diff --git a/Plugins/Regional/Regen (research required) b/Plugins/Regional/Regen (research required) deleted file mode 100644 index 43492da..0000000 --- a/Plugins/Regional/Regen (research required) +++ /dev/null @@ -1,74 +0,0 @@ - - 1) OVERVIEW: - -Intercept chunk load and save events, at the NMS level. -Decide which LAYER's version of the chunk to load from, and save to. - - Layers are like additional region folders, storing alternate - versions of the world. - - - - 2) LAYERS: - - SEED: - the unmodified, from-seed version of each chunk - stored and NEVER CHANGED. - - MODIFIED LAYER: - multiple modified versions of the world - these can be associated with regions - - WILDERNESS BUILD LAYER (default): - temporary changes made to the wilderness are stored here. - these chunks are periodically overwritten from SEED - this layer is the default layer built into the plugin - - "SERVER BUILD" LAYER: - this layer contains Spawn, the dungeon-portal chunks, - anything that is "part of the server" - - TOWN LAYER: - this is the layer containing the stable, "official" peacetime contents of towns. - permanent changes, made by residents, are saved here. - - OTHER: - - SOFT CLAIMS LAYERS: - every soft claim generates its own temporary layer - - TEMPORARY MOVECRAFT PARKING: - want to park your craft without it being regenned to wilderness? - - WILDERNESS EVENT REGIONS: - used for longer events taking place in the wilderness - maybe used for pitched battles? - - - - 3) LOGIC - - REGION MANAGER: - region manager .yml declares which regions are working off which layers. - also declares any automated chunk regeneration (and which layer to regenerate from) - - COMMAND MANAGER: - create commands for complex actions (such as toggling war) that have multiple steps. - possible steps: create or delete layers, or, modify settings in the region manager - - COMMAND SCHEDULER: - put a command on a clock - - - - 4) HOW WE WOULD USE THIS PLUGIN: - - WAR: - During war, affected regions are placed in SANDBOX MODE. - We create a temporary layer; war chunks are saved to, and loaded from, this temporary layer. - When war ends, the temporary layer is discarded. Return to using the TOWN LAYER. - - WILDERNESS: - Changes made to the widerness are stored in the WILDERNESS BUILD LAYER. - When a chunk has not been modified for a while, it is reset from SEED. - diff --git a/Plugins/Regional/Regen (research required).md b/Plugins/Regional/Regen (research required).md new file mode 100644 index 0000000..4c531aa --- /dev/null +++ b/Plugins/Regional/Regen (research required).md @@ -0,0 +1,71 @@ + + 1) OVERVIEW: + + Intercept chunk load and save events, at the NMS level. + Decide which LAYER's version of the chunk to load from, and save to. + + Layers are like additional region folders, storing alternate + versions of the world. + + + 2) LAYERS: + + SEED: + the unmodified, from-seed version of each chunk + stored and NEVER CHANGED. + + MODIFIED LAYER: + multiple modified versions of the world + these can be associated with regions + + WILDERNESS BUILD LAYER (default): + temporary changes made to the wilderness are stored here. + these chunks are periodically overwritten from SEED + this layer is the default layer built into the plugin + + "SERVER BUILD" LAYER: + this layer contains Spawn, the dungeon-portal chunks, + anything that is "part of the server" + + TOWN LAYER: + this is the layer containing the stable, "official" peacetime contents of towns. + permanent changes, made by residents, are saved here. + + OTHER: + + SOFT CLAIMS LAYERS: + every soft claim generates its own temporary layer + + TEMPORARY MOVECRAFT PARKING: + want to park your craft without it being regenned to wilderness? + + WILDERNESS EVENT REGIONS: + used for longer events taking place in the wilderness + maybe used for pitched battles? + + + 3) LOGIC + + REGION MANAGER: + region manager .yml declares which regions are working off which layers. + also declares any automated chunk regeneration (and which layer to regenerate from) + + COMMAND MANAGER: + create commands for complex actions (such as toggling war) that have multiple steps. + possible steps: create or delete layers, or, modify settings in the region manager + + COMMAND SCHEDULER: + put a command on a clock + + + 4) HOW WE WOULD USE THIS PLUGIN: + + WAR: + During war, affected regions are placed in SANDBOX MODE. + We create a temporary layer; war chunks are saved to, and loaded from, this temporary layer. + When war ends, the temporary layer is discarded. Return to using the TOWN LAYER. + + WILDERNESS: + Changes made to the widerness are stored in the WILDERNESS BUILD LAYER. + When a chunk has not been modified for a while, it is reset from SEED. +