Bug: Inventory is brokenThis thread is for all your bug reporting purposes! Please note however, if this bug or flaw is map-specific, you can post about that here. You can report pretty much any other bug in this topic.
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The reason why players can currently build in certain spots is because of world guard issues on RoF, before players/mods couldn't use anything in the shops like crafting benches, furnaces and all sorts. The only way to fix it was to remove the WG zones on these objects, however if we find out that players have been abusing it to break the block and such. If this does happen, we will probably zone it again and disallow all players to use it since we wouldn't be able to trust players.Bug: There's regions in spawn where players can build
Solution: Protect the whole world? Thought that was already the case...
Why would there be worldguard issues? I don't see why the build flag should affect chest-access, unless really weird things are happening with the regions, though I dunno how the server's set up so I shouldn't really comment on what should be easy and what shouldn't, I feel like that should be a relatively easy task... Another solution is to just set everyone in lobby to adventure mode, without switching inventory, if that's possible? I know gamemodeinventories is open source and it should be a relatively straightforward modification to make it access the survival inventory instead whenever the player is in Lobby.The reason why players can currently build in certain spots is because of world guard issues on RoF, before players/mods couldn't use anything in the shops like crafting benches, furnaces and all sorts. The only way to fix it was to remove the WG zones on these objects, however if we find out that players have been abusing it to break the block and such. If this does happen, we will probably zone it again and disallow all players to use it since we wouldn't be able to trust players.
(And yes we have tried several times to fix it but WG is broken as to hell)
We might have to find a new plugin or something...
Worldguard determines build/place areas AND chest and furnace (and etc) access by different commands (if I remember correctly)Why would there be worldguard issues?
Thats currently not possible cause dev has enabled the server that way that every gamemode has a different inventory so adventure mode would mean adventure inventory so people would not be able to buy stuff for survival and another thing is that people would be able to buy potions, armor and weapons for KotL/DRAnother solution is to just set everyone in lobby to adventure mode, without switching inventory
That's exactly the point I addressed right after saying that? The plugin used is GameModeInventories2, which is open source. The code modification I'm talking about is extremely simple and straightforward - an example of an implementation would be an addition of one line to the switchInventory method of the plugin, something like if(p.getWorld().getName().equals("Lobby")) currentGM="SURVIVAL" so that, from the plugin's point of view, it considers all Lobby gamemodes as SURVIVAL and therefore saves and loads it as such. Then change the config to make Lobby adventure mode by default and then GMI will automatically handle the inventory loading, and you're all set.dev has enabled the server that way that every gamemode has a different inventory so adventure mode would mean adventure inventory
I understand that but what if you buy items? Those wont go that easy to the right inventory, those go to the currect inventory so if that would be adventure, it would go to adventure mode what would mean that everything dev and psych did the past weeks to improve kotl, are useless again. Due to the fact that you can buy weapons again for adventure mode.That's exactly the point I addressed right after saying that? The plugin used is GameModeInventories2, which is open source. The code modification I'm talking about is extremely simple and straightforward - an example of an implementation would be an addition of one line to the switchInventory method of the plugin, something like if(p.getWorld().getName().equals("Lobby")) currentGM="SURVIVAL" so that, from the plugin's point of view, it considers all Lobby gamemodes as SURVIVAL and therefore saves and loads it as such. Then change the config to make Lobby adventure mode by default and then GMI will automatically handle the inventory loading, and you're all set.
The only complication I can see is the KOTL adventure inventory region, and that's pretty easily handled too, by using the WorldGuard API to check the region and not run the above if the player is in the region. There's a lazy way to do that one too (I hear the WG API is difficult to work with), by just checking hardcoded block ranges of the player if the world is Lobby, or by checking if the player has PVP enabled in the above if command, etc. Tbh hard coded block ranges for Lobby restrictions might be the easiest way to fix the Lobby chest-furnace-building problem too, since that's not really dynamic data - the Lobby rarely changes.
I know this won't cause other weird complications (and this is coming from someone who loves finding complications, haha) because I've investigated a similar phenomenon on the server... Specifically, at 0:15 of between round time, everyone is teleported out of kotl and into the Lobby main. The inventory is switched at this time, but not the gamemode of the client, which is still in adventure. Nobody notices though, unless you're trying to lag pillar or lag break blocks after the end of kotl but before any client world switches, and in that time the shops and everything else too works fine while in that pseudo-client-adventure-server-survival inventory limbo.