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    posted a message on [IDEA] Claim Territory Mod - For Factions SMP
    Think about this, a mod in which a person or multiple players would be able to claim chucks for themselves to mine or do whatever. However, this is not a pure protection mod as other people can still come in your territory and alter blocks in the chucks you claim.

    This mod will need a new block, a "territory core". Once placed, a solo player will be able to claim territory in a specified radius, whatever the player chooses. The units will be in blocks and the number the player chose will include all the chunks within the circle created by the radius. Since we cannot have any one player claim the entirely of the map, the max should be 1000 blocks.

    "You have claimed a territory of 1000 blocks at the center x=0, y=0."
    A message to all the players isn't necessary for a single player claiming territory.

    A faction claiming territory will be a bit different. For this to work, factions for this mod must be it's own variation. I haven't played in a lot of faction SMP, but this should work all the same. The faction system should have tiers of command. I'm thinking of something simple.

    When a faction is being formed, there should be a window where you can list people with authority in the faction. The leader of the faction has all the authority, but there is space for him/her to enter a name if they wish to share the power. There will be other slots below to list other people with authority, namely if they could enlist and or ban players from the faction along with others. Ultimately, the leader will grant faction members whatever he/she chooses.

    When a faction chooses to claim territory, they must first establish a capital city. Whether the city is a dirt house or an actual city doesn't matter. The leader of the faction is the one that must establish the capital.

    "The NAME faction has established a capital, claiming 1000 blocks at center x=0, y=0."
    This message will be announced to all players.

    Once the capital is established and the territory is claimed, the faction can expand, building more cities with faction members with authority to do so. The leader chooses who can build cities for the faction, the cities a person builds will be in their name. To make this system beneficial to average players, a faction should be able to form with at least 2 players.

    Also, for this system of territory claiming to work, there must be another new item to keep track of the claims. A "territory map" which shows the circles of claimed territory, the faction or person who claimed the territory, and the person who placed the core there.

    The whole reason you want to claim territory in the first place is to keep track of people altering the blocks within your territory. The person who placed the core has the authority to accept and deny people from coming within the territory and or altering the blocks within the territory. If a people you don't want comes in the territory, their actions will be recorded.

    Right-clicking the core should bring up a menu which shows who you deny entered the territory and what they altered. The players in the territory have their own responsibilities to keep their possessions safe (Protected Chests). Only people authorized by the leader of the faction can access this menu.

    "NAME, of the NAME faction, had entered your territory and mined 1136 block(s), placed 54 block(s), and collected 3 ore(s)". From this sample data, you can make an assumption that this person of a certain faction had griefed in your claimed territory. In order to prevent people from leaving a faction to attack a territory without the faction being affiliated, there should at least a week before a person can rejoin a faction.

    To make sure the person knows whose territory they are entering, and not constantly looking at the territory map, words should appear on the screen to let you know whose territory you're entering. Don't make it annoying and have a delay till the next message pops up.

    To make sure there aren't massive amount of individual territories, the cores can be broken by people.

    "NAME, of the NAME faction, has destroyed your core at CITY NAME."
    The person who placed the core, the leader and other authorized members of the faction will be notified if their city has fallen.

    In order to enhance the faction experience, I believe a faction should have a more interactive role other than being on a list. faction chests where the riches of the faction is stored. From dirt to diamonds, the items within faction chests will become one big chest UI where everyone can have a share of what the faction has. This makes a powerful faction truly powerful as the members have an extra advantage other people who aren't a part of their faction.

    There is still many things to consider, such as defense of the cores with players aren't there to defend them, the other dimensions and portals, among other things I haven't thought of. This mod idea is huge and the likely-hood that someone will pick this up is slim, but I want people to think about this and how interesting these ideas can be.
    Posted in: Requests / Ideas For Mods
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    posted a message on I Need Some Creative Contributors For My Map
    Quote from Milikeny

    And you are just watching...wow, how cruel.


    Quote from Derathor17

    I kinda agree.

    I'm guessing you plan to open it into a server/make youtube videos and take the credit?

    Do it like the rest of us, work.


    What? You don't even know what you're talking about. You think I'm not working? I've been taking a whole lot of my time into this project. 450+ hours. So when I ask for a little bit of help for some small sections, you have the right to criticize me on how I do it?! I told them I'll give them credit for their work. I'm not taking their stuff and running. What is the problem then?
    Posted in: Creative Mode
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    posted a message on I Need Some Creative Contributors For My Map
    Quote from Milikeny

    What the hell are you doing? Seems like you're just recruiting people to do your dirty work.

    It only looks like that if you see it like that. I know this is not something anyone would be willing to do. But I'll help me a ton if someone would actually do it. So, yes, it is kind of dirty work.
    Posted in: Creative Mode
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    posted a message on I Need Some Creative Contributors For My Map
    Dot Dot Dot. Silence.
    Posted in: Creative Mode
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    posted a message on Need Contributors For My Map: Ambrosia
    I'm still looking for some contributors here. Anyone?
    Posted in: Maps Discussion
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    posted a message on I Need Some Creative Contributors For My Map
    Every time someone asks if they could help, I say they can and I never hear back from them. Perhaps I should take my chances somewhere else.
    Posted in: Creative Mode
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    posted a message on I Need Some Creative Contributors For My Map
    Quote from trailmix151

    i can help... i have had minecraft for a while and am very good with planes as well as rustic and medieval buildings... no picture but please consider me
    my name: trailmix151

    You don't need my permission to build something. Just download the world and build it.
    Posted in: Creative Mode
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    posted a message on I Need Some Creative Contributors For My Map
    I think people were reluctant because you didn't really feel like screenshoting and uploading it. Just use Mediafire.
    Posted in: Creative Mode
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    posted a message on The Village Experiment - The Behavior of Village AI
    Quote from IronMagus

    If you do, I would recommend you should probably use trunkz' Village Info mod, which pulls information about the village directly from the game, rather than relying on anecdotal evidence such as where the villagers are or aren't walking.


    It would seem the villages did merge when I destroyed more houses. I suppose what happened last time was that they weren't close enough. However, I'm wondering if the game made any attempt to discourage the merge. The villagers and golems were always staying at a distance from the other village.
    Posted in: Discussion
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    posted a message on I make mods for you.
    Mod name: NoClip
    What it does: Let's a person noclip while flying.
    When I want it: Anytime.

    I just want to see if you can do it. There seems to be no working noclip in the current or previous version of Minecraft. If you do manage to make this, it'll satisfy many people including me.
    Posted in: Requests / Ideas For Mods
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    posted a message on [Req] No NoClip mod in a while
    Somebody tell me something! What's going on here?
    Posted in: Requests / Ideas For Mods
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    posted a message on Single Player Commands [V4.9] - Official Download [SPC] [+NoClip]
    Is there a mod I can noclip? Single Player Commands, CJB, and zombe mod all took it out! There is no noclip anywhere!
    Posted in: Minecraft Mods
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    posted a message on [Req] No NoClip mod in a while
    There hasn't been a working noclip mod in three months, is anyone here willing to make one? I have a map I really want to continue working on.
    Posted in: Requests / Ideas For Mods
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    posted a message on The Village Experiment - The Behavior of Village AI
    Quote from IronMagus

    I respectfully disagree with some of your findings. For starters, a village's center point is defined not by the location of the villagers, but by the location of the houses (however, a house is not a "house" without a villager nearby, so they can indirectly affect the location of the center point, but not directly.)

    A village is defined by several factors, including the village center, radius, number of houses, and population.

    Two things are needed to make a village: wooden doors, and villagers. A "house" is defined as a wooden door with an "inside" and an "outside," and a nearby villager (see the link in my sig for details.) Without a villager nearby, it does not count as a house, and without a house, there is no village.

    The village center is the geometric center point, or "average coordinates" of all the "houses" (doors) in the village. The radius is either 32 blocks, or the distance from this center point to the furthest house, whichever is greater. As houses are added to or removed from a village, the game will recalculate the center and radius to reflect this. When two villages' boundaries overlap, they will merge into a single, larger village, but this does not usually occur immediately. The village-identification routine, or whatever you would like to call it, is run anew each time the world is loaded. So restarting the game (or, possibly, traveling far enough away to unload the chunks from memory and then returning) will cause a reevaluation of the positions of all the doors and villagers, and what was once two overlapping villages will become a single, larger village.

    As far as I can tell, there is no maximum size to a village. The reason your villages were "migrating" is likely because of the fact that there needs to be a villager in range of a door (sixteen blocks horizontally, 3-5 blocks vertically) for it to register as a "house." This, combined with the fact that villagers tend (generally, but not exclusively) to prefer the, I think it's northwestern-most? house at night if they can reach it, can cause them to slowly migrate over time, as the villagers will tend to crowd into one corner of the village and leave the other portions empty, causing those houses to "die off" and be dropped from the village. Had you left some villagers trapped in the first part of the village, so that they could not wander too far away from those houses, they would have kept the houses "alive" and they would not have been dropped.


    I've done some (limited) testing on this myself. I'm not sure quite how the village radius number relates to the actual village boundary shape, it doesn't appear to be perfectly spherical. From what I found, it appears the minimum distance from center-to-center (I actually measured edge-to-same-edge but since these modules are identical it should be true for center-to-center as well) in straight lines, with the minimum 32-block radius, is 64 blocks vertically, 75 blocks in the north-south direction, and 74 blocks east-west. I've only done a single test on this, by moving the towers closer together with MCEdit one block at a time and checking on the villages with Village Info until they merged, and then moving them one block back and checking that they were separate again. Then I rotated it 90 degrees and repeated. If anyone else would care to do further testing, either with these same identical modules or with more "natural" shaped villages and/or larger radii, I'd love to hear your results!


    Thanks for clarifying a few things for me. I never explicitly explained how the center's location is calculated because I couldn't tell. There were points in the experiment where every villager and iron golem crowded a single house, that was why I said the center depended on the villager;s location, but I also know their location depended on the houses. I didn't know the center relied on the houses they accepted. Of course, that'll make more sense than calculating every time a villager took a step.

    From what I observed, the villages weren't merging even when I re-logged. Perhaps it depends on the boundary shape or the houses location. I'll look into it.
    Posted in: Discussion
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    posted a message on The Village Experiment - The Behavior of Village AI
    I added my findings to the wiki, hopefully it doesn't get deleted.
    Posted in: Discussion
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