[Feat] Exclude BetterLootBox crates from container protection #91

Description

@derrickmehaffy

Scope

  1. BetterLootBox (v2.6.0, by GilloDaby) places lootbox crates as regular blocks with a `container` state — HyperFactions' `BlockUseProtectionSystem` detects these as CONTAINER interactions and blocks them via the `ContainerUse` faction permission flag
  2. BetterLootBox handles interaction via `UseBlockEvent.Post` — but HyperFactions cancels at `UseBlockEvent.Pre`, so the lootbox handler never fires
  3. A server admin should be able to whitelist specific block IDs (or block ID patterns) to bypass the container protection check, allowing lootbox crates to work in claimed territory regardless of the ContainerUse flag
  4. This should NOT bypass all protection — break/place protection should still apply. Only the "container use" interaction check should be skippable
  5. This should be generic enough to work with any mod that uses container-state blocks for non-container purposes (not hardcoded to BetterLootBox)

Implementation Details

How BetterLootBox works (from decompiled v2.6.0 source):

  • Lootboxes are defined with a `boxBlockId` (any block type, typically a chest/crate)
  • `LootBoxUseSystem` listens on `UseBlockEvent.Post` — checks if the block at that position is a bound lootbox location via `service.getLootboxByLocation(world, pos)`
  • Primary interaction (with key in hand) → opens the lootbox
  • Secondary/Use interaction → opens preview UI
  • `LootBoxBreakSystem` cancels `BreakBlockEvent` for bound lootbox blocks (non-Creative)
  • Lootboxes are NOT actual containers — the mod intercepts the use event and opens a custom UI page instead
  • The mod uses `InteractionManager.cancelChains()` to prevent the default container UI from opening

The conflict in `BlockUseProtectionSystem` (line 130):

// Block's stateId = "container" → detected as InteractionBlockType.CONTAINER// → checks ContainerUse faction permission → denies if outsider/ally without permission// → UseBlockEvent.Pre cancelled → BetterLootBox's Post handler never fires

Existing precedent — gravestone bypass (line 86-95):

if (isGravestoneBlock(blockId)) {
vargsIntegration = hyperFactions.getProtectionChecker().getGravestoneIntegration();
if (gsIntegration != null && gsIntegration.isAvailable()) {
return; // Let gravestone plugin handle via AccessChecker
}
}

Suggested approach — configurable block ID whitelist:

Add a new config field in `factions.json` (or `server.json`):

{
"claims": {
"containerBypassBlockIds": [
"Crate_*",
"LootBox_*"
]
}
}

In `BlockUseProtectionSystem.handle()`, after the gravestone check and before the zone/faction container check:

// Check if this block is whitelisted for container bypassif (detectedBlockType == InteractionBlockType.CONTAINER
&& isContainerBypassed(blockId)) {
Logger.debugProtection("Container bypass for whitelisted block %s at (%d,%d,%d)",
blockId, pos.getX(), pos.getY(), pos.getZ());
return; // Allow interaction — let the owning mod handle access control
}
privatebooleanisContainerBypassed(StringblockId) {
if (blockId == null) returnfalse;
List<String> bypassList = ConfigManager.get().getContainerBypassBlockIds();
for (Stringpattern : bypassList) {
if (pattern.endsWith("*")) {
if (blockId.startsWith(pattern.substring(0, pattern.length() - 1))) returntrue;
} else {
if (blockId.equalsIgnoreCase(pattern)) returntrue;
}
}
returnfalse;
}

Alternative approach — per-zone flag:

Instead of (or in addition to) a global whitelist, add a zone flag like `LOOTBOX_USE` that specifically controls lootbox/crate interactions. However, this couples HyperFactions to a specific mod, so the generic block ID whitelist is preferred.

Suggested permission node:

No new permission node needed — this is a config-level bypass. Admin controls which blocks skip the container check via config.

Risks and Alternatives

  1. Risk: Bypassing container protection for whitelisted blocks means those blocks have NO use-interaction protection in claimed territory. If a mod uses the same block ID for both regular containers and lootboxes, all instances would be unprotected.

    • Mitigation: The whitelist is explicit and opt-in. Server admins must deliberately add block IDs. Documentation should warn about this.
  2. Risk: Wildcard patterns could accidentally match too many blocks (e.g., `Chest_*` would bypass ALL chests).

    • Mitigation: Use specific patterns and document examples. Could also support exclusion patterns (`!Chest_Regular`).
  3. Alternative: Instead of a block ID whitelist, detect BetterLootBox as a soft dependency and check if a block position is a bound lootbox location via reflection/API.

    • Downside: Couples HyperFactions to BetterLootBox specifically. The generic whitelist approach works with any mod.
  4. Alternative: BetterLootBox could register an interaction handler at a higher priority — but the Hytale ECS system doesn't guarantee event system ordering between plugins, and `Pre` always fires before `Post`.

  5. Challenge: Need to identify the correct block IDs that BetterLootBox uses. These are configured per-lootbox in BetterLootBox's config (`boxBlockId` field) and vary per server setup.

References and Media

  1. BetterLootBox mod: https://www.curseforge.com/hytale/mods/better-lootbox-crates

Confirmation Checklist

Metadata

Metadata

Assignees

No one assigned

    Labels

    enhancementNew feature or request

    Type

    No type

    Projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions

    , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
     blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
    }
    } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
    })();
    (function(){
    try {
    var __m = "github.com";
    var __re = new RegExp('^' + "github\\.com" + '
    
    Skip to content

    [Feat] Exclude BetterLootBox crates from container protection #91

    Description

    @derrickmehaffy

    Scope

    1. BetterLootBox (v2.6.0, by GilloDaby) places lootbox crates as regular blocks with a `container` state — HyperFactions' `BlockUseProtectionSystem` detects these as CONTAINER interactions and blocks them via the `ContainerUse` faction permission flag
    2. BetterLootBox handles interaction via `UseBlockEvent.Post` — but HyperFactions cancels at `UseBlockEvent.Pre`, so the lootbox handler never fires
    3. A server admin should be able to whitelist specific block IDs (or block ID patterns) to bypass the container protection check, allowing lootbox crates to work in claimed territory regardless of the ContainerUse flag
    4. This should NOT bypass all protection — break/place protection should still apply. Only the "container use" interaction check should be skippable
    5. This should be generic enough to work with any mod that uses container-state blocks for non-container purposes (not hardcoded to BetterLootBox)

    Implementation Details

    How BetterLootBox works (from decompiled v2.6.0 source):

    • Lootboxes are defined with a `boxBlockId` (any block type, typically a chest/crate)
    • `LootBoxUseSystem` listens on `UseBlockEvent.Post` — checks if the block at that position is a bound lootbox location via `service.getLootboxByLocation(world, pos)`
    • Primary interaction (with key in hand) → opens the lootbox
    • Secondary/Use interaction → opens preview UI
    • `LootBoxBreakSystem` cancels `BreakBlockEvent` for bound lootbox blocks (non-Creative)
    • Lootboxes are NOT actual containers — the mod intercepts the use event and opens a custom UI page instead
    • The mod uses `InteractionManager.cancelChains()` to prevent the default container UI from opening

    The conflict in `BlockUseProtectionSystem` (line 130):

    // Block's stateId = "container" → detected as InteractionBlockType.CONTAINER// → checks ContainerUse faction permission → denies if outsider/ally without permission// → UseBlockEvent.Pre cancelled → BetterLootBox's Post handler never fires

    Existing precedent — gravestone bypass (line 86-95):

    if (isGravestoneBlock(blockId)) {
    vargsIntegration = hyperFactions.getProtectionChecker().getGravestoneIntegration();
    if (gsIntegration != null && gsIntegration.isAvailable()) {
    return; // Let gravestone plugin handle via AccessChecker
    }
    }

    Suggested approach — configurable block ID whitelist:

    Add a new config field in `factions.json` (or `server.json`):

    {
    "claims": {
    "containerBypassBlockIds": [
    "Crate_*",
    "LootBox_*"
    ]
    }
    }

    In `BlockUseProtectionSystem.handle()`, after the gravestone check and before the zone/faction container check:

    // Check if this block is whitelisted for container bypassif (detectedBlockType == InteractionBlockType.CONTAINER
    && isContainerBypassed(blockId)) {
    Logger.debugProtection("Container bypass for whitelisted block %s at (%d,%d,%d)",
    blockId, pos.getX(), pos.getY(), pos.getZ());
    return; // Allow interaction — let the owning mod handle access control
    }
    privatebooleanisContainerBypassed(StringblockId) {
    if (blockId == null) returnfalse;
    List<String> bypassList = ConfigManager.get().getContainerBypassBlockIds();
    for (Stringpattern : bypassList) {
    if (pattern.endsWith("*")) {
    if (blockId.startsWith(pattern.substring(0, pattern.length() - 1))) returntrue;
    } else {
    if (blockId.equalsIgnoreCase(pattern)) returntrue;
    }
    }
    returnfalse;
    }

    Alternative approach — per-zone flag:

    Instead of (or in addition to) a global whitelist, add a zone flag like `LOOTBOX_USE` that specifically controls lootbox/crate interactions. However, this couples HyperFactions to a specific mod, so the generic block ID whitelist is preferred.

    Suggested permission node:

    No new permission node needed — this is a config-level bypass. Admin controls which blocks skip the container check via config.

    Risks and Alternatives

    1. Risk: Bypassing container protection for whitelisted blocks means those blocks have NO use-interaction protection in claimed territory. If a mod uses the same block ID for both regular containers and lootboxes, all instances would be unprotected.

      • Mitigation: The whitelist is explicit and opt-in. Server admins must deliberately add block IDs. Documentation should warn about this.
    2. Risk: Wildcard patterns could accidentally match too many blocks (e.g., `Chest_*` would bypass ALL chests).

      • Mitigation: Use specific patterns and document examples. Could also support exclusion patterns (`!Chest_Regular`).
    3. Alternative: Instead of a block ID whitelist, detect BetterLootBox as a soft dependency and check if a block position is a bound lootbox location via reflection/API.

      • Downside: Couples HyperFactions to BetterLootBox specifically. The generic whitelist approach works with any mod.
    4. Alternative: BetterLootBox could register an interaction handler at a higher priority — but the Hytale ECS system doesn't guarantee event system ordering between plugins, and `Pre` always fires before `Post`.

    5. Challenge: Need to identify the correct block IDs that BetterLootBox uses. These are configured per-lootbox in BetterLootBox's config (`boxBlockId` field) and vary per server setup.

    References and Media

    1. BetterLootBox mod: https://www.curseforge.com/hytale/mods/better-lootbox-crates

    Confirmation Checklist

    Metadata

    Metadata

    Assignees

    No one assigned

      Labels

      enhancementNew feature or request

      Type

      No type

      Projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions

      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
      Skip to content

      [Feat] Exclude BetterLootBox crates from container protection #91

      Description

      @derrickmehaffy

      Scope

      1. BetterLootBox (v2.6.0, by GilloDaby) places lootbox crates as regular blocks with a `container` state — HyperFactions' `BlockUseProtectionSystem` detects these as CONTAINER interactions and blocks them via the `ContainerUse` faction permission flag
      2. BetterLootBox handles interaction via `UseBlockEvent.Post` — but HyperFactions cancels at `UseBlockEvent.Pre`, so the lootbox handler never fires
      3. A server admin should be able to whitelist specific block IDs (or block ID patterns) to bypass the container protection check, allowing lootbox crates to work in claimed territory regardless of the ContainerUse flag
      4. This should NOT bypass all protection — break/place protection should still apply. Only the "container use" interaction check should be skippable
      5. This should be generic enough to work with any mod that uses container-state blocks for non-container purposes (not hardcoded to BetterLootBox)

      Implementation Details

      How BetterLootBox works (from decompiled v2.6.0 source):

      • Lootboxes are defined with a `boxBlockId` (any block type, typically a chest/crate)
      • `LootBoxUseSystem` listens on `UseBlockEvent.Post` — checks if the block at that position is a bound lootbox location via `service.getLootboxByLocation(world, pos)`
      • Primary interaction (with key in hand) → opens the lootbox
      • Secondary/Use interaction → opens preview UI
      • `LootBoxBreakSystem` cancels `BreakBlockEvent` for bound lootbox blocks (non-Creative)
      • Lootboxes are NOT actual containers — the mod intercepts the use event and opens a custom UI page instead
      • The mod uses `InteractionManager.cancelChains()` to prevent the default container UI from opening

      The conflict in `BlockUseProtectionSystem` (line 130):

      // Block's stateId = "container" → detected as InteractionBlockType.CONTAINER// → checks ContainerUse faction permission → denies if outsider/ally without permission// → UseBlockEvent.Pre cancelled → BetterLootBox's Post handler never fires

      Existing precedent — gravestone bypass (line 86-95):

      if (isGravestoneBlock(blockId)) {
      vargsIntegration = hyperFactions.getProtectionChecker().getGravestoneIntegration();
      if (gsIntegration != null && gsIntegration.isAvailable()) {
      return; // Let gravestone plugin handle via AccessChecker
      }
      }

      Suggested approach — configurable block ID whitelist:

      Add a new config field in `factions.json` (or `server.json`):

      {
      "claims": {
      "containerBypassBlockIds": [
      "Crate_*",
      "LootBox_*"
      ]
      }
      }

      In `BlockUseProtectionSystem.handle()`, after the gravestone check and before the zone/faction container check:

      // Check if this block is whitelisted for container bypassif (detectedBlockType == InteractionBlockType.CONTAINER
      && isContainerBypassed(blockId)) {
      Logger.debugProtection("Container bypass for whitelisted block %s at (%d,%d,%d)",
      blockId, pos.getX(), pos.getY(), pos.getZ());
      return; // Allow interaction — let the owning mod handle access control
      }
      privatebooleanisContainerBypassed(StringblockId) {
      if (blockId == null) returnfalse;
      List<String> bypassList = ConfigManager.get().getContainerBypassBlockIds();
      for (Stringpattern : bypassList) {
      if (pattern.endsWith("*")) {
      if (blockId.startsWith(pattern.substring(0, pattern.length() - 1))) returntrue;
      } else {
      if (blockId.equalsIgnoreCase(pattern)) returntrue;
      }
      }
      returnfalse;
      }

      Alternative approach — per-zone flag:

      Instead of (or in addition to) a global whitelist, add a zone flag like `LOOTBOX_USE` that specifically controls lootbox/crate interactions. However, this couples HyperFactions to a specific mod, so the generic block ID whitelist is preferred.

      Suggested permission node:

      No new permission node needed — this is a config-level bypass. Admin controls which blocks skip the container check via config.

      Risks and Alternatives

      1. Risk: Bypassing container protection for whitelisted blocks means those blocks have NO use-interaction protection in claimed territory. If a mod uses the same block ID for both regular containers and lootboxes, all instances would be unprotected.

        • Mitigation: The whitelist is explicit and opt-in. Server admins must deliberately add block IDs. Documentation should warn about this.
      2. Risk: Wildcard patterns could accidentally match too many blocks (e.g., `Chest_*` would bypass ALL chests).

        • Mitigation: Use specific patterns and document examples. Could also support exclusion patterns (`!Chest_Regular`).
      3. Alternative: Instead of a block ID whitelist, detect BetterLootBox as a soft dependency and check if a block position is a bound lootbox location via reflection/API.

        • Downside: Couples HyperFactions to BetterLootBox specifically. The generic whitelist approach works with any mod.
      4. Alternative: BetterLootBox could register an interaction handler at a higher priority — but the Hytale ECS system doesn't guarantee event system ordering between plugins, and `Pre` always fires before `Post`.

      5. Challenge: Need to identify the correct block IDs that BetterLootBox uses. These are configured per-lootbox in BetterLootBox's config (`boxBlockId` field) and vary per server setup.

      References and Media

      1. BetterLootBox mod: https://www.curseforge.com/hytale/mods/better-lootbox-crates

      Confirmation Checklist

      Metadata

      Metadata

      Assignees

      No one assigned

        Labels

        enhancementNew feature or request

        Type

        No type

        Projects

        Milestone

        No milestone

        Relationships

        None yet

        Development

        No branches or pull requests

        Issue actions

        , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
        Skip to content

        [Feat] Exclude BetterLootBox crates from container protection #91

        Description

        @derrickmehaffy

        Scope

        1. BetterLootBox (v2.6.0, by GilloDaby) places lootbox crates as regular blocks with a `container` state — HyperFactions' `BlockUseProtectionSystem` detects these as CONTAINER interactions and blocks them via the `ContainerUse` faction permission flag
        2. BetterLootBox handles interaction via `UseBlockEvent.Post` — but HyperFactions cancels at `UseBlockEvent.Pre`, so the lootbox handler never fires
        3. A server admin should be able to whitelist specific block IDs (or block ID patterns) to bypass the container protection check, allowing lootbox crates to work in claimed territory regardless of the ContainerUse flag
        4. This should NOT bypass all protection — break/place protection should still apply. Only the "container use" interaction check should be skippable
        5. This should be generic enough to work with any mod that uses container-state blocks for non-container purposes (not hardcoded to BetterLootBox)

        Implementation Details

        How BetterLootBox works (from decompiled v2.6.0 source):

        • Lootboxes are defined with a `boxBlockId` (any block type, typically a chest/crate)
        • `LootBoxUseSystem` listens on `UseBlockEvent.Post` — checks if the block at that position is a bound lootbox location via `service.getLootboxByLocation(world, pos)`
        • Primary interaction (with key in hand) → opens the lootbox
        • Secondary/Use interaction → opens preview UI
        • `LootBoxBreakSystem` cancels `BreakBlockEvent` for bound lootbox blocks (non-Creative)
        • Lootboxes are NOT actual containers — the mod intercepts the use event and opens a custom UI page instead
        • The mod uses `InteractionManager.cancelChains()` to prevent the default container UI from opening

        The conflict in `BlockUseProtectionSystem` (line 130):

        // Block's stateId = "container" → detected as InteractionBlockType.CONTAINER// → checks ContainerUse faction permission → denies if outsider/ally without permission// → UseBlockEvent.Pre cancelled → BetterLootBox's Post handler never fires

        Existing precedent — gravestone bypass (line 86-95):

        if (isGravestoneBlock(blockId)) {
        vargsIntegration = hyperFactions.getProtectionChecker().getGravestoneIntegration();
        if (gsIntegration != null && gsIntegration.isAvailable()) {
        return; // Let gravestone plugin handle via AccessChecker
        }
        }

        Suggested approach — configurable block ID whitelist:

        Add a new config field in `factions.json` (or `server.json`):

        {
        "claims": {
        "containerBypassBlockIds": [
        "Crate_*",
        "LootBox_*"
        ]
        }
        }

        In `BlockUseProtectionSystem.handle()`, after the gravestone check and before the zone/faction container check:

        // Check if this block is whitelisted for container bypassif (detectedBlockType == InteractionBlockType.CONTAINER
        && isContainerBypassed(blockId)) {
        Logger.debugProtection("Container bypass for whitelisted block %s at (%d,%d,%d)",
        blockId, pos.getX(), pos.getY(), pos.getZ());
        return; // Allow interaction — let the owning mod handle access control
        }
        privatebooleanisContainerBypassed(StringblockId) {
        if (blockId == null) returnfalse;
        List<String> bypassList = ConfigManager.get().getContainerBypassBlockIds();
        for (Stringpattern : bypassList) {
        if (pattern.endsWith("*")) {
        if (blockId.startsWith(pattern.substring(0, pattern.length() - 1))) returntrue;
        } else {
        if (blockId.equalsIgnoreCase(pattern)) returntrue;
        }
        }
        returnfalse;
        }

        Alternative approach — per-zone flag:

        Instead of (or in addition to) a global whitelist, add a zone flag like `LOOTBOX_USE` that specifically controls lootbox/crate interactions. However, this couples HyperFactions to a specific mod, so the generic block ID whitelist is preferred.

        Suggested permission node:

        No new permission node needed — this is a config-level bypass. Admin controls which blocks skip the container check via config.

        Risks and Alternatives

        1. Risk: Bypassing container protection for whitelisted blocks means those blocks have NO use-interaction protection in claimed territory. If a mod uses the same block ID for both regular containers and lootboxes, all instances would be unprotected.

          • Mitigation: The whitelist is explicit and opt-in. Server admins must deliberately add block IDs. Documentation should warn about this.
        2. Risk: Wildcard patterns could accidentally match too many blocks (e.g., `Chest_*` would bypass ALL chests).

          • Mitigation: Use specific patterns and document examples. Could also support exclusion patterns (`!Chest_Regular`).
        3. Alternative: Instead of a block ID whitelist, detect BetterLootBox as a soft dependency and check if a block position is a bound lootbox location via reflection/API.

          • Downside: Couples HyperFactions to BetterLootBox specifically. The generic whitelist approach works with any mod.
        4. Alternative: BetterLootBox could register an interaction handler at a higher priority — but the Hytale ECS system doesn't guarantee event system ordering between plugins, and `Pre` always fires before `Post`.

        5. Challenge: Need to identify the correct block IDs that BetterLootBox uses. These are configured per-lootbox in BetterLootBox's config (`boxBlockId` field) and vary per server setup.

        References and Media

        1. BetterLootBox mod: https://www.curseforge.com/hytale/mods/better-lootbox-crates

        Confirmation Checklist

        Metadata

        Metadata

        Assignees

        No one assigned

          Labels

          enhancementNew feature or request

          Type

          No type

          Projects

          Milestone

          No milestone

          Relationships

          None yet

          Development

          No branches or pull requests

          Issue actions

          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
          Skip to content

          [Feat] Exclude BetterLootBox crates from container protection #91

          Description

          @derrickmehaffy

          Scope

          1. BetterLootBox (v2.6.0, by GilloDaby) places lootbox crates as regular blocks with a `container` state — HyperFactions' `BlockUseProtectionSystem` detects these as CONTAINER interactions and blocks them via the `ContainerUse` faction permission flag
          2. BetterLootBox handles interaction via `UseBlockEvent.Post` — but HyperFactions cancels at `UseBlockEvent.Pre`, so the lootbox handler never fires
          3. A server admin should be able to whitelist specific block IDs (or block ID patterns) to bypass the container protection check, allowing lootbox crates to work in claimed territory regardless of the ContainerUse flag
          4. This should NOT bypass all protection — break/place protection should still apply. Only the "container use" interaction check should be skippable
          5. This should be generic enough to work with any mod that uses container-state blocks for non-container purposes (not hardcoded to BetterLootBox)

          Implementation Details

          How BetterLootBox works (from decompiled v2.6.0 source):

          • Lootboxes are defined with a `boxBlockId` (any block type, typically a chest/crate)
          • `LootBoxUseSystem` listens on `UseBlockEvent.Post` — checks if the block at that position is a bound lootbox location via `service.getLootboxByLocation(world, pos)`
          • Primary interaction (with key in hand) → opens the lootbox
          • Secondary/Use interaction → opens preview UI
          • `LootBoxBreakSystem` cancels `BreakBlockEvent` for bound lootbox blocks (non-Creative)
          • Lootboxes are NOT actual containers — the mod intercepts the use event and opens a custom UI page instead
          • The mod uses `InteractionManager.cancelChains()` to prevent the default container UI from opening

          The conflict in `BlockUseProtectionSystem` (line 130):

          // Block's stateId = "container" → detected as InteractionBlockType.CONTAINER// → checks ContainerUse faction permission → denies if outsider/ally without permission// → UseBlockEvent.Pre cancelled → BetterLootBox's Post handler never fires

          Existing precedent — gravestone bypass (line 86-95):

          if (isGravestoneBlock(blockId)) {
          vargsIntegration = hyperFactions.getProtectionChecker().getGravestoneIntegration();
          if (gsIntegration != null && gsIntegration.isAvailable()) {
          return; // Let gravestone plugin handle via AccessChecker
          }
          }

          Suggested approach — configurable block ID whitelist:

          Add a new config field in `factions.json` (or `server.json`):

          {
          "claims": {
          "containerBypassBlockIds": [
          "Crate_*",
          "LootBox_*"
          ]
          }
          }

          In `BlockUseProtectionSystem.handle()`, after the gravestone check and before the zone/faction container check:

          // Check if this block is whitelisted for container bypassif (detectedBlockType == InteractionBlockType.CONTAINER
          && isContainerBypassed(blockId)) {
          Logger.debugProtection("Container bypass for whitelisted block %s at (%d,%d,%d)",
          blockId, pos.getX(), pos.getY(), pos.getZ());
          return; // Allow interaction — let the owning mod handle access control
          }
          privatebooleanisContainerBypassed(StringblockId) {
          if (blockId == null) returnfalse;
          List<String> bypassList = ConfigManager.get().getContainerBypassBlockIds();
          for (Stringpattern : bypassList) {
          if (pattern.endsWith("*")) {
          if (blockId.startsWith(pattern.substring(0, pattern.length() - 1))) returntrue;
          } else {
          if (blockId.equalsIgnoreCase(pattern)) returntrue;
          }
          }
          returnfalse;
          }

          Alternative approach — per-zone flag:

          Instead of (or in addition to) a global whitelist, add a zone flag like `LOOTBOX_USE` that specifically controls lootbox/crate interactions. However, this couples HyperFactions to a specific mod, so the generic block ID whitelist is preferred.

          Suggested permission node:

          No new permission node needed — this is a config-level bypass. Admin controls which blocks skip the container check via config.

          Risks and Alternatives

          1. Risk: Bypassing container protection for whitelisted blocks means those blocks have NO use-interaction protection in claimed territory. If a mod uses the same block ID for both regular containers and lootboxes, all instances would be unprotected.

            • Mitigation: The whitelist is explicit and opt-in. Server admins must deliberately add block IDs. Documentation should warn about this.
          2. Risk: Wildcard patterns could accidentally match too many blocks (e.g., `Chest_*` would bypass ALL chests).

            • Mitigation: Use specific patterns and document examples. Could also support exclusion patterns (`!Chest_Regular`).
          3. Alternative: Instead of a block ID whitelist, detect BetterLootBox as a soft dependency and check if a block position is a bound lootbox location via reflection/API.

            • Downside: Couples HyperFactions to BetterLootBox specifically. The generic whitelist approach works with any mod.
          4. Alternative: BetterLootBox could register an interaction handler at a higher priority — but the Hytale ECS system doesn't guarantee event system ordering between plugins, and `Pre` always fires before `Post`.

          5. Challenge: Need to identify the correct block IDs that BetterLootBox uses. These are configured per-lootbox in BetterLootBox's config (`boxBlockId` field) and vary per server setup.

          References and Media

          1. BetterLootBox mod: https://www.curseforge.com/hytale/mods/better-lootbox-crates

          Confirmation Checklist

          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            enhancementNew feature or request

            Type

            No type

            Projects

            Milestone

            No milestone

            Relationships

            None yet

            Development

            No branches or pull requests

            Issue actions

            , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
            Skip to content

            [Feat] Exclude BetterLootBox crates from container protection #91

            Description

            @derrickmehaffy

            Scope

            1. BetterLootBox (v2.6.0, by GilloDaby) places lootbox crates as regular blocks with a `container` state — HyperFactions' `BlockUseProtectionSystem` detects these as CONTAINER interactions and blocks them via the `ContainerUse` faction permission flag
            2. BetterLootBox handles interaction via `UseBlockEvent.Post` — but HyperFactions cancels at `UseBlockEvent.Pre`, so the lootbox handler never fires
            3. A server admin should be able to whitelist specific block IDs (or block ID patterns) to bypass the container protection check, allowing lootbox crates to work in claimed territory regardless of the ContainerUse flag
            4. This should NOT bypass all protection — break/place protection should still apply. Only the "container use" interaction check should be skippable
            5. This should be generic enough to work with any mod that uses container-state blocks for non-container purposes (not hardcoded to BetterLootBox)

            Implementation Details

            How BetterLootBox works (from decompiled v2.6.0 source):

            • Lootboxes are defined with a `boxBlockId` (any block type, typically a chest/crate)
            • `LootBoxUseSystem` listens on `UseBlockEvent.Post` — checks if the block at that position is a bound lootbox location via `service.getLootboxByLocation(world, pos)`
            • Primary interaction (with key in hand) → opens the lootbox
            • Secondary/Use interaction → opens preview UI
            • `LootBoxBreakSystem` cancels `BreakBlockEvent` for bound lootbox blocks (non-Creative)
            • Lootboxes are NOT actual containers — the mod intercepts the use event and opens a custom UI page instead
            • The mod uses `InteractionManager.cancelChains()` to prevent the default container UI from opening

            The conflict in `BlockUseProtectionSystem` (line 130):

            // Block's stateId = "container" → detected as InteractionBlockType.CONTAINER// → checks ContainerUse faction permission → denies if outsider/ally without permission// → UseBlockEvent.Pre cancelled → BetterLootBox's Post handler never fires

            Existing precedent — gravestone bypass (line 86-95):

            if (isGravestoneBlock(blockId)) {
            vargsIntegration = hyperFactions.getProtectionChecker().getGravestoneIntegration();
            if (gsIntegration != null && gsIntegration.isAvailable()) {
            return; // Let gravestone plugin handle via AccessChecker
            }
            }

            Suggested approach — configurable block ID whitelist:

            Add a new config field in `factions.json` (or `server.json`):

            {
            "claims": {
            "containerBypassBlockIds": [
            "Crate_*",
            "LootBox_*"
            ]
            }
            }

            In `BlockUseProtectionSystem.handle()`, after the gravestone check and before the zone/faction container check:

            // Check if this block is whitelisted for container bypassif (detectedBlockType == InteractionBlockType.CONTAINER
            && isContainerBypassed(blockId)) {
            Logger.debugProtection("Container bypass for whitelisted block %s at (%d,%d,%d)",
            blockId, pos.getX(), pos.getY(), pos.getZ());
            return; // Allow interaction — let the owning mod handle access control
            }
            privatebooleanisContainerBypassed(StringblockId) {
            if (blockId == null) returnfalse;
            List<String> bypassList = ConfigManager.get().getContainerBypassBlockIds();
            for (Stringpattern : bypassList) {
            if (pattern.endsWith("*")) {
            if (blockId.startsWith(pattern.substring(0, pattern.length() - 1))) returntrue;
            } else {
            if (blockId.equalsIgnoreCase(pattern)) returntrue;
            }
            }
            returnfalse;
            }

            Alternative approach — per-zone flag:

            Instead of (or in addition to) a global whitelist, add a zone flag like `LOOTBOX_USE` that specifically controls lootbox/crate interactions. However, this couples HyperFactions to a specific mod, so the generic block ID whitelist is preferred.

            Suggested permission node:

            No new permission node needed — this is a config-level bypass. Admin controls which blocks skip the container check via config.

            Risks and Alternatives

            1. Risk: Bypassing container protection for whitelisted blocks means those blocks have NO use-interaction protection in claimed territory. If a mod uses the same block ID for both regular containers and lootboxes, all instances would be unprotected.

              • Mitigation: The whitelist is explicit and opt-in. Server admins must deliberately add block IDs. Documentation should warn about this.
            2. Risk: Wildcard patterns could accidentally match too many blocks (e.g., `Chest_*` would bypass ALL chests).

              • Mitigation: Use specific patterns and document examples. Could also support exclusion patterns (`!Chest_Regular`).
            3. Alternative: Instead of a block ID whitelist, detect BetterLootBox as a soft dependency and check if a block position is a bound lootbox location via reflection/API.

              • Downside: Couples HyperFactions to BetterLootBox specifically. The generic whitelist approach works with any mod.
            4. Alternative: BetterLootBox could register an interaction handler at a higher priority — but the Hytale ECS system doesn't guarantee event system ordering between plugins, and `Pre` always fires before `Post`.

            5. Challenge: Need to identify the correct block IDs that BetterLootBox uses. These are configured per-lootbox in BetterLootBox's config (`boxBlockId` field) and vary per server setup.

            References and Media

            1. BetterLootBox mod: https://www.curseforge.com/hytale/mods/better-lootbox-crates

            Confirmation Checklist

            Metadata

            Metadata

            Assignees

            No one assigned

              Labels

              enhancementNew feature or request

              Type

              No type

              Projects

              Milestone

              No milestone

              Relationships

              None yet

              Development

              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content

              [Feat] Exclude BetterLootBox crates from container protection #91

              Description

              @derrickmehaffy

              Scope

              1. BetterLootBox (v2.6.0, by GilloDaby) places lootbox crates as regular blocks with a `container` state — HyperFactions' `BlockUseProtectionSystem` detects these as CONTAINER interactions and blocks them via the `ContainerUse` faction permission flag
              2. BetterLootBox handles interaction via `UseBlockEvent.Post` — but HyperFactions cancels at `UseBlockEvent.Pre`, so the lootbox handler never fires
              3. A server admin should be able to whitelist specific block IDs (or block ID patterns) to bypass the container protection check, allowing lootbox crates to work in claimed territory regardless of the ContainerUse flag
              4. This should NOT bypass all protection — break/place protection should still apply. Only the "container use" interaction check should be skippable
              5. This should be generic enough to work with any mod that uses container-state blocks for non-container purposes (not hardcoded to BetterLootBox)

              Implementation Details

              How BetterLootBox works (from decompiled v2.6.0 source):

              • Lootboxes are defined with a `boxBlockId` (any block type, typically a chest/crate)
              • `LootBoxUseSystem` listens on `UseBlockEvent.Post` — checks if the block at that position is a bound lootbox location via `service.getLootboxByLocation(world, pos)`
              • Primary interaction (with key in hand) → opens the lootbox
              • Secondary/Use interaction → opens preview UI
              • `LootBoxBreakSystem` cancels `BreakBlockEvent` for bound lootbox blocks (non-Creative)
              • Lootboxes are NOT actual containers — the mod intercepts the use event and opens a custom UI page instead
              • The mod uses `InteractionManager.cancelChains()` to prevent the default container UI from opening

              The conflict in `BlockUseProtectionSystem` (line 130):

              // Block's stateId = "container" → detected as InteractionBlockType.CONTAINER// → checks ContainerUse faction permission → denies if outsider/ally without permission// → UseBlockEvent.Pre cancelled → BetterLootBox's Post handler never fires

              Existing precedent — gravestone bypass (line 86-95):

              if (isGravestoneBlock(blockId)) {
              vargsIntegration = hyperFactions.getProtectionChecker().getGravestoneIntegration();
              if (gsIntegration != null && gsIntegration.isAvailable()) {
              return; // Let gravestone plugin handle via AccessChecker
              }
              }

              Suggested approach — configurable block ID whitelist:

              Add a new config field in `factions.json` (or `server.json`):

              {
              "claims": {
              "containerBypassBlockIds": [
              "Crate_*",
              "LootBox_*"
              ]
              }
              }

              In `BlockUseProtectionSystem.handle()`, after the gravestone check and before the zone/faction container check:

              // Check if this block is whitelisted for container bypassif (detectedBlockType == InteractionBlockType.CONTAINER
              && isContainerBypassed(blockId)) {
              Logger.debugProtection("Container bypass for whitelisted block %s at (%d,%d,%d)",
              blockId, pos.getX(), pos.getY(), pos.getZ());
              return; // Allow interaction — let the owning mod handle access control
              }
              privatebooleanisContainerBypassed(StringblockId) {
              if (blockId == null) returnfalse;
              List<String> bypassList = ConfigManager.get().getContainerBypassBlockIds();
              for (Stringpattern : bypassList) {
              if (pattern.endsWith("*")) {
              if (blockId.startsWith(pattern.substring(0, pattern.length() - 1))) returntrue;
              } else {
              if (blockId.equalsIgnoreCase(pattern)) returntrue;
              }
              }
              returnfalse;
              }

              Alternative approach — per-zone flag:

              Instead of (or in addition to) a global whitelist, add a zone flag like `LOOTBOX_USE` that specifically controls lootbox/crate interactions. However, this couples HyperFactions to a specific mod, so the generic block ID whitelist is preferred.

              Suggested permission node:

              No new permission node needed — this is a config-level bypass. Admin controls which blocks skip the container check via config.

              Risks and Alternatives

              1. Risk: Bypassing container protection for whitelisted blocks means those blocks have NO use-interaction protection in claimed territory. If a mod uses the same block ID for both regular containers and lootboxes, all instances would be unprotected.

                • Mitigation: The whitelist is explicit and opt-in. Server admins must deliberately add block IDs. Documentation should warn about this.
              2. Risk: Wildcard patterns could accidentally match too many blocks (e.g., `Chest_*` would bypass ALL chests).

                • Mitigation: Use specific patterns and document examples. Could also support exclusion patterns (`!Chest_Regular`).
              3. Alternative: Instead of a block ID whitelist, detect BetterLootBox as a soft dependency and check if a block position is a bound lootbox location via reflection/API.

                • Downside: Couples HyperFactions to BetterLootBox specifically. The generic whitelist approach works with any mod.
              4. Alternative: BetterLootBox could register an interaction handler at a higher priority — but the Hytale ECS system doesn't guarantee event system ordering between plugins, and `Pre` always fires before `Post`.

              5. Challenge: Need to identify the correct block IDs that BetterLootBox uses. These are configured per-lootbox in BetterLootBox's config (`boxBlockId` field) and vary per server setup.

              References and Media

              1. BetterLootBox mod: https://www.curseforge.com/hytale/mods/better-lootbox-crates

              Confirmation Checklist

              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                enhancementNew feature or request

                Type

                No type

                Projects

                Milestone

                No milestone

                Relationships

                None yet

                Development

                No branches or pull requests

                Issue actions

                , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                Skip to content

                [Feat] Exclude BetterLootBox crates from container protection #91

                Description

                @derrickmehaffy

                Scope

                1. BetterLootBox (v2.6.0, by GilloDaby) places lootbox crates as regular blocks with a `container` state — HyperFactions' `BlockUseProtectionSystem` detects these as CONTAINER interactions and blocks them via the `ContainerUse` faction permission flag
                2. BetterLootBox handles interaction via `UseBlockEvent.Post` — but HyperFactions cancels at `UseBlockEvent.Pre`, so the lootbox handler never fires
                3. A server admin should be able to whitelist specific block IDs (or block ID patterns) to bypass the container protection check, allowing lootbox crates to work in claimed territory regardless of the ContainerUse flag
                4. This should NOT bypass all protection — break/place protection should still apply. Only the "container use" interaction check should be skippable
                5. This should be generic enough to work with any mod that uses container-state blocks for non-container purposes (not hardcoded to BetterLootBox)

                Implementation Details

                How BetterLootBox works (from decompiled v2.6.0 source):

                • Lootboxes are defined with a `boxBlockId` (any block type, typically a chest/crate)
                • `LootBoxUseSystem` listens on `UseBlockEvent.Post` — checks if the block at that position is a bound lootbox location via `service.getLootboxByLocation(world, pos)`
                • Primary interaction (with key in hand) → opens the lootbox
                • Secondary/Use interaction → opens preview UI
                • `LootBoxBreakSystem` cancels `BreakBlockEvent` for bound lootbox blocks (non-Creative)
                • Lootboxes are NOT actual containers — the mod intercepts the use event and opens a custom UI page instead
                • The mod uses `InteractionManager.cancelChains()` to prevent the default container UI from opening

                The conflict in `BlockUseProtectionSystem` (line 130):

                // Block's stateId = "container" → detected as InteractionBlockType.CONTAINER// → checks ContainerUse faction permission → denies if outsider/ally without permission// → UseBlockEvent.Pre cancelled → BetterLootBox's Post handler never fires

                Existing precedent — gravestone bypass (line 86-95):

                if (isGravestoneBlock(blockId)) {
                vargsIntegration = hyperFactions.getProtectionChecker().getGravestoneIntegration();
                if (gsIntegration != null && gsIntegration.isAvailable()) {
                return; // Let gravestone plugin handle via AccessChecker
                }
                }

                Suggested approach — configurable block ID whitelist:

                Add a new config field in `factions.json` (or `server.json`):

                {
                "claims": {
                "containerBypassBlockIds": [
                "Crate_*",
                "LootBox_*"
                ]
                }
                }

                In `BlockUseProtectionSystem.handle()`, after the gravestone check and before the zone/faction container check:

                // Check if this block is whitelisted for container bypassif (detectedBlockType == InteractionBlockType.CONTAINER
                && isContainerBypassed(blockId)) {
                Logger.debugProtection("Container bypass for whitelisted block %s at (%d,%d,%d)",
                blockId, pos.getX(), pos.getY(), pos.getZ());
                return; // Allow interaction — let the owning mod handle access control
                }
                privatebooleanisContainerBypassed(StringblockId) {
                if (blockId == null) returnfalse;
                List<String> bypassList = ConfigManager.get().getContainerBypassBlockIds();
                for (Stringpattern : bypassList) {
                if (pattern.endsWith("*")) {
                if (blockId.startsWith(pattern.substring(0, pattern.length() - 1))) returntrue;
                } else {
                if (blockId.equalsIgnoreCase(pattern)) returntrue;
                }
                }
                returnfalse;
                }

                Alternative approach — per-zone flag:

                Instead of (or in addition to) a global whitelist, add a zone flag like `LOOTBOX_USE` that specifically controls lootbox/crate interactions. However, this couples HyperFactions to a specific mod, so the generic block ID whitelist is preferred.

                Suggested permission node:

                No new permission node needed — this is a config-level bypass. Admin controls which blocks skip the container check via config.

                Risks and Alternatives

                1. Risk: Bypassing container protection for whitelisted blocks means those blocks have NO use-interaction protection in claimed territory. If a mod uses the same block ID for both regular containers and lootboxes, all instances would be unprotected.

                  • Mitigation: The whitelist is explicit and opt-in. Server admins must deliberately add block IDs. Documentation should warn about this.
                2. Risk: Wildcard patterns could accidentally match too many blocks (e.g., `Chest_*` would bypass ALL chests).

                  • Mitigation: Use specific patterns and document examples. Could also support exclusion patterns (`!Chest_Regular`).
                3. Alternative: Instead of a block ID whitelist, detect BetterLootBox as a soft dependency and check if a block position is a bound lootbox location via reflection/API.

                  • Downside: Couples HyperFactions to BetterLootBox specifically. The generic whitelist approach works with any mod.
                4. Alternative: BetterLootBox could register an interaction handler at a higher priority — but the Hytale ECS system doesn't guarantee event system ordering between plugins, and `Pre` always fires before `Post`.

                5. Challenge: Need to identify the correct block IDs that BetterLootBox uses. These are configured per-lootbox in BetterLootBox's config (`boxBlockId` field) and vary per server setup.

                References and Media

                1. BetterLootBox mod: https://www.curseforge.com/hytale/mods/better-lootbox-crates

                Confirmation Checklist

                Metadata

                Metadata

                Assignees

                No one assigned

                  Labels

                  enhancementNew feature or request

                  Type

                  No type

                  Projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions