Commit Graph

5 Commits (master)

Author SHA1 Message Date
Vanessa Dannenberg 75cac91bea * refactor a few things
* rename nodes to .."_large"
* add smaller size, default 15³ m volume, make large default to 33³
  this makes the large one fit nicely at the dead center of a "city block",
  with 5m wide roads and 1m easement, on a 40m grid.  Small one fits well in
  a plot 1/4 of that, i.e. 5m/1m/40m roads, with 1-3m wide alleys on a 20m
  grid between them.
* add separate height setting (default same as x/z "radius")
* add coordinates of protector to description that's passed to `areas` mod
* make standard recipe point to small size, gives 2
  (recipe for large is just small x 8)
2019-06-19 16:12:04 -04:00
Vanessa Dannenberg fe6e77b9fa use basic_materials padlock in recipe and visuals 2018-12-19 14:28:57 -05:00
cheapie 62dcdd85f4 allow sneak+dig to remove the protector (#2)
without removing the area protection it created.

In both cases, sneak+dig incurs a deliberate cost, in an effort to
prevent a griefer using one protector to go around protecting stuff at
random.

* In creative mode, one protector is deducted from the player's inventory.
* In survival mode, the protector is not returned, and is replaced with 6
  steel ingots, unless there's no room for the ingots, then it just
  behaves as if sneak was not pressed and throws a warning.
2017-04-03 01:09:51 -05:00
cheapie cfc2c779b8 use an entity to show the protected area (#1)
(copied from Zeg9's mod)
2017-04-02 18:36:08 -05:00
cheapie 7316ba0bf8 Import existing content 2017-04-02 16:41:11 -05:00