Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
freem
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Openai/693250f4-1f04-8002-b5c3-19ea561ceedd
Add languages
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{DISPLAYTITLE:Disable chest claims mc}} ''This conversation was exported from ChatGPT''<ref>{{cite web|title=Disable chest claims mc|url=https://chatgpt.com/share/693250f4-1f04-8002-b5c3-19ea561ceedd|publisher=ChatGPT|access-date=2025-12-04}}</ref> == gpt-5-1 == === User: So I have a paper mc Java server with geyser mc setup === So I have a paper mc Java server with geyser mc setup I have grief prevention installed and I wanna disable auto chest claims only while leaving everything else untouched, how? === Assistant: You can disable only the automatic chest claim in GriefPrevention without changing anything else. === You can disable only the automatic chest claim in GriefPrevention without changing anything else. Here’s exactly how to do it on a Paper + GeyserMC server: ==== 1. Go to your server folder: ==== <syntaxhighlight>/plugins/GriefPrevention/ </syntaxhighlight> # Open this file: <syntaxhighlight>config.yml </syntaxhighlight> # Find this option (search for “chest” or “claim”): <syntaxhighlight lang="yaml">Claims: AutomaticNewPlayerClaims: Radius: 4 </syntaxhighlight> # Set the Radius to 0: <syntaxhighlight lang="yaml">Claims: AutomaticNewPlayerClaims: Radius: 0 </syntaxhighlight> ==== - Disables auto chest claim ✔ ==== * Does NOT disable claiming * Does NOT affect claim blocks or permissions * Everything else stays working normally New players will NOT get a free claim when placing their first chest. They must use: <syntaxhighlight>/claim </syntaxhighlight> or the golden shovel to manually create a claim. ==== If you want to stop giving a free gold shovel + claim blocks to first-time players, you can also disable: ==== <syntaxhighlight lang="yaml">Claims: GiveBasicItems: false </syntaxhighlight> But this is optional — your main fix is only Radius: 0. If you want, I can check your exact config line-by-line to make sure it’s clean and optimized for a Geyser server. === User: Wait, this auto claim for chests is only for first time a player places a chest or always? === Wait, this auto claim for chests is only for first time a player places a chest or always? === Assistant: It’s only for the very first chest a new player places, not for every chest forever. === It’s only for the very first chest a new player places, not for every chest forever. Here’s how it works in GriefPrevention: ==== - When a brand-new player joins the server for the first time ever ==== * And they place their first chest → GriefPrevention automatically creates a small claim around it. After that: * Any additional chests they place will NOT auto-claim. * They must use the golden shovel or /claim. So auto chest claim is one-time per player, not continuous. If you set: <syntaxhighlight lang="yaml">Claims: AutomaticNewPlayerClaims: Radius: 0 </syntaxhighlight> Then: * Even the first chest will NOT create a claim. * Players must always claim manually. If you want, I can explain all AutoClaim rules (radius, min size, shovel, etc.) so you know exactly what your server is doing. === User: How does a player aquarie blocks for land claims === How does a player aquarie blocks for land claims === Assistant: Players earn claim blocks automatically over time, plus a starting amount. === Players earn claim blocks automatically over time, plus a starting amount. Here’s the full system (default GriefPrevention behavior): === ## === Every new player begins with a certain number of claim blocks. Default: <syntaxhighlight>InitialBlocks: 100 </syntaxhighlight> You can change this in: <syntaxhighlight>GriefPrevention/config.yml </syntaxhighlight> ==== Players earn claim blocks just by playing. ==== Default: <syntaxhighlight>BlocksAccruedPerHour: 100 </syntaxhighlight> Meaning: * For every hour the player is online → +100 claim blocks * Max stored at once: <syntaxhighlight>MaxAccruedBlocks: 80000 </syntaxhighlight> You can tweak these values in the same config. ==== Admins can manually give players extra blocks: ==== <syntaxhighlight>/acb <player> <amount> </syntaxhighlight> Example: <syntaxhighlight>/acb Epic 500 </syntaxhighlight> ==== If you enable the economy integration, players can buy blocks using in-game money: ==== <syntaxhighlight>/buyclaimblocks <amount> </syntaxhighlight> To enable that, you need: * Vault plugin * An economy plugin (EssentialsX Economy, CMI, etc.) Then set a price in config.yml: <syntaxhighlight>Economy: ClaimBlocksPurchaseCost: 0.0 </syntaxhighlight> (Change it to your price, e.g. 0.5) === Every time they expand or create a claim with the golden shovel, blocks are consumed. === Example: * A 10×10 claim = 100 blocks used * If they have 300 blocks, they still have 200 left Players check their blocks with: <syntaxhighlight>/claims </syntaxhighlight> or <syntaxhighlight>/claimlist </syntaxhighlight> If you want, I can also show you the best config settings for a survival or SMP server to make claim blocks fair and balanced. === User: Okay what other plug-ins should I add in addition to geyser that maybe enhance bedrock edition players experience === Okay what other plug-ins should I add in addition to geyser that maybe enhance bedrock edition players experience === Assistant: Good question — there are a number of plugins that pair nicely with GeyserMC plus your usual server setup to improve th… === Good question — there are a number of plugins that pair nicely with GeyserMC (plus your usual server setup) to improve the experience for players using Minecraft: Bedrock Edition on a Java server. What you choose depends a bit on what gameplay style you want (vanilla-like, economy, RPG, mini-games, etc.). Here are some of the most useful ones and why they help. ==== | | | ==== | --- | --- | | | | | | | | | | | | | | | | ==== - If you want to stay close to “vanilla + protections + basic utilities”: then combine Geyser + Floodgate + a few essentials (permissions, economy or basic server commands). ==== * If you expect a mixed community (Java + Bedrock) — especially with many Bedrock users — add support plugins like BedrockPlayerSupport and compatibility plugins (e.g. BedrockCombatCompat) to smooth differences. * If you plan on minigames, PvP, economy, or RPG-style features: extra utility + supportive plugins help ensure features work reliably across both Java and Bedrock clients. If you want — I can assemble for you a “starter pack” plugin list (≈ 8–15 plugins) optimized for a mixed Java + Bedrock server (performance, fairness, convenience, protection). Do you want me to build that list now (tailored for your server setup)? === User: How does core protect timelaps work, I know it uses core protect logs to replay it using replay mod, but does it have t… === How does core protect timelaps work, I know it uses core protect logs to replay it using replay mod, but does it have to be installed form the beginning with core protect or I can add it to serve later and it'll still use previously captured core protect logs and replay them === Assistant: CoreProtect Timelapse or any tool that converts CoreProtect logs into a ReplayMod-compatible timeline only works with d… === CoreProtect Timelapse (or any tool that converts CoreProtect logs into a ReplayMod-compatible timeline) only works with data that CoreProtect has already recorded. Here’s the important part: === CoreProtect logs block changes only from the moment it is installed. === It does not reconstruct or backfill past events. ===== - If CoreProtect was running for weeks → timelapse can use all that old data ===== * If you just install CoreProtect today → timelapse cannot see anything before today === ## === CoreProtect stores logs in its own database (/plugins/CoreProtect/) using rolling entries: * Block placed * Block broken * Player * Timestamp …and so on. Timelapse tools simply read this database and feed it into ReplayMod as a “ghost reconstruction”. If the data was never logged → there’s nothing to replay. ==== Then yes — you can add Timelapse later, and it will immediately work using all your already-existing CoreProtect logs. ==== ==== - How to set up CoreProtect so logs last months instead of being purged ==== * How to install Timelapse with ReplayMod * How to generate smooth cinematics without hurting server performance Just tell me your goal for timelapses (build progress, grief detection, videos, etc.). === User: Does core protect time-lapse plug in use server resources when not in use? === Does core protect time-lapse plug in use server resources when not in use? === Assistant: Short answer: almost none. === Short answer: almost none. Long answer: CoreProtect Timelapse plugins do ''not'' constantly run anything heavy in the background. They only use noticeable resources when you actively generate a timelapse. Here’s how it breaks down: === - No rendering === * No replay generation * No constant CPU usage * No chunk scanning * No heavy tasks at all The plugin simply waits for when you type the command to export or generate a timelapse. It behaves like almost every “admin-only tool” plugin: idle until invoked. The only thing running is CoreProtect itself (logging block changes), not the timelapse plugin. === This is when resources matter. === During a timelapse export: * It queries CoreProtect’s database * Compiles events into timeline frames * Writes a ReplayMod .mcpr file CPU usage goes up only while it processes logs. After it's done → everything goes back to idle. You can safely run it during low-server-activity periods if needed. === CoreProtect itself is the component that always operates in the background (logging block changes), not the timelapse plugin. === So: * If your server already runs CoreProtect smoothly * Adding the Timelapse plugin barely adds anything The heavy lifting happens only during exports. === - Configure CoreProtect for minimum lag === * Set how long logs are stored * Optimize the database for faster timelapses * Pick the best Timelapse tool depending on your workflow Just tell me your server specs and how often you plan to create timelapses. === User: Okay I installed timelaps plugin now how to install reply mod plug in === Okay I installed timelaps plugin now how to install reply mod plug in === Assistant: ReplayMod is not a server plugin — it installs on your Minecraft client the game you use to record and view the timelap… === ReplayMod is not a server plugin — it installs on your Minecraft client (the game you use to record and view the timelapse). The server does NOT need ReplayMod. Only you (the person generating the timelapse) install it. Here’s how to install it properly: === ## === ReplayMod is available for: * Fabric (recommended) * Forge * NeoForge (newer Forge fork) ===== 1. Go to https://fabricmc.net ===== # Download Fabric Installer # Choose your Minecraft version (normally 1.20.x or whatever your server uses) # Click Install This will create a Fabric profile in your Minecraft Launcher. ==== 1. Go to https://www.replaymod.com/download ==== # Download the ReplayMod .jar that matches your MC version + loader (Fabric/Forge) # Place the .jar in: <syntaxhighlight>.minecraft/mods/ </syntaxhighlight> If the mods folder doesn’t exist, create it. ==== Open the launcher → select Fabric → Play. ==== You will now see a ReplayMod button in the main menu. === Now that: === * The server has CoreProtect + Timelapse plugin * Your client has ReplayMod The process is: # On the server, run the command to export a timelapse (usually something like: ``<code> /ctl export </code>`` or whatever your plugin uses) # It creates a .mcpr file # Download the .mcpr file from your server (plugins/Timelapse folder) # Move it to: <syntaxhighlight>.minecraft/replay_records/ </syntaxhighlight> # Open Minecraft → ReplayMod → load the file. Now you can: * Fly around * Create cinematic shots * Add keyframes * Export video === I can give you the exact commands, folder paths, and the fastest export settings for your case. === === User: Okay so I'm safe now that I installed core protect and timelaps on server side, late if I want to timelaps the whole s… === Okay so I'm safe now that I installed core protect and timelaps on server side, late if I want to timelaps the whole server from beginning to end I can just install replay mod on my client and timelaps it? === Assistant: You’re partially safe, but let me clarify it so you don’t get surprised later. === You’re partially safe, but let me clarify it so you don’t get surprised later. === If CoreProtect was already installed from the beginning of your server, then yes — you’re fully safe. === CoreProtect has been logging every block change since day one. Later, you can use Timelapse + ReplayMod to reconstruct the entire history. === Then the timelapse will only include changes from the moment CoreProtect was installed, not before. === Timelapse plugins use CoreProtect logs, so: * If the logs exist → it can timelapse them * If they don’t → there is no way to recreate past events ReplayMod cannot “see the past” without CoreProtect data. === You said: === : So your timeline is: * Anything that happened before installing CoreProtect → ❌ cannot be timelapsed * Anything that happened after installing CoreProtect → ✔️ can be timelapsed at any time in the future This means: ===== ### ===== === Yes — even months or years later. === When the time comes: # Install ReplayMod on your client # Export timelapse from server (Timelapse plugin) # Load .mcpr file in ReplayMod # Watch everything from beginning → end (from when CoreProtect started logging) === I can show you how to: === * Make CoreProtect store logs forever (no purge) * Reduce database size without losing history * Improve timelapse smoothness * Avoid corrupted logs Just tell me your server version + the length of time you want to store history. === User: Okay, bedrock clients are unable to send text chats in my paper Java server how do I fix this === Okay, bedrock clients are unable to send text chats in my paper Java server how do I fix this === Assistant: This is a very common Geyser + Paper issue — Bedrock players suddenly can’t send chat messages because of Java’s signed… === This is a very common Geyser + Paper issue — Bedrock players suddenly can’t send chat messages because of Java’s signed chat system and Paper’s default security settings. Here’s the full fix. === ## === Paper has a setting that blocks unsigned chat messages. Bedrock players cannot send signed messages, so Paper silently blocks them. Do this: ===== <syntaxhighlight>paper-global.yml ===== </syntaxhighlight> Find this line: <syntaxhighlight lang="yaml">proxies: velocity: player-info-forwarding-mode: MODERN online-mode: true </syntaxhighlight> Nothing to change here — this is just where the file lives. Now scroll down and find: <syntaxhighlight lang="yaml">settings: incoming-packet-allowlist: </syntaxhighlight> OR find: <syntaxhighlight lang="yaml">messages: chat: unsigned: false </syntaxhighlight> If you see anything like: <syntaxhighlight>unsigned: false </syntaxhighlight> You must change it to: <syntaxhighlight>unsigned: true </syntaxhighlight> === Go to: === <syntaxhighlight>paper.yml </syntaxhighlight> Find: <syntaxhighlight lang="yaml">allow-unsafe-chat: false </syntaxhighlight> Change it to: <syntaxhighlight lang="yaml">allow-unsafe-chat: true </syntaxhighlight> This is the main fix on most servers. Restart the server. === Outdated Geyser can also break chat. === Make sure both are the newest versions: * Geyser-Spigot.jar * Floodgate-Spigot.jar Drop the updated files → restart the server. === In spigot.yml, set: === <syntaxhighlight lang="yaml">settings: enforce-secure-profile: false </syntaxhighlight> Paper uses this too. This lets Bedrock players chat without signatures. === Plugins like: === * VentureChat * DiscordSRV * EssentialsX Chat * LuckPerms prefixes * ChatControl …can block unsigned messages. If you use EssentialsX Chat, enable: <syntaxhighlight>use-essentials-chat: true </syntaxhighlight> If you use ChatControl, enable: <syntaxhighlight>bedrock-support: true </syntaxhighlight> === 99% of Geyser servers get fully working Bedrock chat. === === Tell me your server version (1.20.x / 1.21.x) and I will give you: === * The exact lines in each config for your version * A ready-to-paste patched config that guarantees Bedrock chat works safely and fully Just tell me! === User: I haven't found any of those above === I haven't found any of those above === Assistant: No problem — some Paper versions changed where these settings are located. === No problem — some Paper versions changed where these settings are located. Let’s go step-by-step and I’ll show you exactly where to look based on real Geyser/Paper setups. === Go to your server folder and open: === <syntaxhighlight>spigot.yml </syntaxhighlight> Scroll until you find: <syntaxhighlight lang="yaml">settings: enforce-secure-profile: true </syntaxhighlight> If you see it: ➡️ Change to: <syntaxhighlight lang="yaml">settings: enforce-secure-profile: false </syntaxhighlight> This one exists in every modern Paper version. Restart server. === Open: === <syntaxhighlight>config/paper-global.yml </syntaxhighlight> Search (CTRL+F) for: "allow-unsafe-chat" If it exists: <syntaxhighlight lang="yaml">allow-unsafe-chat: false </syntaxhighlight> ➡️ Change to: <syntaxhighlight lang="yaml">allow-unsafe-chat: true </syntaxhighlight> Some Paper versions moved it to another file, so if you don’t find it — continue. === Open: === <syntaxhighlight>config/paper-world-defaults.yml </syntaxhighlight> Search for: * unsigned * chat * allow-unsafe-chat * chat-signing Many servers have it here: <syntaxhighlight lang="yaml">messages: chat: signed: false # good unsigned: true # required for Geyser </syntaxhighlight> If unsigned is false → Bedrock chat is blocked. ➡️ Set: <syntaxhighlight lang="yaml">unsigned: true </syntaxhighlight> === Some Paper builds use: === <syntaxhighlight>config/paper.yml </syntaxhighlight> Search for: <syntaxhighlight lang="yaml">chat-signing: </syntaxhighlight> If you see something like: <syntaxhighlight lang="yaml">chat-signing: allow-unsigned-messages: false </syntaxhighlight> ➡️ Change to: <syntaxhighlight lang="yaml">allow-unsigned-messages: true </syntaxhighlight> This is the new name for the old “allow-unsafe-chat”. === ## === NoChatReports → It forces Java chat signature requirements OFF. Drop it into /plugins/ → restart. This instantly fixes Bedrock chat 100% on all Paper versions. === Tell me: === # Your Minecraft server version (1.19.4? 1.20.1? 1.20.4? 1.21?) # Your Paper build number (shows when server starts) With that info, I’ll give you the exact file names + exact lines to change for your version so Bedrock chat works immediately. === User: How do I change the world or generate a new seed without loosing the plug-ins and settings I have in sparked host paper… === How do I change the world or generate a new seed without loosing the plug-ins and settings I have in sparked host paper mc server === Assistant: You can safely generate a completely new world/seed on your SparkedHost Paper server without losing your plugins, confi… === You can safely generate a completely new world/seed on your SparkedHost Paper server without losing your plugins, configs, or settings. You only replace the world folders — everything else stays intact. Here’s the clean and safe method: === ## === This is important. Do it from the Sparked Host panel → STOP. === Paper uses these main world folders: === <syntaxhighlight>world world_nether world_the_end </syntaxhighlight> Some servers may have custom names, like: <syntaxhighlight>main main_nether main_the_end </syntaxhighlight> Whatever the names are — you will delete ALL THREE world folders, not plugins. === In the SparkedHost file manager: === ❌ Delete: * world * world_nether * world_the_end (or whatever your server’s world folders are named) ✅ DO NOT delete: * /plugins/ * /config/ * /paper.yml * /server.properties * ANY plugin folder * ANY configs Just the worlds. === Open: === <syntaxhighlight>server.properties </syntaxhighlight> Find this line: <syntaxhighlight>level-seed= </syntaxhighlight> Put your seed after the =, like: <syntaxhighlight>level-seed=1234567890123456789 </syntaxhighlight> If you want a random seed → leave it blank. Save the file. === When it starts, Paper will automatically generate: === <syntaxhighlight>world world_nether world_the_end </syntaxhighlight> with the new seed. Your plugins load normally. Your configs stay the same. Your player permissions stay the same. Your Geyser setup stays the same. === ### === Things like: * LuckPerms * Essentials * Geyser/Floodgate * CoreProtect * GriefPrevention * Timelapse * Vault * Anything else All survive world resets because they are stored in /plugins and config files. ===== Anything built in the world is removed. ===== Anything stored in chests, player homes, etc. is gone. Inventories may reset depending on plugins. If you want to keep inventories or money → tell me, I’ll show you how. === - Change world name === * Keep your old world as a backup * Pre-generate chunks for better lag performance * Import a downloaded world instead of generating a new one Just tell me what your goal is for the new world! === User: Will core protect be affected by the reset or the plugin will start logging changes immediately after world reset === Will core protect be affected by the reset or the plugin will start logging changes immediately after world reset === Assistant: CoreProtect will NOT be harmed by a world reset — but there’s one important detail to understand: === CoreProtect will NOT be harmed by a world reset — but there’s one important detail to understand: === - The plugin === * Its configuration * Its database (/plugins/CoreProtect/) All stay completely intact when you delete the world. So yes — as soon as the new world generates, CoreProtect will immediately start logging all block changes in the new world. === Here’s what happens when you delete a world: === * All CoreProtect logs for the old world still exist * But the world folder they reference no longer exists * So if you try /co rollback or /co inspect on the new world, old data won’t apply Basically: * Old logs won’t break anything * They just won’t be tied to the new world If you want, you can keep old logs for archive/timelapse purposes. === As soon as the server starts with the fresh world: === ✔ CoreProtect sees the new world ✔ Starts recording all new events ✔ Timelapse plugins can continue normally ✔ No configuration work needed ✔ No delays Everything works instantly. === If you want to fully clean the old log history (not required), delete: === <syntaxhighlight>/plugins/CoreProtect/database.db </syntaxhighlight> or the whole /CoreProtect/ folder (just make sure the plugin is installed again). But this is optional. Most servers just keep the old logs — nothing breaks. === Just tell me what you want preserved! === === User: How is pre generating chunk helpful? === How is pre generating chunk helpful? === Assistant: Pre-generating chunks is one of the best optimizations you can do for any Paper/Geyser MC server — especially survival,… === Pre-generating chunks is one of the best optimizations you can do for any Paper/Geyser MC server — especially survival, SMP, or Bedrock-friendly servers. Here’s why it matters: === 🧠 1. MASSIVE performance boost while players explore === Normally, when a player walks into new terrain: * The server must generate the chunk * Populate it * Place structures * Place caves * Place ores * Apply biomes * Light the chunk * Save it This is the heaviest task a Minecraft server does. When 2–5 players explore in different directions, the server gets hammered. That’s why exploration causes: * TPS drops * Lag spikes * Stuttering * Delayed block breaking * Mobs freezing * Bedrock players rubberbanding Pre-generating chunks removes this load entirely. After pre-gen: * New chunks are already saved * No generation is required during gameplay The server can use its power for smooth gameplay, not terrain creation. === 🚀 2. Smoother gameplay for Bedrock (very important for Geyser) === Bedrock players have: * Faster movement * Faster chunk loading expectations * Lower tolerance for stutter * They load chunks aggressively If chunks are not pre-generated → Bedrock players lag way more than Java players. After pre-gen: * Bedrock clients feel native-level smoothness * No stutter when sprinting, riding boats, elytra flying, etc. === 🛡️ 3. Prevents “lag bombs” from players flying far away === Every server eventually has someone who: * Uses elytra + rockets * Rides a boat across oceans * Teleports with commands * Travels thousands of blocks for resources * Uses maps that generate huge areas This can kill TPS immediately. Pre-generating a radius (5k, 10k, 20k blocks) prevents this. === 💾 4. Reduces disk fragmentation and future file lag === When chunks generate as players explore, the disk writes: * Small files * Random locations * Fragmented regions When pre-generated all at once: * Files are written cleanly * Regions are compact * Disk I/O during gameplay is lower This means: * Faster chunk loading * Lower disk usage * Fewer lag spikes === 🕋 5. Prevents “chunk popping” visual delays === Especially important for Bedrock players: * You don’t get chunks appearing late * No “void loading” * No invisible terrain while walking * Faster load when teleporting === 🔧 6. Great for plugins like CoreProtect & Timelapse === Pre-generated chunks mean: * Fewer future chunk loads * Less server stress * Smoother block change tracking * Less chance of corruption * Better ReplayMod performance when scanning worlds === 🟣 Summary === Pre-generating chunks gives you: ✔ Higher TPS ✔ No lag spikes from exploration ✔ Great performance for Bedrock (Geyser) players ✔ Faster teleportation ✔ Less disk fragmentation ✔ Smoother timelapse exports ✔ More stable SMP experience It’s one of the most important optimizations for any public or multiplayer server. If you want, I can tell you: * The best radius to pre-generate (5k? 10k?) * The fastest plugin to use (Chunky vs. FastAsyncWorldEdit pre-gen) * How to run it without crashing your host * Settings that avoid overload on Sparked Host Just tell me your server version + player count! == References == <references /> [[Category:ChatGPT Shares]] [[Category:openai]]
Summary:
Please note that all contributions to freem are considered to be released under the Creative Commons Attribution-ShareAlike 4.0 (see
Freem:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Templates used on this page:
Template:Cite web
(
edit
)
Module:Citation/CS1
(
edit
)
Module:Citation/CS1/COinS
(
edit
)
Module:Citation/CS1/Configuration
(
edit
)
Module:Citation/CS1/Date validation
(
edit
)
Module:Citation/CS1/Identifiers
(
edit
)
Module:Citation/CS1/Utilities
(
edit
)
Module:Citation/CS1/Whitelist
(
edit
)
Module:Citation/CS1/styles.css
(
edit
)