jojoa1997 wrote:Does Xanadu stand for the certain thing in Shakugan no Shana F?
Xanadu is already a sort of paradise for builders but check the youtube link in the 1st post and you'll see it's real meaning...
jojoa1997 wrote:Does Xanadu stand for the certain thing in Shakugan no Shana F?
TenPlus1 wrote:Xanadu is already a sort of paradise for builders
TenPlus1 wrote:Lol, pounced on already... ehehe... Protector mod itself has a definable protection area now but I cannot change that in Xanadu since so many ppl have already placed them... Rollback is disabled for speed... It is still a survival server though at heart but many do enjoy building :)
inocudom wrote:How about keeping the old protector nodes and adding new ones that can be configured, or setting the default configuration to what it is in Xanadu?
Kilarin wrote:inocudom wrote:How about keeping the old protector nodes and adding new ones that can be configured, or setting the default configuration to what it is in Xanadu?
configurable would be GRAND. If not configurable, how about a protector block with something more valuable in the center (a mese fragment?) that protects twice as much area.
AND, if we are talking about adding new protector blocks, I have noticed that the cubical shape of the protected area is great for protecting buildings, but wasteful when you are protecting a road, bridge, or tunnel. Especially because the extra protected area makes it more difficult for anyone else to link up with your road or tunnel. For example, look at the roads coming out of spawn. They are three wide (typical road width), but the protection is 5 wide in each direction, meaning that anyone who wants to attach a "driveway" to the common road has to coordinate with the roads builder. Which is, of course, fine if the road builder didn't want people connecting to the road without permission, but a bit of a hassle when the whole purpose of the road is just to act as a main city street.
So, what if we had a protection block that protected an area that was 1 down, 1 to each side, 3 up, and. say, 30 forward and 30 back. That would make a total area of 3*4*60 which is a little over half the area of the standard 11x11 block, but would sure be nice for roads. You would need to be able to rotate the node with the screwdriver so you could make the long protected area point along the x, y, or z axis.
Of course, an individually configurable block would be far superior to this. But then, I know there has already been some issues on the server of people claiming vast swaths of land where they hadn't built anything. So there would need to be some kind of balance system to keep people from just plopping down a single block and claiming whole forests for themselves.
Oh, one more note while we are suggesting protection block changes. currently the system works so that you punch a block and the protected area glows purple. But what people are usually actually trying to figure out is if any areas are NOT protected. And that involves running around punching several nodes and trying to figure out if there are any gaps. I wonder if there would be some way to make it so that you could, instead of seeing the protected areas, punch a node and all areas within visual range (or some sufficiently large area) that are NOT protected would glow purple? Probably messy to implement. Might not work.
Just some ideas. I think protection works ok the way it is in Xanadu, but there is always room for improvement.
Inocudom wrote:In order for this server to be good for large buildings, protector blocks with bigger protection areas will be needed. How about adding additional ones?
TenPlus1 wrote:Rollback is disabled for speed...
TenPlus1 wrote: It is still a survival server though at heart but many do enjoy building :)
Kilarin wrote:So, what if we had a protection block that protected an area that was 1 down, 1 to each side, 3 up, and. say, 30 forward and 30 back. That would make a total area of 3*4*60 which is a little over half the area of the standard 11x11 block, but would sure be nice for roads. You would need to be able to rotate the node with the screwdriver so you could make the long protected area point along the x, y, or z axis.
Kilarin wrote:Of course, an individually configurable block would be far superior to this. But then, I know there has already been some issues on the server of people claiming vast swaths of land where they hadn't built anything.
Kilarin wrote: But what people are usually actually trying to figure out is if any areas are NOT protected. And that involves running around punching several nodes and trying to figure out if there are any gaps. I wonder if there would be some way to make it so that you could, instead of seeing the protected areas, punch a node and all areas within visual range (or some sufficiently large area) that are NOT protected would glow purple?
Sokomine wrote:Right now, it searches in a radius of 5 blocks or so around the position the player does something at and checks if there are any protector blocks in that area.
Xanthin wrote:not even the tower I rebuilded from the last map
TenPlus1 wrote:I am currently testing a level-like mapgen that is more realistic.
Kilarin wrote:Does this mean there is much of a chance of a map restart? And if so, is there a way we can get backups of structures we have worked on for a long time? (Or perhaps even get the transferred to the new map?)
Sokomine wrote:The best - and probably only safe - way might be to save your buildings locally with the map-saving client sfan5 wrote.
TenPlus1 wrote:there isn't going to be a map restart.
Guinzo wrote:Ok, i would ask a thing....i have protected building, but when i return play the building are disappear. And my question is: why this? And if have something wrong(I think that behind this there is a mod / admin) which rules i broke?
Had happened to me before as well, but I found that my pixel art in which I put a lot of effort disappearance ... it is not right...
(Sorry for my bad english)
Ah, my nick in game is TheGuinzo.
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