All RPGs and Storygames by Tod Foley are now available at DrivethruRPG and RPGnow. Bring these games to your table!
This module allow to remove cache files and unused files.
- If you use this module, you are conscience what you are doing.
You are the responsible of your work.
Download via composer and install via drush (Recommended)
composer require drupal/filecleaner
drush en filecleaner -y
Download and install via drush
drush en filecleaner -y
If you have a Drupal site and this is the first time you hear about the critical vulnerability published on March 28 2018 read the two last chapters immediately.
During the last week in the Drupal community around the world there has been a hustle about the security hole which was named DrupalGeddon2  . This vulnerability was "highly critical" and got many people scared - unnecessary. This post tries to explain when the vulnerability will become a problem? When the vulnerability is actually not a problem and how to handle the situation right.DrupalGeddon DrupalGeddon2 tietoturva Planet Drupal
The Preface and Introduction between them set the scene and evoke long-lost memories of early gaming in childhood (OK so I am a bit older than the author so there were no videogames to play with, and D and D didn't turn up until I was 18!). It all captures the magic of the alternate realities we inhabit as role-players, and gets you ready for this one, which you might have met before if you have played any of the Elite videogames. They were quasi-role-playing of themselves, but now with this game, that universe comes to life as a full-blown role-playing game. In a nutshell, your characters inhabit a universe where spaceship ownership is as common as car ownership is today, where there is vast inequality between rich and poor, weapons are easily available, life is cheap but opportunites for the brave and fortuate are endless...
There are basically three types of game that you can play. There are exploration games, espionage games (these include the police procedural ones like in the quickstart adventure The Worst Intentions that is bundled with the core rulebook), and military ones. Or in the true spirit of Elite itself, you can be 'Lone Wolf' individuals who nibble at the edges of civilisation to make your living. These are just ideas, of course, this is a rich canvas in which you may tell any story that you please.
We then dive straight in with Chapter 1: Character Creation. The process is summarised in a single page, but of course it's a bit more complex than that as you need to choose backgrounds and skills - even if you do get Trained Pilot background for free, 'cos zipping about in a spaceship is core to the game. You need to pick four backgrounds, which feed into the skills you bring to the game. These can be chosen or rolled for on a random table. A background generally gives you about four skills or their equivalent - some give eight and occupy two slots in your list of backgrounds. Each is described in a few sentences which build up to give an outline of your character's past.
One of the more interesting choices for a background is 'partner' - this gives you a whole other person who tags along with you, and has a character sheet of their own. It's suggested that the GM may role-play this individual, but another method - especially if several players in the group have partners - is to trade them amongst the group, playing each other's partners. One of the things coming out of the process already is a strong sense of 'You are the hero of your own story' and it's going to be interesting to see how this fits into the group or party oriented mindset of most RPGs, as characters are developed in isolation. There is a Karma point system which reiterate that 'You are the hero' view, with Karma Capabilities (you choose from a list and get Escape Death as a bonus one) and points which you can use to reroll a bad die roll... and all are consumed if you call upon Escape Death! They do regenerate, though...
Finally there are eight starships to pick from. They are all one- or two-person craft (if you have a partner you'll need a two-seater), or you can design your own with a 100.000 credit budget (which doesn't go that far...) if you prefer. But EVERY player-character has his or her own ship. You then need to give your character a name and decide what he looks like, and get some basic equipment. Then, adventure awaits...
Or at least it will once you've got through Chapter 2: Playing the Game. This begins by talking about the overall objective (to have fun and make a vast fortune whilst having exciting adventures) and the various GM-set goals you will need to achieve along the way. Several examples are given, all more or less open-ended as to what you're going to do about the situation. Then on to using those skills you just determined that your character has, a matter of deciding what skill you wish to use, getting a difficulty number to roll over and making your attempt by rolling a D10 and adding your skill bonus. If you use a skill, even if you are not successful, you put a tick beside it and at the end of the adventure you can raise it by 1 until you reach the level cap (40 for a starting character) - but only once per skill per adventure however many times you use it. There's a brief description of all the skills so that you can decide which one you want to use, and an explanation of how characters advance to higher levels - you don't want to go around labelled Harmless for ever, after all! This is done by amassing Rank Points, awarded by the GM for things like defeating a foe or succeeding with a skill that materially advances the adventure.
Chapter 3 is devoted to Combat, and it explains how combat works in space, between vehicles (planetside ones, that is), and in person. Combat in person is often conducted at a distance with firearms, but you can also brawl with fists or wave a sword around if you are feeling a bit mediaeval! When engaged in a fight, you may or may not choose to use a map - it depends if you like freeform fighting or a more 'miniatures skirmish' style. Both styles are accommodated here, it's really a matter of personal choice which your group will use. Combat proceeds through a turn-based system, with initiative determined by die roll. During your turn you can move up to ten metres and take an action, with numerous special cases according to circumstances. Note that artificial gravity has not been invented in this universe (although large ships and space stations can generate it through rotation) so characters will often find themselves in a micro-gravity environment. Most folk wear magboots, which keep your feet secure yet allow for movement: if you have them you can move normally in a low gravity environment - but if you're caught without yours movement can get a bit tricky! Wounds and healing are also covered here, before the discussion moves on to space combat. In this game, it's conducted at very close range - a few kilometers at most - and bears a lot of simularity to an aerial dogfight or naval ships in the age of sail exchanging broadsides with the added feature of fighting in three dimensions. A rough map does help here, whether or not you like them for personal combat. Again there is a whole range of actions you can perform both in preparation for combat and once the furball begins. It's also explained how you take (or deal out) damage and how it is repaired during combat. If things go too badly wrong, you might abandon ship by taking to the escape pods (if your ship has them). Finally vehicle combat is covered. It's similar to space combat except there are far more obstacles to crash into, and the ground limits the directions in which you can move.
Next, Chapter 4: The Galaxy is a guided tour of a spaceship, delivered as if you are taking delivery of a new one. This is followed by an overview of the galaxy itself, politically speaking. It's an amusingly ideosyncratic discourse, with an Empire and a Federation (both have advantages and disadvantages) and an Alliance of Independent Systems, as well as many independent worlds... quite a lot to take in but it all makes for a fascinating read. Under the guise of 'Good Citizenship in Space' it also explains what is acceptable behaviour out in the black.
Chapter 5: Personal Equipment follows, with details of all manner of items as well as the currency used. There are enough varieties of weapons to keep the most ardent gun-bunny content, with plenty of illustrations and descriptions as well as game mechanical information... and a selection of 'rare' items which could interest the collector or someone seeking a signature weapon. Armour - considered a bit crass to wear in public without very good reason - is also covered, as are cybernetic modifications, which again can have a negative effect on how people view the modified individual. Moving on to ordinary clothing we discover that in a very judgemental galaxy what you wear influences how others perceive you, via a Social Factor mechanic that quantifies the effect. There's all manner of other items of equipment here too, from communicators to cosmetics!
Next, Chapter 6: Spacecraft provides the lowdown on how cheap faster-than-light travel and the mass-production of ships has transformed the galaxy and the lives of inhabitants, with spaceship ownership akin to today's role of cars. All spacecraft come with weapons, as space piracy is rife. As already noted, it's a basic 'given' of the game that each player-character has his or her own ship, rather than the party sharing one as in most games. Here there are further details of the ships mentioned in the character generation section and of many more besides, and there are also rules for those who'd prefer to design their own ship from the keel up. A lot is based on the way the Elite: Dangerous videogame handles spacecraft, although some of the calculations have been simplified on the grounds that computers do sums a lot better than most role-players do! There is still an impressive amount to wade through if you do want to get into ship customisation, however. For the technically-minded, faster-than-light travel is empowered by a 'frame shift drive' although there's no real indication of what that does, just a few passing mentions of 'witchspace'. In normal space, thrusters are used. And yes, you can purchase a Docking Computer, which my husband, an Elite veteran, claims is essential as it takes all the bother out of docking with a rotating space station!
Chapter 7: Vehicles then does much the same for planetside vehicles as the preceeding chapter did for spacecraft. On normal inhabited and civilised planets, virtually all vehicles are autonomous and 'driving' consists of telling the vehicle where you want to go, however there are plenty places where the necessary infrastructure is not present and you still have to actually take control yourself. You do need, however, to make sure that your spacecraft has a large enough hanger to transport any vehicle you purchase... although no doubt it is possible to rent a vehicle for one-off use planetside. Some vehicles are designed for airless worlds, others operate in atmosphere while submarines and aircraft are also available.
That's it for the player section. We are now in to Gamemaster territory. It opens by explaining how daunting a first attempt at GMing can be... yet it's also rewarding and exciting as well. It discusses attitude and approach before getting down to mechanics like how to set difficulty numbers for task resolution... and how to handle the outcomes, good and bad, once the roll has been made. The discussion then moves on to the types of game you can run, with considerations as to how much preparation you can and want to do, how much you like freeform gaming compared to having a plot ready for the party to interact with and so on. Loads of ideas here. The first suggestion, for those who like very defined adventures, is a military or police campaign, then there's material about intrigue and espionage based ones. Then there's the major interstellar industry of exploring new worlds in search of places to exploit or colonise. There's frequent reference to the Random Generation System (RGS, detailed later!) which reduces the work of prior planning and preparation - it can even be used mid-game to create, for example, a new solar system even as the characters fly into it!
Yet the 'default' setting for a game based on Elite has to be the Lone Wolf one, with each character in his own ship - as laid out in the character creation rules - each working for himself, an independent operator. The constraints of a traditional role-playing group demand that they have to cooperate, but because they choose to do so rather than for employment reasons (be it military, police, exploration company or whatever). While these can be difficult to run, because the characters can go where they want and do what they want, there are certain frameworks that you can set, such as mission-based games. Perhaps they freelance for the aforementioned organisations, taking discrete jobs when the opportunity arises. Military, espionage and exploration missions can work well, as can 'cargo delivery' tasks. Or you can run a sandbox game: give them an area of space and a starting point and let them go where they like. It does take a fair bit of pre-planning, although the crafty will have a series of generic adventures that happen in whatever place the party has decided to go, or ones which are tagged to certain places but have no timescale, they'll occur when the party enters System X, be that the first place they go or the last. The RGS can help, but it's best if there is some kind of overarching plot. The Elite Dangerous galaxy has some 20,000 civilised star systems, but you don't need to design them all at once! Start with a dozen or so, and grow your galaxy over time. A lot of GMing will involve making things up on the spot, if only because the most unpredictable creature in known space is the player-character! Fortunately there's help available here about some perceived common occurences, many combat-related... but there are notes on all manner of things from hiring crew for a ship to making up new Backgrounds for people to use during character creation, and much, much more.
Then a concept of Between Adventures is introduced. This is a time for all the housekeeping, trading, ship- and character-improving tasks you don't want to role-play out but which do serve the progrssion of character and game as a whole. Perhaps the characters earn some money through independent activities in between the times they operate as a group. This can be abstracted - if you find too much detail sneaking in it may be worthy of some playing time, although some folks do like a reasonable level of detail even in their 'off-screen' time. The trick is to abstract the stuff you don't care to occupy role-playing time with, and use it to set up the things you do want to play out. It's quite a neat rationalisation.
But there's more. Chapter 9: Opponents provides advice about creating and using the opposition - individuals and organisations. At the most basic level, they come in three kinds: personal, vehicle and spaceship. These, of course, are the ones that the party have to fight - but the discussion soon moves on to creating encounters and provides pleny of examples at all three scales, grouped as military/mercenary, criminal, police/security and so on. Alien animals are also included for those venturing planetside; and finally there are drones for the technologically-inclined. Chapter 10: Rewards discusses how to reward characters appropriately for what they do, both in terms of cash and in terms of character advancement.
Finally, then, we reach the long-awaited Random Generation System. It's been mentioned enough in preceeding chapters, and now here it is in all its glory: an array of tables to help you generate systems, missions, just about anything you might need. It's equally useful for planning a game or in the middle of one when you need something in a hurry, and just reading the options available can often spawn ideas... and of course you can ignore the result of a roll when a better idea occurs, even if you started out setting something up randomly.
A raft of Appendices to aid in creative processes, then we are done. There's great potential here and it's playable irrespective of whether or not your group enjoys the Elite videogames. The concept of having each player-character running his own ship may be a bit of a challenge: do they travel as a pack, or when they get together do they dock their personal vessels and embark on something big enough for all of them? The entire game system is very open and adaptable, but the GM is going to have to do some groundwork - even if it's furious die-rolling against the RGS - before you are ready to go. Unless your group wants a police proceduaral in space game, the Quickstart that comes bundled with the core rulebook is more to introduce the system than to kick-start your campaign. Have fun, and keep your blaster handy!
Yesterday a highly critical security issue in Drupal was released. The issue itself is considered critical, because, the way we understood, it makes it possible to execute code as an anonymous user. This could lead to a complete hack of your site and complete exposure of your content - or, worse, if your webserver is badly configured, a full-scale hostile takeover of your server. (More background info available here and here.)
The issue was announced to the Drupal community a week early, so our Dropsolid team had plenty of time to anticipate and prepare. Currently, Dropsolid serves 482 unique and active projects, which contain on average three environments. To be more precise, this gave us a whopping 1316 active Drupal installations to patch. These environments are located on 65 different servers. 45 of those servers are out of our hands and are managed by other hosting companies, such as Combell or even dedicated hardware on site with the customer. At Dropsolid we prefer to host the websites within our own control, but to the Dropsolid Platform this ultimately makes no difference. For some customers we also collaborate with Acquia - these clients are taken care of by Acquia’s golden glove service.
So, back to preparing to patch all the different Drupal installations. We would be lying if we said that all Drupal installs were running on the latest and greatest, so we used Ansible and the Dropsolid Platform to gather all the necessary data and perform a so-called dry run. This was a real-world test across all our installations to verify if we could pass on a patch and then deploy it as soon as we have confirmed that the patch works for all the versions that we have available on our Dropsolid Platform. For example, it verified if the patch tool is available on the server, it injected a text file that we then patched to make sure the flow of patching a Drupal installation would go smoothly, etc. Obviously we detected some hiccups as we were testing, but we were left with enough time to resolve all issues in advance.
Throughout the evening, we had plenty of engineers on stand-by, ready to jump in should something in the automated process go wrong. The entire rollout took us about 2 hours - from the release of the patch over verifying the patch on all the different Drupal releases to rolling it out on all sites and, finally, relax with a few beers. This doesn't mean we had it easy. We had to work a lot, but a lot of hours just to make sure we could handle this load in this amount of time. That is why we are continuously building on our Dropsolid Platform.
Those who joined our hangout could bear witness to exactly how comfortable and relaxed our engineers were feeling during the rollout.
You might ask, joined our hangout? What are we on about exactly? Well, since the Drupal community was in this together, I suggested on Twitter to all join in together and at least make it a fun time.
A few nice things that happened during this hangout:
- Someone played live ukelele for us while we waited
- Someone posted a fake patch and made everyone anxious, but at least it was a good test!
- People were able to watch Dropsolid in total transparency how we coped with this patch and were also able to interact and talk to others in the hangout.
It made the whole evening a fun activity, as witnessed by Baddy Sonja.
Obviously this couldn’t have happened without the help of our great engineers at Dropsolid - and also because we invest a lot of our R&D time into the development of the Dropsolid Platform, so we can do the same exercise times 10 or times 100 without any extra human effort. Thanks to the Drupal security team for the good care and the warning ahead of time. It made a tremendous difference!
All our Dropsolid customers can rest assured that we have their backs, all the time!
If you are not a Dropsolid customer yet and you are interested to see how we can help you make your digital business easy, we’d be more than happy to talk. If you are running a Drupal site and need help with your updates or with your processes, we’d be glad to to help out and onboard you onto our Dropsolid Platform. You can keep your server contract while benefiting from our digital governance and expertise. Are you in charge of many many digital assets and feeling the pain? Maybe it’s time you can start doing the fun things again - just have a chat with us!
Drupal has always been a strong content management platform. The number one reason we use Drupal is because it so easily adapts to our clients’ content models. It enables us to easily map and structure many different types of complex content.
Let’s look at how we go about structuring that content in Drupal, and how we use terminology to define, group and link different types of content.Content Entities
In Drupal 8, every piece of content is an entity. To structure a site, you want to define different types of entities that will store different types of content.
Let’s take a publishing website as an example. We’re going to create entities for: books, authors, editions, interviews, reviews, book collections, book categories, and so on. You can start by drawing a map of all these nouns. I like mapping out content on a whiteboard because it’s easy to erase and change your mind and it’s bigger than a piece of paper.Relationships
Once you’ve mapped all the different types of content that will exist on your site, identify the connections between them. Simply draw arrows arrows between the content types that are related to one another.
A book has an author (or multiple authors): draw an arrow from book to author
A book can have editions: draw an arrow from book to edition
A book can have reviews, interviews: connect these
A book collection has books: group books by collection
A book has categories: associate books with topics and categories
Nodes, taxonomy terms, custom blocks, and paragraphs are all different types of entities. Each entity type has unique properties that make it better suited for different use cases and content types.
Here’s a breakdown of the most important Drupal terminology you need to know to structure your content:
- Node: A page of content is a node, accessible via its own URL
- Taxonomy terms: Used to categorize other content, taxonomy terms live in a hierarchy. They can be used to filter content and create unique landing pages.
- Paragraphs: Content that lives within other content and doesn’t need a dedicated URL is a paragraph.
- Custom Block: Any content that will be reused throughout the site becomes a custom block. You can also embed a block in a node.
- Bundle: An entity sub-type is a bundle. Usually, bundles can have have unique fields and settings.
- Field: A field is a component of the content, i.e. an ISBN, author’s name, or book title
Here’s how we would decide which entity type to use for each content type:
Books and authors become nodes
Book categories become taxonomy terms
Interviews, reviews and editions could be paragraphs
Books and authors would be node bundles (aka content types)
A book category is a taxonomy bundle (aka vocabulary)
A book collection is a block bundle (block type)
Reviews and interviews are paragraph bundles (aka paragraph types)
A book collection that needs to be displayed on several pages becomes a block
Once you’re looking at a book, you can start to think about what defines a book.
What information should it have?
Which information needs to be displayed?
How will we filter and order this content?
Will there be a single value for the field or multiple values?
List the various components of the content: title, author, ISBN, covers, genres, editions, reviews, interviews. Each of these will be a field.
Fields in Drupal can be single value (for example, each book has a single ISBN number) or multi-value (a book can have multiple reviews or authors). There are many other fields types that can store the content in a certain way that will affect how it can be displayed or used later (text, date, number, email, link, etc). A field that links one entity to another is a ‘reference’ field.Information Architecture
So far we’ve talked about structuring your content using entities and bundles. But how do users actually access your content? When you’re building out your site map, you’ll probably picture top-level pages. These may link to dynamic lists of content, or they may have sub-pages that are added beneath them.Linking to Content
In Drupal, we have three main ways to link to content: menus, views, and fields. In general, this is how we use them:
Menus are for static content: Menus are a static hierarchy of content. If you’re creating permanent content on the site that will be relevant for a long time, you’ll probably link to it through a menu.
Views are for dynamic content: Content that is ‘dynamic’ that will be added to frequently and is too abundant to add to a menu will probably be listed and linked to via views (the Drupal term for ‘list of content’).
Entity reference fields or link fields: You can also explicitly add a link from one content item to another using an entity reference field or a link field. For example, if you have a book and you want to have it link to three other hand-selected ‘related books’, you could create a ‘Content’ reference field for this.
You can go through your site map and figure out which pages are static (linked to by the menu) and dynamic content (linked via views). Landing pages tend to be connection pages. For example, a landing page might live in the menu, list a bunch of dynamic pages and also include explicit links to other pages via ‘calls to action’.Applying Menus and Views to Our Example
Using our example, you may have a static page for ‘About Us’, ‘Contact Information’, or ‘History of Publishing’. These would be created as pages and linked to via the menu.
You may also have a page that lists all the books and another that lists all the authors. Because your lists of books and authors are likely to change often, these lists should be created using views. When you add a new book or a new author, it automatically appears in the list.
Taxonomies make creating lists more interesting because we can create lists of content that are filtered by a particular taxonomy term. For example, if ‘prize winning’ is a book category, a taxonomy allows us to create a list of all the books that are ‘prize-winning’.
Finally, you might have a landing page for an upcoming book tour that includes details about the tour, a link to the book being promoted, and also links to other books by the author.Conclusion
There are many more things to know to build a site with Drupal. But when you’re planning out your content, you simply need to be able to draw out the structure and communicate this with your team. Knowing the basic Drupal concepts will help you communicate clearly and think about the site’s architecture at a high level.
To read about a real-life project in which we built out book content in Drupal 8, read about our project for Princeton University Press.+ more awesome articles by Evolving Web