https://github.com/ks07/uHome/blob/master/src/main/resources/plugin.yml
Hey all, I've entered all of my permission nodes in my plugin.yml so that I can pair them with a description and setup parent nodes without...
Hey jijipopo, the permission needed is "uhome.own" - just add that to every group in your permissions plugin, and they should be able to use the...
I find telling people I don't trust them is a fantastic way to get them to want to volunteer their time for your service. ;)
Part of me wants to say I could have seen this coming. I haven't seen any Minecraft project become so prominent as Bukkit has. Props to Mojang for...
You can disable the default permissions manually by editing the plugin.yml file inside the uhome.jar. You need to delete all the line containing...
Another thing you can do that would be useful is to see how uHome is reading your permissions. You can do this (provided you are using the latest...
The negative node should work, although it really depends on what you've added and how BPerms interprets that. Post the relevant part of your...
What's the point in that? If people don't want to use it, just don't use the command, adding a toggle doesn't achieve anything. :confused:
This sounds like a good thing, but wouldn't it be better if it went both ways? I've noticed that when people offer money on their requests,...
KSum, Hey, something very similar to this already exists, see: http://dev.bukkit.org/server-mods/rtriggers/
As a cheap and cheerful workaround, you could always use two IRC<=>game plugins.
I strongly suggest you talk to your hosting provider - this is NOT good service! Saying that, I thought bukkit saved when it received a SIGINT,...
Being released, or is it private?
Was going to make this exact plugin, been planning it for a while, but never got around to it (http://dev.bukkit.org/server-mods/remote-chest/)....
CommandHelper did previously have a permissions bypass function, so unless it's been removed...
Economy support has been requested already, and hopefully I will get around to it in the future :p
v1.3 is running fine on the latest RB. For extra assurance, v1.3.1 (the beta version) is actually in use on my live server right now without issue...
Definitely something to consider to run alongside the Minecraft server, I'm sure we can spare the resources. No definite yes or no just yet...
Very interested to see what comes out of this, could be the way to finally have mods (especially client mods) all working together with as few...
Separate names with a comma.