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- # TODO: Check for any missing documentation about bypass permission here
- # The language which will be used to display the messages
- # TODO: Document how to add custom translations
- language: en
- # Prevents the same denial message to spam the player's chat when the player keeps trying to do what was denied.
- # A value of zero will disable the cooldown
- message-cooldown: 3
- # The integration level which this plugin will integrate to WorldEdit when it's available on load
- # 0: Disabled
- # 1: All affected blocks will be marked as creative. Air and untracked blocks will be unmarked
- # 2: Only changed blocks will be marked. Unchanged blocks will be untouched
- # 3: Full integration. Also checks gravity and physics of special blocks
- worldedit-integration: 0
- # Enable the data.log file
- debug-data: false
- # Adjusts how the player inventories are stored.
- persistence:
- # Enables database persistence.
- # Not recommend as it can get out of sync with the world on crashes or partial rollbacks
- # Only change this on new installation or all data can be lost or become outdated, causing inventory loss or item duplication.
- jdbc: false
- # The database settings bellow are optional and are only used when jdbc is enabled
- # If you are updating connection information, make sure it points to the same database or the same issues stated above will happen
- driver: mysql
- host: localhost
- port: 3306
- username: root
- password:
- database: creativesecurity
- # When specified, the driver, host, port and database settings will be ignored and this JDBC URL will be used instead
- # This allows you to specify load balancing databases and more advanced settings
- # Examples:
- # jdbc:mysql//primaryhost,secondaryhost1,secondaryhost2/databasename
- # jdbc:mysql:loadbalance://localhost:3306,localhost:3310/databasename
- # jdbc:mysql:replication://master,slave1,slave2,slave3/databasename
- #
- # Default: empty
- url:
- # Toggles general checks that are done by the plugin
- check:
- # Players picking up dropped items generated from different game modes
- #
- # Can be bypassed with:
- # creativesecurity.bypass.action.pickup
- # creativesecurity.bypass.action.pickupsurvival
- item-pickup: true
- # Players in creative mode dropping items
- #
- # Can by bypassed with:
- # creativesecurity.bypass.action.drop
- creative-drop: true
- # Players in survival mode dropping creative items. True will destroy the item, false will drop and mark the entity.
- survival-drop: true
- # Toggles if this plugin will affect or not the player deaths
- player-death: true
- # Checks related to mob spawner blocks and entities
- mob-spawner:
- # Stops players in creative mode from placing monster spawners.
- # Includes: The mob spawner block (minecraft:mob_spawner) and the silverfish block (minecraft:monster_egg)
- placement: true
- # Stops players from changing monster spawners with spawn eggs (minecraft:spawn_egg)
- #
- # Can be bypassed with:
- # creativesecurity.bypass.modify.mobspawner
- # creativesecurity.bypass.modify.mobspawnersurvival
- changing: true
- # Stops players from shooting with bow while in creative mode.
- #
- # Can be bypassed with:
- # creativesecurity.bypass.use.bow
- creative-bow-shots: true
- # Stops players in creative mode from using name tags in entities.
- #
- # Can be bypassed with:
- # creativesecurity.bypass.action.applynametag
- apply-nametag: true
- # When true players won't be able to break bedrocks even in creative mode
- #
- # Can be bypassed with:
- # creativesecurity.bypass.break.bedrock
- breaking-bedrock: true
- # Determines what happens with the experience and the active inventory when a player dies...
- # Can be disabled by the setting "check.player-death" above.
- death:
- # ... in creative mode
- creative:
- # When true, no item will be dropped and the player will keep everything on respawn regardless of the world's gamerule.
- # When false, the world's gamerule or other plugins will decide if the items will be dropped or not.
- keep-inventory: true
- # When true, no experience orb will be spawned and the player will keep all experience on respawn
- keep-level: true
- # Only works when keep_inventory is false. No creative item will be spawned, they will be destroyed.
- destroy-creative-drops: true
- # ... in non-creative mode, may be adventure or spectator
- survival:
- # When true, no item will be dropped and the player will keep everything on respawn regardless of the world's gamerule.
- # When false, the world's gamerule or other plugins will decide if the items will be dropped or not.
- keep-inventory: false
- # When true, no experience orb will be spawned and the player will keep all experience on respawn
- keep-level: false
- # Only works when keep_inventory is false. No creative item will be spawned, they will be destroyed.
- destroy-creative-drops: true
- # Toggles some safety checks that are done by this plugin when a player changes from or to the creative game mode
- when-gamemode-changes:
- # Removes all potion effects when entering/leaving the creative game mode
- remove-potions: false
- # Unleashes all leashed entities when entering/leaving the creative game mode
- # Prevents incorrect tracking from the leash item
- unleash-entities: true
- # Closes the inventory GUI, prevents incorrect tracking of items stored in the GUI and unauthorized use of creative items on machines.
- close-inventory: true
- # Moves creative armor to the player inventory, or drop it when it is full.
- # Only happens when changing from creative to any other game mode
- #
- # Bypassed with:
- # creativesecurity.bypass.use.marked
- remove-creative-armor: true
- # Toggles tracking of creative items.
- # Disabling one of this setting may allow players to transform creative items into normal items
- # or make a creative item / entity / block produce normal items
- track:
- # Players in creative mode spawning items using the creative inventory or special clicks
- creative-item-spawn: true
- # Players placing blocks which are marked as creative item in the inventory
- place-creative: true
- # Items dropped by players in creative mode
- creative-drop: true
- # Entity spawning by creative spawn eggs.
- entity-spawn-by-egg: true
- # Fishing hooks spawned using a creative fishing rod
- fishing-hook: true
- # Loots fished by a creative fishing hook
- fish: true
- # Arrows shot by players in creative mode
- # Will not detect which arrow stack was actually used, so players in survival mode will be able to use
- # creative item arrows and the projectile will not be tracked!
- arrows: true
- # Creative splash and lingering potions thrown will be marked
- thrown-potions: true
- # Creative experience bottle entities thrown by a creative item will be marked.
- exp-bottle: true
- # Snowball thrown using a creative item stack
- snowball: true
- # Ender pearls thrown using a creative item stack
- ender-pearl: true
- # Eggs thrown using a creative item stack
- egg: true
- # Ender Eye (also known as ENDER_SIGNAL) throw using a creative item stack
- ender-eye: true
- # Items dropped when a creative creature dies
- creative-creature-loot: true
- # Snow layers placed by creative snowman will be marked as creative blocks
- snowman-trail: true
- # Blocks dropping because the block which was holding it was broken
- attached-drops: true
- # When a TNT which was created from a creative inventory is primed, the primed entity will be marked
- tnt: true
- # Structures (trees, big mushrooms) grown by a creative sapling/mushroom will contains only creative blocks
- creative-structures: true
- # Creative plants spreading to other blocks will mark the target block as creative
- # Examples:
- # * Mushroom/Grass/Mycelium/Fire spreading to other blocks
- # * Watermelon/Pumpkin steam placing watermelon/pumpkin blocks next to it
- # * Cactus/Sugar cane growing up
- creative-spread: true
- # Items dropped while harvesting plants which were originally created from a creative inventory
- creative-plant-loot: true
- # Entities being formed by block placement. Namely: Snowman, Iron Golem and Wither
- # Will not track respawned Ender Dragon!
- entity-forming: true
- # Item frames placed from a creative item stack will be marked and will have special treatment
- item-frame: false
- # Armor stand placed from a creative item stack will be marked and will have special treatment
- armor-stand: false
- # Painting placed from a creative item stack will be marked
- painting: false
- # Silverfish spawning from a creative spawn_eggs block
- creative-silverfish-hatching: true
- # Creative silverfish entering a block
- creative-silverfish-hiding: true
- # Adjusts how entities are marked
- # This can be changed at any time without loss of data
- entity-mark:
- # Sets a custom name to creative entities.
- # When this is false the creative entities will still be renamed but to an uglier name, like the creator UUID.
- apply-name: true
- # Makes the custom name visible to everybody. Requires apply-name.
- set-name-visible: true
- # Entity types which will never have the name visible even if apply-name and set-name-visible are true
- # A list can be found at: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
- hide-name-for:
- - PAINTING
- - FISHING_HOOK
- - FALLING_BLOCK
- - LEASH_HITCH
- # Settings which disables things
- disable:
- # Hoppers will be unable to pickup items recently spawned (3 ticks)
- # This prevents some items like skull and string from being recycled from creative mode
- # but may break very precise redstone systems which depends
- early-hopper-pickup: true
- # Players in survival mode won't be allowed to use items which was spawned from a creative inventory
- usage-of-creative-items: true
- # Players in survival mode won't be allowed to use machines which was originally spawned from a creative inventory
- usage-of-creative-blocks: true
- # Creative items wont't be usable on anvils
- usage-of-creative-items-on-anvil: true
- # Players outside the creative mode won't be able to use creative equipment on armor slot
- usage-of-creative-armor: true
- # Enchantment table won't be able to enchant creative items
- creative-enchantment: true
- # Furnace won't smelt creative items
- creative-smelting: true
- # Furnace won't accept creative items as fuel
- creative-fuel: true
- # Dispensers and droppers won't be able to drop creative items
- creative-dispensing: true
- # Dispensers won't drop items when a creative entity is in front of it
- # That would allow to make creative entities wear non-creative items
- dispensing-to-creative-entities: true
- # Dispensers won't place pumpkin or wither skull when it detects that a snowman, iron golem or wither would be formed
- # using a creative block
- dispensers-forming-entities-from-creative-blocks: true
- # If a player throws a creative egg, it will not hatch
- chicken-spawning-from-creative-eggs: true
- # If a player throws a creative ender peral, no endermite will spawn from it
- endermite-spawning-from-creative-ender-pearls: true
- # If a player throws a creative ender eye, it will always break
- creative-ender-eye-dropping: true
- # Players won't be allowed to use creative items in crafting grids (both 2x2 and 3x3)
- creative-crafting: true
- # Players won't be able to drink creative potions
- creative-potion: true
- # Players in creative mode won't trample crops
- trampling-farmlands: true
- # Enderman will not be able to pick creative blocks
- enderman-getting-creative-blocks: true
- # Skeletons and other monsters won't be able to break creative item frames
- creative-item-frame-getting-hit-by-monsters: true
- # Skeletons and other monsters won't be able to break creative armor stands
- creative-armor-stand-getting-hit-by-monsters: true
- # No creative hanging entity will break by physics.
- creative-hanging-from-breaking: true
- # Hoppers won't pickup creative drops
- hoppers-picking-up-creative-items: true
- # Hoppers won't move creative items to other inventories
- hoppers-moving-creative-items: true
- # Miscellaneous things that doesn't matches other categories
- misc:
- # This item will be displayed on empty creative item frames
- # It is used to show that the frame is creative.
- # The players will not be able to get it and it will not affect how the item frame works.
- # The only exception is that it does affect redstone signal emitted by comparators.
- empty-creative-item-frame-marker: STRUCTURE_VOID
- # Players in non-creative game mode will have to wait this time in seconds to be able to use an other ender pearl
- # 0 disables this setting
- #
- # Can by bypassed with:
- # creativesecurity.bypass.delay.survival.enderpearl
- survival-ender-pearl-delay: 20
- # Players in creative game mode will have to wait this time in seconds to be able to use an other ender pearl
- # 0 disables this setting
- #
- # Can by bypassed with:
- # creativesecurity.bypass.delay.creative.enderpearl
- creative-ender-pearl-delay: 20
- # Grass block will be considered as plant, as it can spread into dirt
- treat-grass-as-plant: false
- # Grass block will be considered as plant as it can spread into dirt
- treat-mycelium-as-plant: true
- # Even thought it doesn't grow, it will duplicate if somebody uses bone meal
- # So, setting this to true will make it be treated like a normal growable plant
- treat-double-pant-as-plant: true
- # Mushroom blocks will be considered as plant as it can spread into blocks
- treat-mushrooms-as-plant: true
- # Vines will be considered as plant as it can spread
- treat-vine-as-plant: true
- # When a player disconnects from the server the default server game mode will be applied
- # and the player inventory appropriately
- change-to-default-gamemode-on-quit: false
- # Same as above but you can specify a game mode which differs from the default
- # Leave empty to disable. Valid values are: survival, creative, spectator, adventure
- # This will be ignored if change-to-default-gamemode-on-quit is true
- change-to-specific-gamemode-on-quit:
- # If the plugin detects that the player inventory mismatches the persisted inventory
- # It will restore the inventory contents from the previous persisted inventory when the current inventory is empty
- # This can be used to restore a corrupted player inventory but may cause compatibility issues with plugins which
- # configured to clear the player inventory on quit/join or other conditions.
- restore-empty-inventories: false
- # List of commands which cannot be used by players in certain game mode
- # No alias will be checked, so make sure to cover all aliases
- blocked-commands:
- # Blocked commands in creative mode
- creative:
- - examples
- - ec
- - echest
- - essentials:ec
- - essentials:enderchest
- - enderchest
- - backpack
- - duel
- - sell hand
- - inv
- - smallbag
- - mediumbag
- - bigbag
- - ehat
- - hat
- # Blocked commands in any mode different from creative mode
- non-creative: []
- # Blocked commands in other specific mods. Only creative mode has a "non-" key
- survival: []
- adventure: []
- spectator: []
- # These materials will never be marked as creative item, even when directly spawned by a creative player
- untracked-materials:
- - DIRT
- - SAND
- - CHEST
- # Lists material items which are blocked in certain conditions
- blocked-items:
- # These items cannot be used on anvils
- #
- # Can be bypassed with:
- # creativesecurity.bypass.use.blockedanvilitem
- into-anvil:
- - SAND
- - HOPPER
- - BREWING_STAND_ITEM
- - CHEST
- - WORKBENCH
- - PAPER
- - ITEM_FRAME
- - BEACON
- - ENDER_CHEST
- - DISPENSER
- - DROPPER
- - FURNACE
- - TRAPPED_CHEST
- - ANVIL
- - ENCHANTMENT_TABLE
- - HOPPER_MINECART
- - STORAGE_MINECART
- - BURNING_FURNACE
- # These items cannot be spawned by players in creative mode
- #
- # Can be bypassed with:
- # creativesecurity.bypass.action.spawncreativeblocked
- creative-spawn:
- - TNT
- - BEDROCK
- - MINECART
- - STORAGE_MINECART
- - POWERED_MINECART
- - EXPLOSIVE_MINECART
- - HOPPER_MINECART
- - BOAT
- - BOOK_AND_QUILL
- - CACTUS
- - BOW
- - ARROW
- - SPIDER_EYE
- - WOODEN_SWORD
- - GHAST_TEAR
- - DIAMOND
- - IRON_INGOT
- - GOLD_NUGGET
- - GOLD_INGOT
- - GOLD_NUGGET
- - QUARTZ
- - EMERALD
- - REDSTONE
- # These items cannot be used by players in creative mode (right/left click on blocks, air or entities)
- #
- # Can be bypassed with:
- # creativesecurity.use.blockedcreative
- creative-usage:
- - BUCKET
- # These blocks won't be pushable by pistons
- immovable-blocks:
- - COAL_ORE
- - DIAMOND_ORE
- - EMERALD_ORE
- - GLOWING_REDSTONE_ORE
- - GOLD_ORE
- - IRON_ORE
- - LAPIS_ORE
- - QUARTZ_ORE
- - REDSTONE_ORE
- - SEA_LANTERN
- - GLOWSTONE
- - POWERED_RAIL
- - DETECTOR_RAIL
- - ACTIVATOR_RAIL
- - RAILS
- - REDSTONE_LAMP_OFF
- - REDSTONE_LAMP_ON
- - FENCE_GATE
- # Allows you to specify a couple of functions to be executed when a player changes the game mode.
- change-gamemode-hooks:
- # You can set a list of commands to run as if the player had executed the command.
- # These commands will execute on every gamemode change, including changes where the creative game rule is not involved
- # "[]" is an empty list
- # You can use the following replacement tokens:
- # {player} - The player name
- # {uuid} - The player UUID
- # {from} - The previos game mode name. Example: SURVIVAL, CREATIVE, ADVENTURE, SPECTATOR
- # {to} - The new game mode name.
- # {from-id} - The previous game mode ID. Example: 0, 1, 2, 3 for survival, creative, adventure and spectator, respectively.
- # {to-id} - The new game mode ID.
- run-as-player: []
- # These commands will be executed by the console instead of the player.
- # You can use the same replacement tokens as above on all run blocks
- run-as-console: []
- # The player will receive those permissions only during the execution of the commands
- run-with-permissions:
- # Permissions to be applied temporarily
- permissions: []
- # Commands to be executed with the permissions above
- commands: []
- # These commands will be executed by player as if the player had OP. Use with caution and only as last resort!
- run-as-op: []
- # You can set "from" blocks to be executed when a player changes from a specific game mode to any other.
- # The "from" blocks can't have a "to" block inside it.
- # The "from" blocks specifications are detailed inside the "to-creative" block.
- from-creative: []
- # This block determines the actions that happens when a player changes the game mode to creative from any other game mode.
- to-creative:
- # You can add the same command blocks as above here, the difference is that this commands will be executed only
- # when the player is changing to the creative game mode, no matter what game mode the player was before.
- run-as-player: []
- run-as-console: []
- run-with-permissions:
- permissions: []
- commands: []
- run-as-op: []
- # Now here you can add commands to be executed ONLY when a player changes from SURVIVAL to CREATIVE game mode.
- from-survival:
- run-as-player: []
- run-as-console: []
- run-with-permissions:
- permissions: []
- commands: []
- run-as-op: []
- # The same but from ADVENTURE to CREATIVE
- from-adventure:
- run-as-player: []
- run-as-console: []
- run-with-permissions:
- permissions: []
- commands: []
- run-as-op: []
- # From SPECTATOR to CREATIVE
- from-spectator:
- run-as-player: []
- run-as-console: []
- run-with-permissions:
- permissions: []
- commands: []
- run-as-op: []
- # Now here you can define what happens when the player changes TO the SURVIVAL game mode
- # You can apply the same block structures as to-creative.
- # You can omit what you don't need, I wrote all those empty run blocks above only for example.
- to-survival:
- from-creative: []
- from-adventure: []
- from-spectator: []
- # The same happens to adventure and spectator mode,
- # just make sure to do not set a to-adventure from-adventure setting, neither a to-creative from-creative, etc, that won't work.
- to-adventure: []
- to-spectator: []
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