was to blame I replaced the older .jar as well as deleted the icoland folder with the config and DBs. I then let the server populate the folder again and checked the config to make sure it showed the default no spawn list and that it did not include wolves. When I purchased a land mass filled with farm animals it left them on the land after buying the land mass and then the nospawn addon. I then tested to see if it would wipe out wolves... found a pack of the furry buggers and bought the land they were sitting on and then added the nospawn.... POOF! suckers were gone :'( R.I.P. pups. It would appear nospawn is killing off the dogs.... It would also appear if you keep your old DBs prior to the no spawn default list it will still kill all mobs. Or maybe I'm just not doing something right when updating the .jar? I can deal with not being able to keep the old DBs altho it is a bummer. I would however hope the dogs can somehow be spared from the nospawn removal unless specifically added to the nospawn list.
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    iBstoneyDave

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    Getting this error spammed in console, and it boots everyone out of the server and they can't log back in:
    Code:
    2011-04-29 12:09:2512:09:25 [SEVERE] java.sql.SQLException: Login timeout
    
    2011-04-29 12:09:25 [SEVERE] java.sql.SQLException: Login timeout
    2011-04-29 12:09:25 [SEVERE]     at org.h2.jdbcx.JdbcConnectionPool.getConnection(JdbcConnectionPool.java:205)
    2011-04-29 12:09:25 [SEVERE]     at me.slaps.iCoLand.LandDBH2.getConnection(LandDBH2.java:114)
    2011-04-29 12:09:25 [SEVERE]     at me.slaps.iCoLand.LandDBH2.getLandIds(LandDBH2.java:632)
    2011-04-29 12:09:25 [SEVERE]     at me.slaps.iCoLand.LandManager.getLandIds(LandManager.java:93)
    2011-04-29 12:09:25 [SEVERE]     at me.slaps.iCoLand.TaskLandMobKill.run(TaskLandMobKill.java:41)
    2011-04-29 12:09:25 [SEVERE]     at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:128)
    2011-04-29 12:09:25 [SEVERE]     at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:358)
    2011-04-29 12:09:25 [SEVERE]     at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
    2011-04-29 12:09:25 [SEVERE]     at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    2011-04-29 12:09:25 [WARNING] Task of 'iCoLand' generated an exception
    java.lang.NullPointerException
        at me.slaps.iCoLand.LandDBH2.getLandIds(LandDBH2.java:633)
        at me.slaps.iCoLand.LandManager.getLandIds(LandManager.java:93)
        at me.slaps.iCoLand.TaskLandMobKill.run(TaskLandMobKill.java:41)
        at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:128)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:358)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
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    mze9412

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    How do I configure how much a block costs? Can't find it in the config :(
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    beebsproduction

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    Price-Per-Block:
    noboom: 50.0
    noenter: 100.0
    raw: 0.04
    heal: 0.03
    nospawn: 0.03
    announce: 2.0
    nopvp: 10.0
    noflow: 10.0
    nofire: 10.0
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    beebsproduction

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    i don't understand why, but the announce addon bug, when i change his price in the config, all announce don't appear anymore, and that's the same when i buy 1 new... :eek:
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    beebsproduction

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    I found the problem, this is when i turn an addon into "false" (i don't know which one). by the way, this feature doesn't work, if I turn noboom to "false" in the config file, it doesn't disapear ingame :)
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    mze9412

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    sauevaem

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    Is it still working? And can I use it with WorldGuard? (as separated plugin for my second RPG world with cuboid cost)
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    Laxlux

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    I wonder if it is possible to restrict any of the Shop plugins to only be avaible in protected areas e.g: You can only build a market with shops only in a protected city, but not in the unprotected wildness. The problem is i want that it is possible to build normal buildings outside and inside restricted areas, only the shops schoudn't be allowed outside of a protected city. Is there a way to do that? Maybe with another cityplugin?

    Thx Laxlux
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    beebsproduction

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    beebsproduction

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    yes
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    sillyrosster

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    How do my players pay for their taxes?
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    Alpha52

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    For some reason, the JAR file isn't creating the config folder after I restart my server.
    Only mod that I've come in contact with that wont create its config folder.

    Any help?
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    NateBody

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    Although in the first post you mentioned you didnt like the idea of admins selecting areas for players to build in...I believe you should attempt implement this idea since i feel that i would only use this for myself and use towny for players to create their own towns...
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    Noffletoff

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    Hello, great plugin, it's very well done. I was excited when one of your latest builds said it would allow friendly mobs to be able to stay alive on the nospawn addon plots people have bought. I updated to the latest version of Icoland and I was saddened to find that my wolves would despawn upon entering our city we have built. I thought that maybe it was an issue with the config files or other files. So I backed up those files and deleted them, and reinstalled the latest with a fresh start. Everything was new, the properties showed that monsters would only despawn on the areas, but my wolves still despawn.

    So I am at a loss, I'm not sure how to remedy this. My bukkit build is git-Bukkit-0.0.0-706-gf53e007-b740jnks (MC:1.5_02) if it helps. If you need any other information please tell me. Any help will be much appreciated.
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    Aeron

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    In the topic thread it says "iCoLand v2.40 was tested against Craftbukkit build #670 and #614", so you probably have a newer craftbukkit, than the mod can support, and I think that they changed the way it works after 670... something, so most of the 670, 677 mods don't work. Best is probably to wait until the author updates the mod and releases it for 740 build :). I have a Implementation-Version: git-Bukkit-0.0.0-686-g71ef92a-b714jnks, so that makes it 714? i belive, so I have a bit older build :)
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    casso

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    I have found with CB740 (granted, it's not meant to be compatible), iCoLand doesn't appear to be multi-world aware/compatible. When I walk to the same coordinates of a land i own, from another world, i still get the announcement. Can anyone confirm multi-world support when teamed with correct CB version?
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    Noffletoff

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    Thank you Aeron, I am still learning how most of this works, I get it now.
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    Hitman4Hire

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    This is what happens when I use blow something up with my lightning sword:
    Code:
    10:24:27 [SEVERE] Could not pass event ENTITY_EXPLODE to iCoLand
    java.lang.NullPointerException
        at me.slaps.iCoLand.iCoLandEntityListener.onEntityExplode(iCoLandEntityListener.java:82)
        at org.bukkit.plugin.java.JavaPluginLoader$47.execute(JavaPluginLoader.java:492)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
        at net.minecraft.server.Explosion.a(Explosion.java:205)
        at net.minecraft.server.World.createExplosion(World.java:1276)
        at net.minecraft.server.WorldServer.createExplosion(WorldServer.java:130)
        at zeus.ZeusPL.onPlayerInteract(ZeusPL.java:61)
        at org.bukkit.plugin.java.JavaPluginLoader$9.execute(JavaPluginLoader.java:254)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
        at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:162)
        at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:133)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:744)
        at net.minecraft.server.Packet18ArmAnimation.a(SourceFile:35)
        at net.minecraft.server.NetworkManager.a(NetworkManager.java:195)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:74)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:370)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    
    
    
    
    
    -------
    Plugins:
    
    
    ArrowWall
    Backpack
    BlastControl
    ChestLock
    ControllerBlock
    CookieMonster
    DisposalChest
    Elevators
    Essentials
    EssentialsSpawn
    FLTDetector
    HeroicDealth
    iColand    <------
    iConomy
    IOBookcase
    ItemDetector
    Lampstone
    LevelCraft
    LightingControl
    MincartManieCore
    MonsterTamer
    NoCivilSpawns
    NoDrop
    Permissions
    Pitfall
    PreciousStones
    Realshop
    SimpleAwaySleep
    Stargate
    TimeAnnounce
    WeatherSynce
    WorldEdit
    Zeus   <-------
    AppleTree
    I'm running on mac with bukkit 740.
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    Magik

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    plugin update
    ##2.44-2.39
    * added block level checking of explosions
    * added potential GroupManager issue fix
    * NoSpawn mob removal fix
    * multiworld fix
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    casso

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    You are a legend :)
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    CHIKINS!!!

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    Can you make it to where Admins can change the price of the lots?
    Taverne likes this.
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    Taverne

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    Same error with the newest Version of Craftbukkit (740) and iCoLand 2.44

    This is really helpfull -.-" - not. we are using mysql because of better performance so pls more install instruction or mysql support ;)
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    Magik

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    I've been testing MySQL and H2 seems to have FAR better performance... and DB performance is very necessary with this plugin - it uses the DB as a zone finder, so multiple queries a second ( think like 5-10 queries/second ) against the DB must be able to happen quickly. Running benchmarks on my own computer so far - Q6600 Quad core, 8 GB RAM - running WAMP's mysql server + craftbukkit #740 running in debug mode in eclipse + minecraft client - using a temporary MySQL driver I've written for my plugin what I've seen is MySQL queries take ~ 5-6 ms, and H2 DB queries take ~0-1 ms.

    So so far I've noticed MySQL actually seems slower ( I've tried using InnoDB as well... ). I am testing some internal caching I can add that should alleviate DB hits on both DBs. I also should probably test some other query structures to see which can get me the fastest results.... but all in all H2 seems to rocket in this aspect...

    And I can put up a link to H2 if you like. There is actually a web-browser "console" you can run from the H2 jar itself - it's very similar to phpmyadmin for mysql:
    Code:
    java -cp h2.jar org.h2.tools.Console
    
    should run the console app, then just connect to http://localhost:8082
    hrm... yeah exportDB/importDB is messed up, I'll have to fix/address that

    http://repo2.maven.org/maven2/com/h2database/h2/1.3.154/h2-1.3.154.jar
    http://hsql.sourceforge.net/m2-repo/com/h2database/h2/1.3.154/h2-1.3.154.jar
    2 links to the jar for H2

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