I'm not aware of any bugs in WorldEdit that would allow e.g. placing 100x100x100 cube of water without permission.Hybrid Dog wrote:...but "bugusing" is easysfan5 wrote:Actual hacking is very hard and has a very small success rate.
Modified clients can place nodes everywhere , but only in their range.
It is also not possible to create items out of thin air.
[Modpack] WorldEdit [worldedit]
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- hoodedice
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If you are talking about the Xanadu server, they didn't have WorldEdit. They went to a place out of the protected area, and made poles with dirt, then connected them to form a square. After that water source was simply placed on the top.Achilles wrote:Nice mod... Only problem is that it can be used for mass grieving as it was recently in a couple of servers when hacked clients managed to flood spawn and areas around it with 100*100*100 blocks of water.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
- Achilles
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lol... Bugs that big would probabaly have been stopped ages agosfan5 wrote:I'm not aware of any bugs in WorldEdit that would allow e.g. placing 100x100x100 cube of water without permission.Hybrid Dog wrote:...but "bugusing" is easysfan5 wrote:Actual hacking is very hard and has a very small success rate.
Modified clients can place nodes everywhere , but only in their range.
It is also not possible to create items out of thin air.
The Ironic Thing About Common Sense Is That It Isn't Very Common
- Achilles
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I don't think that is true... The square that you mentioned was created by me. I intended to try and cover the top layer of the water as I thought this would get rid of it... halfway through I realized that whenever I covered one water node another source would appear beneath, So i left it so that the admins would get rid of the water... Using WorldEdithoodedice wrote:If you are talking about the Xanadu server, they didn't have WorldEdit. They went to a place out of the protected area, and made poles with dirt, then connected them to form a square. After that water source was simply placed on the top.Achilles wrote:Nice mod... Only problem is that it can be used for mass grieving as it was recently in a couple of servers when hacked clients managed to flood spawn and areas around it with 100*100*100 blocks of water.
The Ironic Thing About Common Sense Is That It Isn't Very Common
- Achilles
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Also this hasn't happened again on Xanadu after Wes42033 and TenPlus1, the two admins, disabled WorldEdit where as it has happened at least twice on another server... Don't get me wrong, this is an amazing mod, (helped me LOADS of times), but it does have its downs.
The Ironic Thing About Common Sense Is That It Isn't Very Common
- Achilles
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Thanks for the tipHybrid Dog wrote:It doesn't need to be a bug of worldedit. There is/was a bug of the mesecons mod which allowed everyone who uses the commando block to get every privilege...sfan5 wrote:I'm not aware of any bugs in WorldEdit that would allow e.g. placing 100x100x100 cube of water without permission.Hybrid Dog wrote:...but "bugusing" is easy
The Ironic Thing About Common Sense Is That It Isn't Very Common
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I don't believe it was a bug in WorldEdit either. At least not until someone can testify that he/she checked the privs of the suspect(s).
There is one player on RedCrabs server who has developed a way to build with his client in an automatic way. I don't think your everyday griefer would go to such effort to build something like that. Still, it is a very intresting concept.
There is one player on RedCrabs server who has developed a way to build with his client in an automatic way. I don't think your everyday griefer would go to such effort to build something like that. Still, it is a very intresting concept.
A list of my mods can be found here.
- Achilles
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Sure... Am against grieving thoHybrid Dog wrote:Do you want more tips?Achilles wrote:Thanks for the tipHybrid Dog wrote:It doesn't need to be a bug of worldedit. There is/was a bug of the mesecons mod which allowed everyone who uses the commando block to get every privilege...
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You can do that with the anticheat restrictions in-place too.Hybrid Dog wrote:I don't know exactly but I think it's possible to simulate a tnt hole on a no anticheat server. The nodes would be "digged" at the right positions and without anticheat there isn't a digging speed limit.Sokomine wrote:There is one player on RedCrabs server who has developed a way to build with his client in an automatic way. I don't think your everyday griefer would go to such effort to build something like that. Still, it is a very intresting concept.
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No, you of course need a pickaxe.Hybrid Dog wrote:Even without a pickaxe?sfan5 wrote:You can do that with the anticheat restrictions in-place too.Hybrid Dog wrote:I don't know exactly but I think it's possible to simulate a tnt hole on a no anticheat server. The nodes would be "digged" at the right positions and without anticheat there isn't a digging speed limit.
Hi temrix, //load is indeed the correct way to go.
Make sure you have your schematics in the correct location!
For example, if I had a schematic called castle.we (or castle.wem if you have some older schematics):
Make sure you have your schematics in the correct location!
For example, if I had a schematic called castle.we (or castle.wem if you have some older schematics):
- Put the file in the MINETEST_FOLDER_GOES_HERE/worlds/WORLD_NAME_GOES_HERE/schems folder.
- In the game, make sure you have position 1 set, using something like //1 or //p set1 or the equivalent action in the GUI.
- Use //load castle to load the castle schematic.
- The schematic will be loaded with one corner at position 1.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
- Hybrid Dog
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try //pos1, //pos2 and //p settemrix wrote:It always says to me that "//1" or "//p set1" are invalid commands. Do i have to activate the mod somewhere? I have downloaded it before that from the GUI and tried it again with the latest version direct from github.
Last edited by Hybrid Dog on Thu Apr 17, 2014 09:14, edited 1 time in total.
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Probably unrelated but ...
I have a map that has something similar to complain on startup. That is before I have the chance to use the console.
As it is an old map that I broke some time ago and I just recently got to run again I thought it was some rest of the formally corrupted map. Sadly by now I changed so much stuff and files when trying to fix the old map, that I have no idea what finally did the job.
I was so happy wandering around in my long lost world that I ignored the warnings of the WE. Thinking of it now it might have been during some WE process that I broke the map in the first place.
I have a map that has something similar to complain on startup. That is before I have the chance to use the console.
As it is an old map that I broke some time ago and I just recently got to run again I thought it was some rest of the formally corrupted map. Sadly by now I changed so much stuff and files when trying to fix the old map, that I have no idea what finally did the job.
I was so happy wandering around in my long lost world that I ignored the warnings of the WE. Thinking of it now it might have been during some WE process that I broke the map in the first place.
Last edited by twoelk on Thu Apr 17, 2014 09:46, edited 1 time in total.
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Are you sure the worldedit mods are enabled in world.mt?temrix wrote:It always says "-!- Invalid Command: /pos1".Hybrid Dog wrote:try //pos1, //pos2 and //p set
I've tried "//pos1", "//pos2", "//p set" and "//load test1.we". I've tried "//load schematic-test1.we" too, both with ".we" and without ".we".
Nice, this did the the trick. I just had to enable the mod in the world.mtsfan5 wrote:Are you sure the worldedit mods are enabled in world.mt?temrix wrote:It always says "-!- Invalid Command: /pos1".Hybrid Dog wrote:try //pos1, //pos2 and //p set
I've tried "//pos1", "//pos2", "//p set" and "//load test1.we". I've tried "//load schematic-test1.we" too, both with ".we" and without ".we".
Thanks for your help1
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