Update and rename Regen (research required) to Regen (research required).md
This commit is contained in:
parent
f4af1d1260
commit
4265d7899c
2 changed files with 71 additions and 74 deletions
|
@ -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.
|
|
||||||
|
|
71
Plugins/Regional/Regen (research required).md
Normal file
71
Plugins/Regional/Regen (research required).md
Normal file
|
@ -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.
|
||||||
|
|
Loading…
Reference in a new issue