Nation Groups & Permissions
The nation permission system is very flexible, you can assign players to one or more groups in your nation and each group has a name, and permissions for what they can do.
Here are some things to know.
- Nations have groups, use /nation group create to make a new group
- Use /nation group help to view all the commands avalible.
- Groups have permissions.
- Groups can have zones.
- Groups can have players, use /nation group add to add players.
- A player can be in more than one group.
- A zone can be in more than one group.
- You can set time limits on group membership (optional). /nation group add Notch 24 SubLeader
- You can add players to groups who are not part of the nation, however there are restrictions.
- Permissions do NOT inherit from any other groups.
- Nations always has one leader group and one default group.
- New nation members will automatically be added to the default group.
- There must always be at least one person in the leader group.
- There are special permissions that DO care about the order of the groups (all permissions that start with: "SUB_GROUP")
- These special permissions include things like adding and removing players from the groups below you.
- You cannot enable a permission for another group if you do not have that permission as well.
- You cannot edit your own group.
- The leader group can always edit their own permissions.
- Note that anyone with the KICK permission can kick anyone in the nation except leaders.
You can view the nation groups using /nation group command in game.
The interface is click based. mouse over the permissions to get a description of them.
You can make the structure as complicated or simple as you like.
Towns can create zones, these are used to control access to certain areas of your town.
For example you may want to set a zone to restrict your vault to only trusted citizens.
A zone is defined using a gold axe and clicking (right and left) on the corners of the zone.
you can then use /town zone create myCoolZone
You will then be asked to confirm and select what group the zone belongs to.
It is important to remember that zones are always attached to at least one group.
You can attach a zone to multiple groups with diffrent levels of access.
In the example below leaders can break blocks, but normal citizens can only interact (open doors)
The "Managers" are players who can edit the zone and its access.
Remember that you are able to add non citizens to groups, so you can create 'embassies' for your foreign allies if you want to.
Who can create zones?
- Any citizen who is in a group with the MANAGE_ZONES permission.
Who can break blocks/place blocks/use doors in a zone?
- Anyone who is a member of the same group as the zone. or
- Anyone in a group above the zone's group who also holds the MANAGE_ZONES permission, or
- Any player who has been added to the zone directly.
Players who are not citizens CAN be added to groups that have zone access, however the foriegn players must not have build access to more than 256 blocks of space for more than 2 hours.
You are allowed to add them but only if you set a time limit of less than 2 hours on their membership using the command /nation group add [PlayerName] [hours] [GroupName]
There is no size restriction for interact access for things like doors.
When you create a zone you must have build access to all existing zones that overlap with the new zone.
Right click with a feather to see what zones are applied to a block and who can access it.
Weak and Strong zones
- A strong zone requires that you are in the same group as the zone (unless you have the MANAGE_ZONES permission).
- If two strong zones overlap, you need access to both in order to break blocks and use doors.
- A weak zone works like a strong zone, however if there are overlapping zones, you just need to have access to at least one of them.
- The main use case for a weak zone is a locker room, the whole building is covered by a weak zone, and each player has their personal area covered with a strong zone.
- This prevents people building outsides their designated locker.
- Use /town zone type weak myCoolZone to change the type of a zone.