Setting up a builder Bit


  • Coder

    I've done a lot of work with code, and some server setup/maintenance, but this is the first time I've been asked to setup builder bits! I've always had someone else to handle them in the past. :)

    How do you guys go about handling it? I get that unlimited quota is probably a good thing (I turned quotas on) other powers? saw in the documentation that there's a builder power if enabled, but I couldn't find any more information than that, like how to enable it.

    Thanks for the help!


  • Pitcrew

    What code base?


  • Coder

    That would be useful! MUX


  • Coder

    This one can be a long discussion, and a lot of it has to do with what kind of builder bits and how much ability you want them to have over the database.

    So, what do you or they want to be able to do? Build grid, build a specific project? Build a personal space?


  • Pitcrew

    @thenomain said in Setting up a builder Bit:

    This one can be a long discussion, and a lot of it has to do with what kind of builder bits and how much ability you want them to have over the database.

    So, what do you or they want to be able to do? Build grid, build a specific project? Build a personal space?

    What he said.

    It's sort of an age-old question/concern.
    People don't want to worry about that gosh darn building thang, but they also don't trust their builders (builders are so often seen as the "least" of the Staff totem pole) to have any power, so there has long been this cry of 'why can't my builder have access to everything they need..... without having access to anything of consequence?'

    But building, by its nature, is a certain measure of coding as well if they're doing anything more than the most basic creation of rooms. If you want zones, locks, weather systems, places, etc... You need your builders to have a certain amount of access/power.


  • Coder

    @thenomain I'm looking to set someone up to start working on the grid specifically.

    I think I figured out the use of the 'building' power, after setting up access for building commands. That should probably take care of personal project builders I think.


  • Coder

    @auspice said in Setting up a builder Bit:

    @thenomain said in Setting up a builder Bit:

    This one can be a long discussion, and a lot of it has to do with what kind of builder bits and how much ability you want them to have over the database.

    So, what do you or they want to be able to do? Build grid, build a specific project? Build a personal space?

    What he said.

    It's sort of an age-old question/concern.
    People don't want to worry about that gosh darn building thang, but they also don't trust their builders (builders are so often seen as the "least" of the Staff totem pole) to have any power, so there has long been this cry of 'why can't my builder have access to everything they need..... without having access to anything of consequence?'

    But building, by its nature, is a certain measure of coding as well if they're doing anything more than the most basic creation of rooms. If you want zones, locks, weather systems, places, etc... You need your builders to have a certain amount of access/power.

    No doubt. I don't want to throttle my build staff, I just wanted to know if there was a protocol other then handing out staff bits - which I may just go with my grid builders now that I think about it


  • Coder

    I'm not sure what it is you figured out, but... You can control what flag/type has what access to what commands in the netmux.conf file (or whatever it's called). For example, here's what we had at Fallen World (copied from elsewhere, we didn't actually use Builders there):

    ## (access: builder)
    access @dig builder
    access @dig/teleport builder
    access @open builder
    access @create builder
    access @destroy builder
    access @quota builder
    function_access create builder
    function_access destroy builder
    function_access link builder
    

    Alternately, as I think they did on Reno (and elsewhere?), you can create commands and place them on the staff global. The command basically just runs @dig, but does so with inherit access from your wiz. You could also, also just create a new object that's locked, or a new command that checks, for a certain attribute or flag or even just a list of dbrefs. The command would be something like +dig that just runs like @dig, but, again, with wiz-inherit access.

    Hope that helps!

    Edit #3: On all the games I have helped run (BITN, Fate's Harvest, Fallen World), we just chose a builder and gave them Wiz access and told them not to break anything. They didn't break anything. :)



  • @skew said in Setting up a builder Bit:

    Edit #3: On all the games I have helped run (BITN, Fate's Harvest, Fallen World), we just chose a builder and gave them Wiz access and told them not to break anything. They didn't break anything. :)

    As buildstaff for a few games now, let me be the first to assure you that, no matter what a paranoid headwiz may think, your builder is one staffer that absolutely needs wizard powers. Builders do much more than just dig things. They interact with all manner of code, and are miniature coders themselves. If they are efficient, they will be regularly running searches and doing privileged @dols to fix things and ensure consistency. They need the kind of access that wizards get even more than Team Leads in many occasions.

    If you are truly worried, just check the log files. Most builders know what they are doing and are not going to break anything. Find people you trust, give them access, let them go.



  • @derp said in Setting up a builder Bit:

    they will be regularly running searches and doing privileged @dols to fix things and ensure consistency

    You would be better off giving them additional see_all powers. A builder already controls everything it owns.