I'm currently building a region naming and block control mod called "ClaimBlocks". Unlike most other worldguard style mods, this mod is entirely manipulated using in world block placement. Claim blocks are created using recipes available to server players, so no admin interaction is required.
I'm opening up a thread for comments here, so I can find out what features I might have missed or otherwise get commentary on the idea.
First, the current features:
Place blocks to claim regions.
Regions can be named, and will display their name for a short period of time on entry.
Region name will also display so long as the player is holding a compass.
The player who created the region can ignore all the rules within that region
Place "rule" blocks to stop certain behavior within a region.
Example use: "Prevent breaking blocks"
Current rule blocks: Prevent placing block, breaking blocks, burning blocks, exploding blocks, interacting with blocks, and looting (opening vanilla chests specifically). A wildcard rule block is also provided, which bans all of the aforementioned.
Place "exception" blocks to whitelist specific behaviors.
Example use: "Allow breaking only sand and dirt."
Exception lists are manipulated just like a chest-- place dirt into the "break" exception block, now players can break dirt.
Currently, all rules except the "chests" block can have exceptions.
Exceptions compatible with most mods
Because all the exception blocks work like chests, players can put anything they want in them, creating any exceptions they wish.
Even creatures can be added as exceptions-- just put one of their drops inside the "spawn" exception block
Redstone Infraction Blocks.
Infraction blocks produce redstone power when a region's rules are broken.
Can be used to build all sorts of interesting things.
Now, screenshots:
The mod provides 3 different sizes of claim blocks, a number of rule blocks (in dark red), and some exception blocks (in light yellow).
Region claims can be made in 3 different sizes, pictured here. Also pictured is the mask item, which allows the player to visualize regions as colored overlays on top of blocks.
A region name displays briefly on entering a region, before fading away.
The infraction block produces redstone power for a short period of time after it detects a player attempting to break a region's rules.
Small Claim
The most basic block in the mod. Claims a region of 16 block radius around where this block is placed. Claimed regions can be given a name, but otherwise do nothing without rule blocks.
Average Claim
Requiring two small claims, claims a region of 32 block radius around where this block is placed. Claimed regions can be given a name, but otherwise do nothing without rule blocks.
Huge Claim
Requiring two average claims, claims a region of 64 block radius around where this block is placed. Claimed regions can be given a name, but otherwise do nothing without rule blocks.
Infraction Block
Crafted using a claim block and a redstone torch. Provides redstone power for a short time after a PLAYER attempts to break a region's rules. Will not react to actions by creatures (though, of course, they're still blocked).
Spawn Block
Crafted using a claim block and an egg. Prevents non-player living entities (animals, monsters) from spawning. It's possible to allow specific entities to still spawn, by putting one of their drops inside an spawn exception chest.
Breaking Block
Crafted using a claim block and any pickaxe. Prevents the destruction of blocks within the region.
Placement Block
Crafted using a claim block and dirt. Prevents the placing of new blocks within the region.
Burn Block
Crafted using a claim block and a torch. Stops blocks from burning within the region.
Explosion Block
Crafted using a claim block and gunpowder. Stops blocks from being damaged by explosions within the region.
Interact Block
Crafted using a claim block and a lever. Prevents players from interacting with blocks through any clicks. This means they can't open doors, pull levers, operate crafting tables, etc. Keep in mind exceptions can be made using the permit blocks.
Looting Block
Crafted using a claim block and a chest. Prevents players from opening chests.
Permit Blocks
Crafted using a rule block and a piece of paper. These blocks act like chests, and create exceptions to the rules based on their contents. If you put a block of cobblestone and a block of stone inside a Break Permit Block, for example, then players are only allowed to break those kinds of blocks.
Mask of Location
When worn, provides a colored overlay for regions. Useful for making certain region placement works how you want it to.
Boots of Infraction
When worn, the player's actions will be blocked by a region's rules even if they own that region. Useful for testing out rule sets.
Finally, some planned features before we hit 1.0. Suggestions are very welcome!
I'm thinking about having a "friends" feature-- you'd craft a friend card, right click on a player to get their ID, then place it inside the region claim block to give them permission to ignore the region's rules.
I'd love to add in some form of teleportation system, but I'm not sure if it's within the scope of the mod's goals. Is that something people might want? I feel like there's already some pretty decent teleporter mods out there though, so it's possibly redundant...
Anyways, that's what I'm working on right now. I should have a beta download available in a few days, and am shooting for the 1.0 by the end of the month. Let me know what you think!
Thanks for responding. Yeah, the entity spawning does go a long way to making a place safer.
However, it doesn't stop hostile mobs from, say, following the player into an area... so I've been toying with the idea of having those spawn rule blocks also remove any mobs that wander into an area. I don't know. If I do add that, I might have to make it optional in some kind of admin panel.
I'm currently building a region naming and block control mod called "ClaimBlocks". Unlike most other worldguard style mods, this mod is entirely manipulated using in world block placement. Claim blocks are created using recipes available to server players, so no admin interaction is required.
I'm opening up a thread for comments here, so I can find out what features I might have missed or otherwise get commentary on the idea.
First, the current features:
Now, screenshots:
The mod provides 3 different sizes of claim blocks, a number of rule blocks (in dark red), and some exception blocks (in light yellow).
Region claims can be made in 3 different sizes, pictured here. Also pictured is the mask item, which allows the player to visualize regions as colored overlays on top of blocks.
A region name displays briefly on entering a region, before fading away.
The infraction block produces redstone power for a short period of time after it detects a player attempting to break a region's rules.
Small Claim
The most basic block in the mod. Claims a region of 16 block radius around where this block is placed. Claimed regions can be given a name, but otherwise do nothing without rule blocks.
Average Claim
Requiring two small claims, claims a region of 32 block radius around where this block is placed. Claimed regions can be given a name, but otherwise do nothing without rule blocks.
Huge Claim
Requiring two average claims, claims a region of 64 block radius around where this block is placed. Claimed regions can be given a name, but otherwise do nothing without rule blocks.
Infraction Block
Crafted using a claim block and a redstone torch. Provides redstone power for a short time after a PLAYER attempts to break a region's rules. Will not react to actions by creatures (though, of course, they're still blocked).
Spawn Block
Crafted using a claim block and an egg. Prevents non-player living entities (animals, monsters) from spawning. It's possible to allow specific entities to still spawn, by putting one of their drops inside an spawn exception chest.
Breaking Block
Crafted using a claim block and any pickaxe. Prevents the destruction of blocks within the region.
Placement Block
Crafted using a claim block and dirt. Prevents the placing of new blocks within the region.
Burn Block
Crafted using a claim block and a torch. Stops blocks from burning within the region.
Explosion Block
Crafted using a claim block and gunpowder. Stops blocks from being damaged by explosions within the region.
Interact Block
Crafted using a claim block and a lever. Prevents players from interacting with blocks through any clicks. This means they can't open doors, pull levers, operate crafting tables, etc. Keep in mind exceptions can be made using the permit blocks.
Looting Block
Crafted using a claim block and a chest. Prevents players from opening chests.
Permit Blocks
Crafted using a rule block and a piece of paper. These blocks act like chests, and create exceptions to the rules based on their contents. If you put a block of cobblestone and a block of stone inside a Break Permit Block, for example, then players are only allowed to break those kinds of blocks.
Mask of Location
When worn, provides a colored overlay for regions. Useful for making certain region placement works how you want it to.
Boots of Infraction
When worn, the player's actions will be blocked by a region's rules even if they own that region. Useful for testing out rule sets.
Finally, some planned features before we hit 1.0. Suggestions are very welcome!
Anyways, that's what I'm working on right now. I should have a beta download available in a few days, and am shooting for the 1.0 by the end of the month. Let me know what you think!
Thanks for responding. Yeah, the entity spawning does go a long way to making a place safer.
However, it doesn't stop hostile mobs from, say, following the player into an area... so I've been toying with the idea of having those spawn rule blocks also remove any mobs that wander into an area. I don't know. If I do add that, I might have to make it optional in some kind of admin panel.