Releases: rexxar-tc/EssentialsPlugin
v1.13.4.226-alpha
Concealment.
Turns out that I broke concealment when I was trying to fix something else. My bad.
It's now fixed. For real this time.
There's some sort of issue where when a grid is concealed, all the armor blocks stay behind, but they have no physics; you can fly straight through them. I'm pretty sure this is a problem with SE, but I kinda like it. You can still see concealed grids, but the server isn't processing them. Best of both worlds.
However, it doesn't reveal grids with medbays when you load in, so you won't be able to spawn if you let it conceal grids with medbays. Fair warning. I'm working on it, but I figured I'd publish this now; concealing some grids is far better than none.
v1.13.4.228-alpha
Quick concealment update. This should reveal medbays when a player logs in. Looks like the problem was (yet another) outdated API call.
This has had very limited testing, so please try it out and let me know if anything goes wrong!
v1.13.4.221-alpha
Good stuff in this one! With the newly fixed SESE, the CommRelay system is finally totally fixed.
I've discovered that Midspace's Admin Helper Commands mod is totally incompatible with the Essentials mod you need to get things like dialogs and admin notices. Because of that, I've added some checks; if you have Midspace's mod installed or you don't have the Essentials mod installed, some features will be disabled. Normal users won't get an error message when an event is blocked, but admins will.
For various reasons, the /admin scan grids and automatic cleanups will completely ignore any grid that has a piston or rotor attached to it. I could fix this, but it's highly likely that it will change with new netcode. So, as a workaround, I've added the "unsafe" argument.
For example, /admin scan grids unsafe excludesblocksubtype:drill will delete any grid that doesn't have a drill. This is very dangerous! If, for example, you have a drill attached to your mothership by a piston, the drill and any blocks attached to it will be safe, but your ship will be deleted unless it also has a drill. If you use the unsafe argument, you must be absolutely sure that anything attached to a piston or rotor meets the requirements of your scan command. Wheels that don't meet the scan requirements will also be deleted.
v1.13.4.184-alpha
I promised a big update, and here it is!
Fixes:
Fixed CommRelay items* - this means dialog windows like the message of the day will show up correctly!
"/utility grids list" works correctly now
Scanning/deleting grids owned by dead/inactive users no longer throws an error when you try to use it.
Completely re-worked code that finds a spot to add a new CommRelay, this completely removes the crash from 1.13.3.x versions.
Fixed crashes related with concealment and docking.**
Fixed crash with the "/admin reveal force" command
New Features!
Change plugin settings through chat!
I'm rolling out a new way to configure Essentials through the ingame chat interface. Right now the only two implemented are the message of the day and block enforcement, but others are coming as I have time to write them.
The new /settings commands are all admin-only and most of them will use a dialog window for output instead of the chat. Since the options can get complicated, we now have:
Graphic help system!
Using the "dialog" argument after /help will display information in a much easier to read dialog window. For example: "/help dialog" will give you a window listing all the available commands. "/help dialog /settings setmotd" will give you detailed help for the "/settings setmotd" command. Only the /settings commands have this feature implemented right now, writing the dialogs takes a fair bit of time, so just be patient.
New commands are
/settings setmotd
/settings getblockenforcement
/settings setblockenforcement
/settings removeblockenforcement
/settings enableblockenforcement
getblockenforcement is set as a non-admin command so everyone can read what the block enforcement rules are.
The information in the help dialog should cover everything you need to know to use these new commands.
*the commrelay fix is temporary until I can fix a wider problem or we get new netcode. If you're inside a building, it might not find a suitable place to spawn and you won't get the data the server is trying to send (so, no dialog windows)
**Concealment and docking are suffering from the same problem as a lot of other Essentials functions. Once the server removes the grid from the world, we can't force the client to load it back in. That means the ship is invisible to the player until they get close to it. They should be working normally apart from that.
v1.13.4.186-alpha
Quick hotfix. This plus the latest extender release should fix all the bugs.
Make sure you're using my client side mod, or you could have some issues. http://steamcommunity.com/sharedfiles/filedetails/?id=559202083
You can find 340095691 in your mods list and replace it with 559202083
v1.13.4.63-alpha
Quick patch for the crash caused by the /admin reveal force command. The concealment code is very outdated. Any grids you reveal with this command will not reappear until a player gets within ~1km of it, or you exit and rejoin the game. This is a big problem for many functions and it is my top priority.
There may be problems with this build, so I don't recommend using it unless you're using concealment.
1.13.4.29-alpha
I accidentally left some debug code in that might crash the game. Sorry!
Be sure to replace Tyrsis's client side mod with mine: http://steamcommunity.com/sharedfiles/filedetails/?id=559202083 (in your server config, find 340095691 and replace it with 559202083)
1.13.4.26-alpha
Compiled against newest SE and Extender.
Not fully tested, but it compiles and runs.
1.13.4.4-alpha
New feature: You can define the date format for your backup zips (from pull #3).
Fix: All CommRelay are now immune to any chat cleanup commands, as well as automated cleanups. Inadvertently deleting the relays causes a crash.
Bumped the version up to 1.13.4.x because there's lots of stuff coming.
Some servers have failed when initializing the client side mod, so here's a patched version http://steamcommunity.com/sharedfiles/filedetails/?id=559202083
I'm keeping the mod as a repo: https://github.com/rexxar-tc/EssentialsMod
1.13.3.2476-alpha
I've added an option to toggle Essential's default behavior to stop all ships on server start. To be friendlier to servers with cargo ships, the option is off by default.