TNT in water/lava doesn't normally destroy any surrounding blocks, which is usually desired behavior. That's the reason this setting is disabled by default. However, it is available because it provides a method to get through waterwalls with enough persistence, and it makes cheap (non-obsidian) TNT cannons require minor maintenance between shots. Both are useful things for my server.
1. Obsidian generator exploit, which converts redstone wire to obsidian. New setting "handleExploitObsidianGenerators" (enabled by default) to determine whether it's prevented or not. Some servers might want to disable this prevention, to keep it as a viable obsidian creation method. Thanks to ObGenBlocker and WorldGuard plugins for the prevention method.
2. Ender pearl exploit, which could be used to clip through doors, glass, and probably a few other things if just the right spot was targeted. New setting "handleExploitEnderPearlClipping" (enabled by default) to determine whether it's prevented or not.
Also removed our TNT exploit prevention code, since they did get it fully fixed in 1.1-R4 and it doesn't look to be coming back from the dead again like it did when they released 1.1-R2.
New setting "radiusClaimFailureLimit" (default 9). If claims are unsuccessful that many times in a row during a radius claim, the task will cancel out. There is no longer a limit to the specified radius since the process should no longer cause major server stress, and due to the process canceling out after several failures as just described.
Added some new methods to FLocation to quickly convert between block/chunk/region positions, and rewrote the FLocation hashCode() method to make it faster.
As with every other setting, you are advised to use /f config to modify it. Example: /f config playersWhoBypassAllProtection fakePluginPlayerName - add/remove the specified player name
Also switched several HashSets in Conf.java to LinkedHashSets. LinkedHashSets do have slower insertion and deletion than HashSets, but importantly they have faster lookup speed (at least until you get up to several hundred entries).
Also, a minor fix for the help page regarding faction banks being shown if "bankEnabled" setting was enabled but "econEnabled" setting was false (economy as a whole disabled).
For servers updating from older versions of Factions, you should use these commands to update your configuration:
f config territoryProtectedMaterials SOIL
f config territoryProtectedMaterialsWhenOffline SOIL
"logFactionCreate": true, - log faction creation
"logFactionDisband": true, - log factions being disbanded, by command or by circumstance
"logFactionJoin": true, - log player joining a faction
"logFactionKick": true, - log player being kicked from a faction
"logFactionLeave": true, - log player leaving a faction
"logLandClaims": true, - log land being claimed (including safe zone and war zone)
"logLandUnclaims": true, - log land being unclaimed (including safe zone and war zone)
"logMoneyTransactions": true, - log money being deposited, withdrawn, and otherwise transferred in relation to faction banks
Also a fix for a potential NPE from players logging out and Spout appearance handler referencing them afterwards
Existing users should run these commands to add it to an existing config, if desired:
/f config territoryProtectedMaterials FENCE_GATE
/f config territoryProtectedMaterialsWhenOffline FENCE_GATE
Also changed first letter of "canLeaveWithNegativePower" setting to lowercase, to fit with Java standards. If you had previously changed this setting to false, you'll need to do so again.
The text scale (size) can now be set for the territory display using conf.json setting "spoutTerritoryDisplaySize" (default 1.0), and "spoutTerritoryDisplayShowDescription" (default true) can be disabled to have only the faction tag/name displayed and not the description as well
New conf.json setting "spoutTerritoryDisplayPosition" to set the screen position at which the current territory is shown. 0 = disabled, 1 = top left, 2 = top center, 3 (default) = top right.
Moved all integration code to separate package, ofr better code organization. Also moved EssentialsChat integration code out to separate file in there, allowing us to safely remove our copy IEssentialsChatListener.java file (which is otherwise needed to prevent a nasty NoClassDefFoundError).
The new help page with bank related commands will now only be shown if banks are enabled and the Economy is enabled and hooked in.
Shortened a couple of command descriptions to fit on one line.
Made Deposit, Pay, and Withdraw commands additionally log to the server console/log.
When bank is given to person disbanding a faction, it now lets them know and logs it to the server log.
Added commands to commandDisable list in plugin.yml, along with "permanent" command which I'd missed adding before
Added new permission node factions.viewAnyFactionBalance (granted by default if using superperms), which is required to view the bank balance of other factions
For reference, about the faction bank addition as a whole...
New conf.json settings:
"bankEnabled": true, - enable faction banks
"bankMembersCanWithdraw": false, - have to be at least moderator to withdraw or pay money to another faction, unless this is set to true
"bankFactionPaysCosts": true, - if true, payments for faction command costs are charged to faction bank
"bankFactionPaysLandCosts": true, - if true, payments for land claims are charged to faction bank
New commands:
/f balance *<faction tag> - Shows the bank balance of a specified faction (if permission checks out), or the player's faction if none is specified
/f deposit <amount> - Deposit money into your faction's bank
/f pay <faction tag> <amount> - Pay money from your faction bank to another faction (requires moderator or admin status)
/f withdraw <amount> - Withdraw money from your faction's bank (requires moderator or admin status, unless "bankMembersCanWithdraw" is set to true)
New permission node:
factions.viewAnyFactionBalance - Allows the player to view the faction bank balance of all factions (default)