Inactive [SEC/MECH/ECON] Residence v2.4.2 - Self serve area protection system! Buy/Sell Land! Economy! [1185]

Discussion in 'Inactive/Unsupported Plugins' started by bekvon, Mar 21, 2011.

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    v2.4.2 Released - 9/24/2011​
    See the change log for details.​
    Everyone using PermissionsEx, Essentials, or anything else besides the regular permissions plugin or PermissionsBukkit should add or change this in their config under the Global section:
    LegacyPermissions: true
    As of 2.4.0 the bPermissions plugin is supported directly.​
    As of 2.3.7 the PermissionsBukkit plugin is supported directly.​
    This support is not done through the new built in Permissions that bukkit provides, because there is no way to get a players group using the built in methods. However, by supporting this directly, you can now use the new permissions system while still keeping Residence, and not having to use old permissions at all anymore.​

    Latest Recommended Build
    Version: v2.4.2
    Download: Residence

    Latest Development Build
    Latest Snapshot: Residence.jar
    Latest Config: config.yml

    Developer API: Wiki
    GitHub Source: GitHub
    DevBukkit Project Page: DevBukkit


    Daniel Few (Wiki)​
    Linaks (Residence Logo)​
    SirHedgehog (Code)
    GSValore (Code)​
    Samkio (Wiki Video)​
    JustinGuy (Code)​

    Residence Signs (by KarnEdge)​

    NOTE: All Residence usage information has been moved to the wiki!

    Residence is different from most protection plugins in that it aims for the users to be able to protect their own homes without having to bother the admin to do it. Residence has support for a variety of different protection types including preventing movement through areas, all of which can be configured by the land owner, and limited by the admin.​
    Features (open)

    • Allows players to define protected areas for themselves.
    • Individual permissions for each protected area. Land owner can give / deny permissions globally or to other specific players.
    • Different permissions per land include: move, build, use, pvp, fire, teleport, monsters spawn, damage prevention
    • Support for group permissions on protections.
    • Multi-World support.
    • Teleport system to allow users to teleport to residences.
    • Collision detection system to prevent residences from overlapping.
    • Limits to protected size can be set up by the admin.
    • Limits to number of protected areas per player can be set.
    • Two ways to select land including using the select command, or using a item to select 2 points.
    • Messages when you enter / leave a residence. (customizable)
    • Land "leasing" system which requires users to renew the lease on their protection every X number of days or loose the protection. (off by default, see config file)
    • Recursive Sub-zoning. Create zones within zones, and then zones within those zones...
    • TONS of configuration for admins. Customize every single flag that players can or cannot use in the config file, based on their permissions group.
    • (Optional) IConomy support, can set up cost per X number of blocks protected.
    • (Optional) Permissions support.
    • In-game help / commands descriptions

    • Fix bug affecting some people with the new save system
    • Support for iConomy 6
    • Prevent enderman from messing with blocks in residences with the -build flag.
    • Paintings are now protected properly (Thanks JustinGuy!)
    • Fix Rent auto-renew bug.
    • Fix other miscellaneous small bugs.
    ChangeLog (open)

    • Support for bPermissions
    • Add "/res pset <residence> [player] removeall" command to remove all flags for that player
    • Added console only command "/resworld remove [world]" to remove all residences in a world.
    • "/res remove" now requires confirmation using the "/res confirm" command, before removing a residence.
    • Fixed subzone flag.
    • Fixed a few null pointer exceptions related to the "/res message" command, and a few other issues with it as well.
    • Fixed few cosmetic rent message bugs.
    • Fixed few mispellings...
    - Added name filter to Residences to prevent characters that mess up YML from being used. This should fix many of the errored YML files that people have been getting.
    - Fixed arrow damage in no-pvp zones (bug introduced in the Residence 1060 update).
    - Added a "Permissions Group" line of text into /res limits, this will show your Permissions group as reported by Residence.

    - Fixes to better handle the piston flag, and world "flow" flags (thx JustinGuy :) )
    - "Use" flag now covers trap doors.
    - Lease renewal can now be pulled from the Residence's bank.
    - Buying a residence now causes the default flags to be set for the user who is buying it.
    - Minor fixes to new PermissionsBukkit support (fix message about permissions not being detected when it actually was)
    - Added a few miscellaneous forgotten commands to the in-game Residence help.

    • Added direct support for PermissionsBukkit (doesn't go through the bukkit API)
    • Added LegacyPermissions true/false config option.
    • Support for residence.admin and residence.create permission nodes using new permission system.
    • Recommend using SuperPermsBridge or something that ensures backwards compatibility with old permissions.
    • Few permission changes to hopefully make it work better.
    • Fix for firespread flag with CB1000.
    • Added "piston" flag.
    • Fixes for CB1000
    • Fixes for a few minor bugs, and for concurrent modification issue with the Lease Manager.
    • Removed subzone list from /res info, and gave it its own command that supports multiple pages, /res sublist <residence> <page>
    • If the save file errors, it will now be preserved rather then overwritten, it will be renamed res-ERRORED.yml, the plugin will now disable itself upon error as well unless the StopOnSaveFault option in the config is set to false.
    • Fixed non-working per-world flags.
    • Fixed a few message bugs.
    • Add /resadmin removeall <player> admin command to remove all residences owned by a player.
    • Changed MaxUpDown in the default config to 128...
    • Fixed issue with /res vert still selecting more then the MaxUpDown allowed.
    • Fixed a few initial issues with a couple language localization messages.
    • Removed area list from /res info, use /res area list [residence] or /res area listall [residence] now.
    • New language localization system, upon first run v2.3 will create a Languages folder under your Residence config folder with the default English.yml file.
    • New in-game help system. (part of the new language localization system)
    • All commands now run without admin privileges unless you specify /resadmin before.
    • Added config option to allow rented residences to be modifiable. (PreventRentModify option)
    • Fixes to improve compatibility with Permissions 3.X
    • /res listall now has pages
    • Added the "physics" flag to control block movement. (separated from the flow flag more like)
    • New ResidenceTPEvent, and ResidenceRentEvent API events
    • Fixed residences not being properly removed from lease / rent system, upon deletion.
    • Fixed bug related to default group option in the config.
    • Fixed global "container" flag bug.
    • Fixed some NPE's related to explosions.
    • Added /resload command to load the save file after you make changes to it (UNSAFE, as it does not save residences first, and so you may loose new residences that were just created)
    • Added per residence Blacklist/Ignorelists that will allow you to specify certain block types to be ignored from residence protections, or unable to be placed in residences.
    • Added Server owned land, use /resadmin server <residence> to change the owner to "Server Owned"
    • Added global Ignorelists which allow certain block types to become unprotectable for the whole world / for a specific user group.
    • Fixed a couple bugs with the lease system, including being enabled when it shouldn't be and the lease auto-renew option.
    • Added "/res area replace" command, allows you to resize / move a physical area. If the new area is bigger, it will only charge you for the difference in size.
    • Added 'waterflow' and 'lavaflow' flags which override the flow flag if set.
    • Fixed a bug causing money to still be charged when failing to add a area to a residence.
    • Fix case sensitivity bug in rent system.
    • BOSEconomy support.
    • Essentials Economy support.
    • RealShop Economy support.
    • Added the 'place' and 'destroy' flags, which if used overrule the 'build' flag. These allow you to give only block placement permissions in a certain area, or only block destroy permissions.
    • /res check [residence] [flag] <player> command, this command evaluates if <player> is affected by [flag] at [residence]. You can leave off <player> and it will use your name.
    • Added a LeaseAutoRenew config option, that will cause leases to automatically renew so long as the player has the money to do so. Note that, if economy is disabled this doesn't work, as there would be no point to leases. Needs Testing! :)
    • Global FlagPermission config section, that allows you to give permission to use a flag to all groups, useful for the build / move / use flag that you almost definitely want everyone to have access to. Flags under each individual group will overrule these.
    • You can now set a limits on how deep or how high protections can go into the group, using each groups MinHeight and MaxHeight settings.
    • /res select sky, and /res select bedrock commands, these auto adjust to the above mentioned MinHeight and MaxHeight settings, so it won't select into a area you can't protect.
    • Rent system implemented.
    • Many bug fixes, including proper creeper explosion prevention now. Also, fixed some bugs when renaming residences.
    • New healing flag.
    • The monsters flag has been split up into "animals" and "monsters" now.
    • New Developer API, including custom Bukkit events.
    • New Global CreatorDefault / GroupDefault / ResidenceDefault flag sections to help clean up the Groups section, and remove redundant flags.
    • Probably some other minor things I've forgot :)
    - Residence 2.0 now in alpha testing, core code has been mostly rewritten.​
    - Supports multiple areas per residence using '/res area <add/remove>' commands.​
    - Added new selection commands '/res select expand' and '/res select shift'​
    - Added Predefined permission lists that can be applyed to residences.​
    - Enter / Leave messages now support %player, %owner and %area variables.​
    - Config file has been cleaned up and most things are better named.​
    - Should be fixed to work with newer iConomy versions.​
    - Save system now only uses yml as save format.​
    - Save system wont corrupt the whole file if one residences gets corrupted, you just loose that one residence.​
    - When a residence changes owner, flags are set to default for that owner.​
    - Added '/res default' command to manually reset flags to default.​
    - Released source code for v2.0​

    v1.2.8 - BETA
    - Fixed broken flag setting permissions.​

    v1.2.7 - BETA
    - Fixed chests being able to be opened from outside protected area.​
    - Fixed enter/leave message (hopefully)​
    v1.2.6 - BETA
    - Updated for CB 612 / Minecraft 1.4​
    v1.2.5 - BETA
    - Fixed tiny bug in saving messages.​
    - yml is now the default save format because its more reliable.​

    v1.2.4 - BETA
    - Fixed bug related to fire / ignite event.​
    - Added ability to remove enter / leave messages​

    v1.2.3 - BETA
    - Added a optional different save system, you can now save residences in pure YML format (same format as config files). See the config file for how to enable.​

    v1.2.2 - BETA
    - Fixed TP bug.​

    v1.2.1 - BETA
    - Fixed bug in new saving system.​

    v1.2 - BETA
    - New save system, will attempt to auto-convert from old system.
    - Fixed some permission bugs when not using permissions plugin.​
    - OPs are now residence admins when not using permissions.​
    - Fixed collisions detection issues related to having multiple worlds.​
    - Added global pvp setting.​
    - Added a "flow" flag to control water/lava flow in residences.​
    v1.1.9 - BETA
    - Fixed a severe bug when not using permissions.​

    v1.1.8 - BETA
    - Fixed a subzone bug.​
    v1.1.7 - BETA
    - Added ability to buy and sell land using /res market commands.​
    - Added a land leasing system which can be configured to expire protections if they are not renewed after a period of time. See the /res lease command. (this is off by default, turn it on and customize it in the config)​
    - Implemented a Auto-Save interval. Saves residence areas every X minutes.​
    - Fixed minor onBlockIgnite error.​
    - Added a few admins commands using /resadmin.​

    v1.1.6 - BETA
    - Fixed spaces not working in enter / leave messages.​

    v1.1.5 - BETA
    - Added Enter / Leave messages for Residences, as well as a permission option in the config to allow / deny changing of them.​
    - Fixed residence admins not being able to modify the outside world when using deny build rights outside of residences.​
    - Fixed issue related to default group.​
    - Added a config option to specify the default group.​

    v1.1.4 - BETA
    - Fixed bug in group permissions...​
    v1.1.3 - BETA
    - Changed the configuration vastly again, server admins now have control over every flag for every group.​
    - Group permissions implemented, but in need of TESTING! :)
    - World permission implemented (default world permissions for when you are not in a residence zone)​
    - Fixes subzone collision bug.​

    v1.1.2 - BETA
    - Fixed residence admins still requiring IConomy money.​
    - Fixed a bug with TNT explosions.​

    v1.1.1 - BETA
    - Fixed bug breaking subzone permissions.​

    v1.1 - BETA
    - Recusive sub-zoning, make subzones within zones, and then subzones within those subzones :)
    - Different limits based on permissions group​
    - New setting for choosing the selection tool item id.​
    - Anti-lag configuration option.​
    - Moved some permissions into the config file.​
    - All protections are now OFF by default.​

    v1.0.1 - 3/21/2011
    - Added permissions / config option to disable teleports.​

    v1.0 - 3/20/2011
    - Initial Release​

    Bug Reports:
    Please include at minimum the following information with all bug reports:
    • CraftBukkit Version
    • Residence Version
    • What you were doing when the error occurred.
    If available, also include:
    • Any server console error messages
    • Other plugins that may be causing the issue
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    Not exactly sure what your problem is but what I can see from your config.yml is that you have set "DefaultGroup: Builder" while there is no such group in the (residence) config. You need to either rename the group "Default:" to "Builder:" or copy and paste the whole "Default:" section and then rename the copy to Builder:. Right now no one is being assigned to the group "Default:" and so those settings are not being taken into account. My guess is that's where your problem lies.

    I also suggest you create another copy of one of your groups and name it "Admins:" or whatever name your admins group have in the Permissions config. Then configure that section to suit your admins.
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    :/ I changed the default group to Admin which is my permissions group for all my admins, and i changed the actual group name to admin also and that still doesnt seem to solve anything.

    ... actually it seems that the entire residence plugin stopped working. everytime i type /res it tells me that "internal error has occured while attempting to perform this command" i reinstalled the plugin itself and stiff doesnt seem to fix anything, i think it has something to do with the config.yml file itself :/

    im an idiot sometimes... Problem solved. I kept nameing the groups wrong. putting myself under Mod, when the actual name was Admin, then naming the default group in residence "Admins" with an S ... lesson, pay attention to details.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    White Sheep

    What is the container flag?
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    Ross Gosling

    can you please tell me the link you got the previous version from

    if you can acces chests, furnaces, despensers and workbenches

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    Is it possible to stop not-attacking mobs (like pigs etc.) from spawning in a certain area? And how about the same thing for attacking mobs (like zombies etc.)? Is there a flag for both of them? Or a spawn flag in general?
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    My problem was corrupt download ...... I downloaded it again from main link and it fixed the issue
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    I would really appreciate an answer to this question as well. Previous to version 2.0, the "monsters" flag would enable or disable mob spawns (it affected both hostile and non-hostile mobs). However, this flag appears to no longer exist.
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    can you make your .jar auto create config.yml ?
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    Have you guys tried the monsters flag? Even if it's not in the config it might actually work. I had a look at the source and the feature does still seem to be there, it's probably just removed from the default config.
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    Hey not sure if it has already been mentioned, but setting the global/world PVP flag to false, stops people from killing animals/monsters :confused: I doubt that was intended :D Id really love to leave the flag like that so we can build pvp arenas while the rest of the world is pvp free :D

    Nevermind that, it wasn't the global PVP flag, it actually is the global Damage flag :/ but I can live with that. Sorry to bother you xD

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    I definitely see what you're saying, but this is my take on it. On my server in order to not respawn at the newbie spawn you have to be a member of a town. This forces people to group up, but there are ALWAYS people that don't want to live in a town on a plot with everyone else. With residence as an addition people can define non-group based dwellings that aren't held to the towny war mechanic.

    Please, developer, I'll send you money! :D Make these two plugins play well please.
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    Daniel Few

    Hmm yes i understand what your saying.
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    How do I disable teleportation for everyone at all times (even admins)?

    EDIT: I am using permissions, if that helps ;)
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    Using the last iconomy 4.0 version, but not seeing anything in the commits since then that could have fixed the following:

    Using multiworld, residence deletes ALL my residences that arent in the main world on startup. Message is 'cant find world xy - invalid residence - deleting' along those lines.

    Every other multiworld plugin works fine, only residence is acting up. And thats pretty bad as I lost quite a few residences I set up yesterday in a new world. Any way you can make residence wait for all loaded worlds or something? MultiInv does that and reloads on each detected world.

    Hoping for help (in an iconomy 4.0 supported version ofc :D) - thank you!
    Lapppy likes this.
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    Why do you have to change so much stuff in the config and the flags and all that between every release? It is such a pain in the a** to have to spend so much time every release that you do.
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    Feature request: can you please add /resadmin save and /resadmin reload commands to save and reload the plugin (or at least the config files)? As I'm trying to get this setup and tested, it really is annoying to my users to have to reboot the server to test my new configs as I play with and test out various settings. The /resadmin save is important, because prior to a reload, of course I would first want to run a manual save to make sure any current settings were written to disk.

    Thanks for considering it. So far I'm liking what I'm seeing, if I can ever get past the test/reboot phase to get this up and running!
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    Unfortunately, It only support iConomy5.

    Which is not good because other plugins might be late on the update and gave me errors when I used iConomy5 with it....

    Any solutions?
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    tha d0ctor


    My config file is over 2000 Lines of Code and my former res.yml had over 50+ residences in it and with every update I need to completely recreate everything because you add one feature like "canteleport"

    there is so much wrong with this I don't even want to start! can you please stop making it so I need to redo my config files with everything

    I cant even take my old residences from my res.ylm.bak because your own plugin WONT READ YOUR OWN FORMATTING so now i need to redo everything all over again, what is even the point of keeping the backup file if I try to paste it over and residence completely rejects it on load?

    can you please make a fix this so that if it doesn't read a certain setting from a config file it defaults to a certain setting instead of making a whole new config structure with every updated version, or better yet please make the config so basic things like residence name and xyz never change so I dont need to recreate every residence because of one little feature that was added

    its because of stuff like this I spend more time fixing how my server was before I decided to install what should be a harmless update instead of even getting to play minecraft...

    sorry for the rant but seriously, I've ditched so many other plugins before because there isnt any continuity between its configs in different versions, if I wanted to redo all my residences I would install a different plugin

    you could solve all these busch league flat file problems associated with YAML with going to mysql, that way if you need add a simple true/false feature, instead of ruiining everyone hard work all you need to do is add another column to a table

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 12, 2016
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    So, I change the world my server is using and what happens? It throws one large severe for every residence it cant find, and then deletes them. Is there anyway to prevent this?
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    I just started using this mod, and I really like the functionality and how well it's setup for turning over zone control to end users. It sounds like from recent complaints, I should be backing up my resident file frequently and be handy with perl to fix it when mod updates blow it up.. Fortunately, both of those I can handle, so moving on:

    I've noticed the "firespread" flag doesn't seem to be working, or "ignite". I have both of those set to disabled, yet players are still able to come into a protected zone, light wood on fire, and all the wood burns down.

    Do these flags work for anyone else in the current build (v2.0)? I have other mods running (like essentials) so I'm willing to accept it might be a mod conflict and post all the juicy debug details here to help figure it out, but before I do that, I just want to confirm that this functionality is actually working at all for anyone else?
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    To everyone asking about the 'monsters' flag, it is still there, it just got removed or forgotten from the config file, but it is still a valid flag for residences :) Also, I have been away for a few days so it will take time to catch up to all of these posts, but I am reading them and will still try to make improvements based on suggestions. :) I will also see about throwing together a little patch to make it work for both iConomy 4 and 5 tomorrow, which I just thought about, since many are still using 4. Also, MySQL support is still planned and will get there eventually.

    The firespread flag is broken right now, but it appears to be a bug in the bukkit event where the cause of the fire is not spread when it should be. In the mean time, you can use the ignite flag to still prevent fire from affecting your residence, you just can't deny firespread individually :( Hopefully it will be fixed.

    There was a bug with case sensitivity and worlds that I think I fixed a few commits back, however it was after the iConomy 5 update.... I have an idea that I can try thanks to the modularity that SirHedgehog added to the economy code a while back, that I think may allow it to work with both iConomy 4 and 5. I'll see if I can throw something together tomorrow that will work :)
    smickles likes this.
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    That is great news!

    Just fyi: All our worlds name are lowercase, so it cant be an issue with Residence not accepting world names that have uppercases in them ;) Our world names were exactly like specified in the Residence res.yml.

    Thank you!
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    Hmm why? In Serverlog is no Error-output, just players say they cant create :confused:

    Nothing changed, bukkit 740
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    Awesome plugin, but i cant find a link to permission nodes? Sorry for being a noob...
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    There's only one. From the wiki (@
    Aleyasu likes this.
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    tha d0ctor

    this = bogus

    totally agree. love hate relationship
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    I only want myself (admin) to be able to add residences. So I turned on permissions but did not give any to anyone else. What I don't see, is how to change who the owner is once I create one.
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    tha d0ctor

    now my residences are not setting their default flags on creation even though it was configure propely before, anyone?

    this only happens with one of my groups, none of the preconfigured flags show up
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    Ok, the development version has support for iConomy 4 again :) Also, for those who keep loosing saved residences, I need error logs. Whenever it fails to load a residence it should output a reason on the server console / log. If its complaining about not being able to find the world, maybe it is because Residence is loading before your multi-world plugin. I test with Multi-Verse and it works fine for me, but I don't know about other plugins.
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