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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  1. Offline

    bekvon

    MOVED TO DEV BUKKIT:
    [​IMG]
    News

    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

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

    [​IMG]

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

    Addons:
    Residence Signs (by KarnEdge)​

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

    About:
    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:
    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

    ChangeLog
    v2.4.2
    • Fix bug affecting some people with the new save system
    v2.4.1
    • 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)

    v2.4.0
    • 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...
    v2.3.9
    - 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.

    v2.3.8
    - 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.

    v2.3.7
    • Added direct support for PermissionsBukkit (doesn't go through the bukkit API)
    • Added LegacyPermissions true/false config option.
    v2.3.6
    • 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.
    v2.3.5
    • Fix for firespread flag with CB1000.
    • Added "piston" flag.
    v2.3.4
    • Fixes for CB1000
    • Fixes for a few minor bugs, and for concurrent modification issue with the Lease Manager.
    v2.3.3
    • 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.
    v2.3.2
    • Changed MaxUpDown in the default config to 128...
    • Fixed issue with /res vert still selecting more then the MaxUpDown allowed.
    v2.3.1
    • 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.
    v2.3
    • 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)
    v2.2
    • 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.
    v2.1.3
    • Fixed a couple bugs with the lease system, including being enabled when it shouldn't be and the lease auto-renew option.
    v2.1.2
    • 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.
    v2.1.1
    • Fix case sensitivity bug in rent system.
    v2.1
    • 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 :)
    v2.0
    - 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
     
  2. Offline

    zebras

    Is there a way to turn Is there a way to get rid of this global message? [​IMG] off?
     
  3. Offline

    Ratchet

    another suggestion, an option to not have residences reset their flags when they are sold. having to manually change -monsters on all plots that get sold is pretty annoying. even better just a way to have subzones inherit flags from the main zone, except for ones that are specified like build.
     
  4. Offline

    GmK

    Please please please - when you post in a thread read *at least* the last 1-2 pages - you will see that this was asked *just* like 15 posts ago and already answered! (it will come in the next version)
     
  5. I still want to know what it's saving.

    Edit: Nevermind, I'm still using 1.2.8. I see that 2.0 doesn't do that anymore.
     
  6. Offline

    Geosystems

    in you're config file: the lines
    #broadcast a short message to players whenever saving residences
    #even with this disabled it will still appear in the server log
    broadcastSaveMessage: true <-SET TO FALSE
    that should work..

    lol.... old post, srry..

    I've got a server running at clanforge and i got a whole list of residences
    because we've been using it allready for a while..

    But sometimes residences just "forgets" it's whole list,
    is there a way to fix that?

    Because when i turn the server off, edit the config file and turn it on,
    it still comes up empty!, when i edit the server and restart it, it also comes up empty..

    Clanforge uses 1.2.8-BETA and i cant upload a newer myself.
    Clanforge also lets me see no logfiles at all...

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

    Mezada

    Sorry if this has been explained before.

    But when you make a residence, how is it created. I have read over the wiki and combed through a lot of the posts, but I still not sure how it works. I know you can either use the tool to select two points or use x,z,y of two points to create it. However, my question is how is the protected area created..(cubical, direct paths, etc) I mean for a cube you have 8 points to make up all the corners. So how does this work with this mod by selecting just two points what kind of area is created to be protected? Sorry if this is a noob question, I have always wanted to use these kinds of mods on my server but I could never understand the two point select method.

    Sorry I don't know how I could have missed this when I asked my question, guess I was just tired
     
  8. Offline

    thiefzer0

    Is it possible to make multiple areas to a subzone? I have a house with three floors for example inside of my main city. I want to set up the insides of each floor so people can place items, but not damage the walls, tear out floors, etc. I set the bottom floor as a new subzone fine, no problem. However when I try to zone off the floor above it and attach it to the subzone, it throws an error saying "Area collides with another residence". Any idea what I am doing wrong? Some more details I guess will help.​

    I have a HUGE overall main zone, lets say the name "Castle". Now picture a 3 story house inside Castle. I map out the first floor and say /res subzone Castle House. Now I have the first floor as a subzone.​
    When i use /res info it says its the residence Castle.House, with the Area ID House. Now I go to the second floor and map it out, making sure it doesnt collide with the first floor. I type /res area add Castle.Home 2ndfloor, and it gives the above error ("Area collides with another residence").​

    Any ideas guys?​
     
  9. Sounds like your floor is only 1 block thick, and your trying to assign it to be in two subzones at once. Decide which zone gets the floor and cut off one of your subzones the block below the floor, or above it.
     
  10. Offline

    bekvon

    Hmm, it does seem that theres a missing check... it was supposed to be done on area creation. Il see about fixing it for next snapshot. :)
    Max residences per world setting I have on todo. Don't know about marking borders yet, not sure how I would do it.
    Aye, I'll add it to the todo :)
    Extra areas of subzones must still fall within their parent area. If its not letting you do it even when its entirely in the main area and your sure that no other subzone overlaps it, then yea it could be a bug. Il have to look over that again.
    Make sure your using YML as your save type, the old .dat files were always a bit finicky, and sometimes would do that for some reason. 2.0 should be better as well.
     
  11. Offline

    Ratchet

    lots of this:

    2011-04-29 00:43:51 [SEVERE] Could not pass event PLAYER_MOVE to Residence
    java.lang.NullPointerException
    at com.bekvon.bukkit.residence.permissions.PermissionManager.getGroupNameByPlayer(PermissionManager.java:81)
    at com.bekvon.bukkit.residence.protection.ResidencePermissions.playerHas(ResidencePermissions.java:39)
    at com.bekvon.bukkit.residence.listeners.ResidencePlayerListener.onPlayerMove(ResidencePlayerListener.java:184)
    at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:242)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:257)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:130)
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    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)
     
  12. Offline

    Nelien

    If you just checked one page before this one you'll see someone had the exact same problem. CLICK. Check there for the solution to your problem. In short: You haven't properly configured your Permissions.

    No problem! Thanks for looking it up :).

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

    _Mazz_

    I was wondering, is it possible to show only the subzone name in an entrance/exit message? Just a small and totally selfish question.
    For example: I've got a residence with the name "city" and a subzone in that residence called "house". Now if I enter the city this message will appear (by default) "Welcome _Mazz_ to city, owned by _Mazz_" and if I enter the house this one "Welcome _Mazz_ to city.house, owned by _Mazz_". When I look into the config file, I see that (ofc) my username and the residence name are being called by %player, %residence and %owner. What I would like is that instead of showing "city.house" in the entrance message it only shows "house", just because that looks better (especially when you're having a lot of subzones). I tried entering %subzone (just for testing purposes, I wasn't expecting for it really to work).
    But is it possible? Even though I already tried? And if it's not can you maybe add it in a future update?:)
     
  14. is there a conversion from 1.2.8 to 2.0 configuration?
     
  15. Offline

    Nelien

    I ran into this "problem" before and I just ended up manually putting in the name of the subzone in the message. Since you'll want to change %residence to %subzone anyway (if that feature existed) it doesn't really require much more work. Unless you change the name of your subzones a lot (then you'll also have to change the msg a lot too).
     
  16. 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
     
  17. Would it be possible to make it so you can set a specific area/cuboid of your map, to be Residence-allowed. So that only within that zone, this plugin functions?
     
  18. Offline

    _Mazz_

    That's a pitty... But to be honest I was so focused on the automation of the process that I didn't think of just manually changing the message xD. So thanks for this brilliant idea ;).
     
  19. Offline

    Ratchet

    I don't *have* any permissions set up because I don't want anyone except for admins to be able to create residences, are you saying that unless I give the default group the permission i'm stuck with this error?
     
  20. Offline

    Nelien

    I think we'll have to wait for bekvon to confirm what this problem is really about. But, it seems to be that Residence doesn't find your group (the one you're in) in the configuration. You need to make sure every player gets a group assigned to it in the Residence config by setting the default group to one of your Permissions groups and add it to the Residence config. If you have AdminOnlyCommands: true , then only OP's or those who have residence.admin permissions will be able to use residence no matter your group configurations, so it shouldn't be a problem.
     
  21. Offline

    o0AzzA0o

    This plugin is not compatible with mcmmo and causes an item duplicate issue where users can duplicate items in protected areas...... worldguard works with mcmmo and does not allow this to happen.... any chance you can make this plugin work with mcmmo?
     
  22. Offline

    Ratchet

    hmm.. I wasn't aware of that. I use mcmmo too so this would be nice to have
     
  23. Offline

    o0AzzA0o

    yea i asked the mcmmo about it and she said that it works for other protection plugins just not this one.... ie worldguard im hoping that this gets fixed i like this system but i hate fact i have to watch users exploiting it and getting infinate diamonds... I found about 6-7 players doing this so far
     
  24. Offline

    matjam

    Can we please have the issue where /res select vert expands the selection to a Y value of -127 to 127 fixed? The correct minimum Y value is 0, not -127.

    Right now it's making people who use /res select vert pay twice as much, so people need to manually dig down to bedrock to select the bottom of their residence, which is a huge waste of time.
     
  25. Offline

    Parashutte

    I was wondering if you could stop the plugin from always saying in which zone you entered..? I've been looking around and I can't seem to find a way to do so. Example, I have a castle, that make my parent zone, whenever I enter or leave the parent zone to child zone inside it say I left that zone and when I go out it say I entered that zone, which isn't true.. at all.. I just went inside the a subzone.. it still inside the first zone.. and I can't remove the message feature either..

    I would like an option to remove the chat notice all together.. if that is possible

    Thank for your great contribution to Minecraft with this mod.
     
  26. Offline

    Nelien

    That is very much possible. Just go into your config and delete all the messages after DefaultEnter: and DefaultLeave: in all your groups. This will default to no message when people create a residence. You'll still have to remove the messages from the residences you've created before changing the config (by using /res message [residence] remove [enter/leave]).
     
  27. I'm having an issue.
    This worked awesome for a day on our server but then for we needed to reset the yml file briefly to add in some new zones.
    From that point forward, the mod no longer seems to be writing to the yml file.
    All the commands still work ingame and we can make zones work fine and all, but it doesnt write those zones to the file and when we restart the server, the zones aren't there anymore.

    Any help? Write access is granted via FTP btw.
     
  28. Offline

    Parashutte

    Thank for such a quick reply :)

    I will try this first thing tomarow.. I'm hella tired.. going sleep

    Thank again
     
  29. Offline

    Nelien

    What do you mean by reset the yml file? Did you delete res.yml from the plugins/Residence folder? You know this will completely wipe out your saved residences right? Deleting it should make it reappear after 10 minutes if you're using the default SaveInterval: value. However, if you reload or stop the server (in a safe way) the residences should also be saved, so if they aren't for you then something's wrong. Try deleting the res.yml AND res.yml.bak with the server stopped, then start it up again.
    Actually if deleting the message from after DefaultEnter: and DefaulLeave: doesn't work, try setting the message to null instead. That worked for me just now although theoretically both should work.
     
  30. Offline

    AmazingHayman

    I have a little question.

    You wrote that the "saves" of the version 1.x are currently incompatible with the 2.x version.

    You mean the zones, right?
     
  31. Offline

    Ratchet

    Code:
    2011-04-30 09:09:10 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'res' in plugin Residence vv2.0 ALPHA
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:85)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:255)
        at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:677)
        at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:640)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:634)
        at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:32)
        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)
    Caused by: java.lang.NullPointerException
        at com.bekvon.bukkit.residence.protection.ResidenceManager.getByName(ResidenceManager.java:59)
        at com.bekvon.bukkit.residence.Residence.onCommand(Residence.java:411)
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
        ... 12 more
    getting this when trying to /res subzone , in-game it says an internal error occured
     
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