diff --git a/Plugins/Regional/Regen (research required) b/Plugins/Regional/Regen (research required) index 89fb3e1..43492da 100644 --- a/Plugins/Regional/Regen (research required) +++ b/Plugins/Regional/Regen (research required) @@ -9,90 +9,65 @@ Decide which LAYER's version of the chunk to load from, and save to. - - 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 - - - DEFAULT LAYERS: - - - WILDERNESS BUILD LAYER: + 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 - - - OUR LAYERS: - - - "SERVER BUILD" LAYER + 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) - + 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.