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Permissions
Every node is prefixed ultimatevirtualspawner..
| Node | Default | Grants |
|---|---|---|
ultimatevirtualspawner.* |
op | Every node below |
ultimatevirtualspawner.command.spawner |
everyone | Use /spawner — info, split, types, version
|
ultimatevirtualspawner.admin.spawner |
op | Full access to every managed spawner, plus give, panel, remove, reload
|
ultimatevirtualspawner.admin.spawner.seeall |
op | Bypass anti-ESP concealment |
ultimatevirtualspawner.spawner.bypass |
op | Break spawners without Silk Touch |
ultimatevirtualspawner.command.balance |
everyone |
/balance for yourself |
ultimatevirtualspawner.command.balance.others |
op | /balance <player> |
ultimatevirtualspawner.command.baltop |
everyone | /baltop |
ultimatevirtualspawner.command.pay |
everyone | /pay |
ultimatevirtualspawner.command.eco |
op | /eco give|take|set|reset |
ultimatevirtualspawner.sell.multiplier.<name> |
— | A sell multiplier, defined in spawners.yml
|
The gate on the /spawner command itself. Without it, players get the permission message and
cannot even run /spawner info. Everyone has it by default — you rarely want to remove it, since
placing, breaking and using spawners does not require the command at all.
The big one. It grants three separate things:
-
Sub-commands —
give,panel,remove,reload, and bare/spawner. -
Access to every spawner — this node short-circuits the ownership check. A holder can open,
modify, sell from, and break any player's spawner regardless of
ACCESS_MODE. - The admin panel, and teleporting to any spawner from it.
Give it to staff only. It is not a "moderator can look" node — it is full control.
Turns off anti-ESP camouflage for the holder, so every managed spawner renders as a real spawner block at any distance. Handy for staff investigating a report; it does not grant any access.
The node checked is whatever ANTI_ESP.STAFF_BYPASS_PERMISSION names in spawners.yml, so you
can point it at your own node instead.
Break managed spawners without a Silk Touch pickaxe while SETTINGS.REQUIRE_SILK_TOUCH is true.
Note the deliberate design: being an operator does not exempt you from the Silk Touch rule. Only Creative mode and this node do. Ops hold the node by default, so in practice op still works, but you can revoke it from a staff rank without touching anything else.
Defined by you, in spawners.yml:
SELL:
MULTIPLIER: 1.0
PERMISSION_MULTIPLIERS:
ultimatevirtualspawner.sell.multiplier.vip: 1.25
ultimatevirtualspawner.sell.multiplier.mvp: 1.5
ultimatevirtualspawner.sell.multiplier.elite: 2.0Only the highest multiplier a player holds is used, and it multiplies the global MULTIPLIER
rather than replacing it. A player with both vip and elite, on a global multiplier of 1.0,
sells at 1.0 x 2.0 = 2.0.
The node names are entirely yours — rename them to match your ranks. See Selling.
Nothing to configure — the defaults already give them everything they need:
ultimatevirtualspawner.command.spawner
ultimatevirtualspawner.command.balance
ultimatevirtualspawner.command.baltop
ultimatevirtualspawner.command.pay
They can place, stack, break (with Silk Touch), open and sell their own spawners.
/lp group vip permission set ultimatevirtualspawner.sell.multiplier.vip true
/lp group helper permission set ultimatevirtualspawner.admin.spawner.seeall true
/lp group mod permission set ultimatevirtualspawner.admin.spawner true
/lp group mod permission set ultimatevirtualspawner.admin.spawner.seeall true
/lp group mod permission set ultimatevirtualspawner.spawner.bypass true
/lp group admin permission set ultimatevirtualspawner.* true
| Goal | How |
|---|---|
| Players cannot see each other's balances | Leave command.balance.others at op |
| No player-to-player money transfers |
ECONOMY.INTERNAL.ALLOW_PAY: false in config.yml, or revoke command.pay
|
| Nobody can break a spawner without Silk Touch, staff included |
REQUIRE_SILK_TOUCH: true and revoke spawner.bypass from every group |
| Anyone can use anyone's spawner (co-op server) |
SETTINGS.ALLOW_SPAWNER_STEAL: true, or ACCESS_MODE: PUBLIC
|
Permissions are only half the access story. The other half is SETTINGS.ACCESS_MODE in
spawners.yml, which decides what non-owners without admin may do:
| Mode | Non-owner can open / modify / break |
|---|---|
OWNER_ONLY (default) |
no |
OWNER_AND_TEAM |
no — there is no team system yet, so this currently behaves like OWNER_ONLY
|
PUBLIC |
yes |
SETTINGS.ALLOW_SPAWNER_STEAL: true overrides all three and lets everyone in.
Opening, modifying and breaking share one check — there is no read-only access level.
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