Not working auto-completion (Tab key) /fg link ... ...
. Does not list the names of regions and handlers. At the same time have /fg link2 ... ...
. What is preferable to use a link
or link2
?
[00:28:15] [Server thread/INFO] [nucleus]: ziceptor ran the command: /fg link2 zi_mob_spawner mob_spawner
[00:28:15] [Server thread/INFO] [STDOUT]: [net.foxdenstudio.sponge.foxguard.plugin.command.CommandLink2:process:53]: []
Trouble! The player can fill his experience of minecraft:mob_spawner
. Video
Cuboid regions still cannot be modified. Just make new ones. It’s easy enough.
/fg link
is the only command that currently works. I will have tab completion in the next version.
/fg link2
is the new command that will work in the next version, but link2 has WILDLY DIFFERENT SYNTAX, and isn’t extremely obvious to use.
Players getting experience off of mob spawners is a sponge issue. Report it to the sponge issue tracker.
Thank you.
I’d like to see the contents of the *.foxdb. How to connect to it? I tried the H2 Console. But I can only see the diagram. What software do you use?
It is a MapDB database file. There are no known clients that can open this file type.
These files aren’t really meant for you to open anyway, and you’re best leaving them alone.
I’m still trying to deal with the last crash. Where FG stores information about the connection of the region with the handler?
I think what happened is that when your server crashed, it never got a chance to save links.
just execute /fg save
after you finish your links, and you should be good.
No. /fg save
I do always after work with the regions. The regions were old. And the server works for me for an hour a day. Only for yourself and family.
Hi still waiting for your explicative video 
Everytime i start FoxGuard and core my server crashes. Im running it with 1.8.9
He’s going to need more information than that - such as the version of Sponge, Forge, etc that you’re running. If you can get the fml-server-latest.log
(or just the latest server log for SpongeVanilla), put it on pastebin (or something like it) and post the link here, it would help a great deal in diagnosing the problem.
I can’t seem to get hostile mobs to stop spawning in a region. I have connected region “spawn” to handler “spawn_handler” and have tried “passive mob hostile spawn: false”, “passive hostile spawn: false”, “hostile spawn: false”, “mob hostile: false”, and “mob hostile spawn: false”, and the only thing it has done is prevent me from hitting mobs. I am assuming this is not done with a handler, but can’t figure out where else I could disable it?
Also, whenever I do /foxguard save it says “Error occurred while executing command: null”.
Using:
FoxCore-0.9.3-api5-146
FoxGuard-0.19.2-dev-api5-298
spongeforge-1.10.2-2073-5.0.0-BETA-1714
forge-1.10.2-12.18.1.2077
Not sure if you saw it in the IRC or not, but to restate, there’s a blip between CommandSigns and FG intereaction: breaking a registered sign in a protected area shatters the sign then reforms it as per a usual block / entity, but that still registers it as destroyed for CS.
Is this something you need to alter to stop before it breaks or CS to change how data is stored? Whose Git should I be posting it to? 
Okay, so to prevent mob spawns, there’s a bit more work to it.
First, create a new group. (All these assume you’ve already typed /fg md etc...
groups add passive
Then assign this group a flag set to deny hostile mob spawns.
flags passive add spawn hostile =false
Finally, set the passive config to point to this group.
passive group passive
And that should work. 
This is one of those cases in which it is neither FoxGuard or CommandSigns fault, but instead a result of coincidental and unfortunate incompatibility.
However it’s easier to fix on CommandSigns end. I’ll let Hassan know.
EDIT: Actually don’t you need the commandsigns.destroy
permission anyway? Which plugin is this EXACTLY, and which version of this plugin is it?
Thank you! That worked well. Now, not sure if this is a bug with FoxGuard or not, but I was AFK during a thunderstorm in game and turned around and found these. This was supposed to be a forest, but apparently one of the bolts struck near and turned the forest of trees into a forest of fire. Haven’t been able to replicate it yet with a flint and steel, but I just found it odd that it happened.


One final thing: would you think it’s possible, if not now but in the future, to have hostile mobs be able to spawn at higher light levels in certain regions? Just curious.
Using:
*Command Signs v1.3
*FoxCore v0.9.3 API5
*FoxGuard v0.19.2-dev-api5-298
And to destroy it you need the permission yes, but not having that permission still allows the target to be destroyed, it just cancels it after the fact.
Thanks for being the proxy 
I mean your best bet is to take away the permission AND protect the sign with FoxGuard.
And then you as the admin just need to not break your own signs.
That’s what I did.
The sign “broke” and reformed as the permission was denied, but that still destroyed it as a CS sign.
Or at least I’m reasonably certain. I’ll just go back and double-check that I hadn’t set the FG to deny me when I was in a staff group; can’t imagine why I would have unless it was quicker at the time.
Hmm, nope I scrubbed up somehow whilst testing.
The CS functions still works, but the text is lost client-side on the sign - assuming that’s something Sponge related rather than either of the plugins?.