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server_plugins_and_customizations [2023/07/31 12:45] – [Experts (Proprietary)] tritonioserver_plugins_and_customizations [2024/01/10 23:04] (current) – [Experts (Proprietary)] tritonio
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 Who attacks whom plays very little role as the damage is randomly applied to one of the two (either the one who got attacked, or it may be reflected back to the attacker). When player A hits player B, the probability of player B dodging and retaliating automatically (and thus reflecting the full damage that they'd receive back to player A, ignoring A's armor) is higher the closer B is to their base and the further away A is from their own base. Who attacks whom plays very little role as the damage is randomly applied to one of the two (either the one who got attacked, or it may be reflected back to the attacker). When player A hits player B, the probability of player B dodging and retaliating automatically (and thus reflecting the full damage that they'd receive back to player A, ignoring A's armor) is higher the closer B is to their base and the further away A is from their own base.
  
-{{::basedist.png?400 |}} The distance from the base is calculated as the Euclidean distance in 3D space but the player's height is always zero. The base's height is some number, which, when increased, effectively causes a permanent increase in the calculated distance. The height of the base increases every time the player dies in PvP and it also naturally increases and decreases based on a complex formula that aims to prevent certain exploits where a player would move their base at a location without being actually there. You can see the effective distance from your base, as well as the direction to it, by holding a compass for 10 seconds.+{{::basedist.png?400 |}} The distance from the base is calculated as the Euclidean distance in 3D space but the player's height is always zero. The base's height is some number, which, when increased, effectively causes a permanent increase in the calculated distance. The height of the base increases every time the player dies in PvP and it also naturally increases and decreases based on a complex formula that aims to prevent certain exploits where a player would move their base at a location without being actually there. You can see the effective distance from your base, as well as the direction to it, by holding a compass.
  
 BasePvP prevent players from lighting fires or placing lava near other players (although building a trap in an area before a player goes there is still possible). It also prevents dogs from causing damage to players. BasePvP prevent players from lighting fires or placing lava near other players (although building a trap in an area before a player goes there is still possible). It also prevents dogs from causing damage to players.
  
 Players do not drop items or XP when killed during PvP by a player's attack. But they will drop these if killed by a trap. To avoid having players use this as a non-vanilla way to teleport to their bed, it will also apply an unremovable slow curse for a length of time proportional to the distance that the player teleported by dying. Players do not drop items or XP when killed during PvP by a player's attack. But they will drop these if killed by a trap. To avoid having players use this as a non-vanilla way to teleport to their bed, it will also apply an unremovable slow curse for a length of time proportional to the distance that the player teleported by dying.
 +
 +While compasses normally show the effective distance from your base, they can be set to a custom target. Hold a compass and slap while looking downwards to set its target to your current location. Slap while looking upwards to reset it so that it shows distance from your base again. Hover your mouse on the compass to see what its target is.
  
 Finally, BasePvP sends you a message with your death coordinates when you die. Finally, BasePvP sends you a message with your death coordinates when you die.
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 ==== Experts (Proprietary) ==== ==== Experts (Proprietary) ====
-**Summary: You get tired when you break blocks and need to take short rests. You lose some items when you craft items. Practice improves both.**+**Summary: You get tired when you break blocks and need to take short rests. You lose some items when you craft items. Practice improves both. Or others can teach you.**
  
-{{::fatigue.png?400 |}}Adds a fatigue system to slow down breaking blocks and a fail chance to crafting items. Fail chances start at 75% while fatigue increase from breaking a block starts at 300% higher, which corresponds to a 75% slower mining rate. The fail chance increases by 3% per day and the effective slowdown imposed be the fatigue bar increases by 3% per day, never exceeding 75%. The fail rate or the slowdown gets multiplied by a fixed factor every time you craft something (whether you succeed or not) or whenever you break a block, and both are tracked separately for each type of item/block. {{::craftfail.png?400 |}}Failing to craft something means you lose the materials. Crafting 10 items at once is treated at 10 sequential events which can fail individually and improve your fail chances between them. Whenever you break a block it adds an amount of time to your fatigue bar. Your fatigue is reducing all the time at a steady rate. If your fatigue bar becomes full or goes beyond full, you cannot break blocks for 5 seconds.+{{::fatigue.png?400 |}}Adds a fatigue system to slow down breaking blocks and a fail chance to crafting items. Fail chances start at 99% while fatigue increase from breaking a block starts at 300% higher, which corresponds to a 75% slower mining rate. The fail chance increases by 0.3% per day and the effective slowdown imposed by the fatigue bar increases by 3% per day, never exceeding 75%. The fail rate or the slowdown gets multiplied by a fixed factor every time you craft something (whether you succeed or not) or whenever you break a block, and both are tracked separately for each type of item/block. {{::craftfail.png?400 |}}Failing to craft something means you lose the materials. Crafting 10 items at once is treated at 10 sequential events which can fail individually and improve your fail chances between them. Whenever you break a block it adds an amount of time to your fatigue bar. Your fatigue is reducing all the time at a steady rate. If your fatigue bar becomes full or goes beyond full, you cannot break blocks for 5 seconds.
  
 {{ :breakfail.png?400|}} {{ :breakfail.png?400|}}
  
-The daily increase means that nobody can be an expert at everything, as you need to keep investing time into something if you want to keep the fail chance or the fatigue increase for it low. To keep your fail chance almost stable close to 50%, you'd need to craft item of that type per day, or, for block break fail chances, you'd need to break about 128 of that kind of block per day. You can check your fail rate for crafting an item before you craft it, as long as you already have one lying around, by slapping a crafting table with the item in hand. Check the [[wastage]] page for details about wasted materials depending on the batch size.+The daily increase means that nobody can be an expert at everything, as you need to keep investing time into something if you want to keep the fail chance or the fatigue increase for it low. To keep your fail chance almost stable close to 50%, you'd need to craft 0.14 item of that type per day, or, for block break fail chances, you'd need to break about 128 of that kind of block per day. You can check your fail rate for crafting an item before you craft it, as long as you already have one lying around, by slapping a crafting table with the item in hand. Check the [[wastage]] page for details about wasted materials depending on the batch size.
  
-Having a Luck blessing will reduce, for its duration, the fail chance to 4/5ths of what it would normally be. It also equivalently improves (lowers) your fatigue gain.+You can learn to craft items by observing someone else while they are crafting. This will bring you to the same level as them. 
 + 
 +Having a Luck blessing will reduce, for its duration, the fail chance to 4/5ths of what it would normally be. It also equivalently improves (lowers) your fatigue gain. Unluck will have the opposite effect.
  
 Furnaces, enchanting tables, brewing stands, blast furnaces and smokers do not have a fail chance and work normally. Furnaces, enchanting tables, brewing stands, blast furnaces and smokers do not have a fail chance and work normally.
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 This plugin has multiple purposes: This plugin has multiple purposes:
-  * It aims to make people have to specialize. they can't easily be great at breaking all kinds of blocks, they will need to spend time to maintain their expertise at breaking those they want to be good at.+  * It aims to make people have to specialize. As they can't easily be great at breaking all kinds of blocks, they will need to spend time to maintain their expertise at breaking those they want to be good at.
   * Secondarily, it makes everything more expensive and grindier than vanilla.   * Secondarily, it makes everything more expensive and grindier than vanilla.
   * To be efficient you can either batch produce stuff, or find someone to trade with who is already more efficient at producing something than you are.   * To be efficient you can either batch produce stuff, or find someone to trade with who is already more efficient at producing something than you are.
 +  * Finally the teaching mechanic allows group of people to share expertise or even sell expertise to other groups.
  
 ==== GriefPrevention (3rd party) ==== ==== GriefPrevention (3rd party) ====
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 The purpose of the Shrine plugin is both to provide a way to wage economic warfare on other players and to also work as a sink for materials to increase scarcity. The purpose of the Shrine plugin is both to provide a way to wage economic warfare on other players and to also work as a sink for materials to increase scarcity.
  
-In addition to the uses, the Shrines plugin will keep track of players shrine score, which is sometimes used for [[competitions]]. You can see your current score as a number next to your IGN in the tab screen. You can see the top scores with the /toprank command. You can transfer your score to another online player by saying "I honor you username" and slapping the shrine block with an empty hand. If you instead say "I dishonor you username", then you will lose your score but also cause an equal loss of score for someone else who is online at the time. The scores in the tab list are on a [[https://en.wikipedia.org/wiki/Logarithmic_scale|log scale]] so don't expect them to add up or subtract from each other like regular numbers. We're using a base 1.1 logarithm so ever 7 points increase in the tab list scores signifies almost a doubling of the actual score of that player. Every single point of tab list score increase is actually a 10% increase in someone's actual score.+In addition to the uses, the Shrines plugin will keep track of players shrine score, which is sometimes used for [[competitions]]. You can see your current probability of winning the competition (it works like a raffle) as a percentage next to your IGN in the tab screen. You can see the top scores with the /toprank command. You can transfer your score (effectively your probability to win) to another online player by saying "I honor you username" and slapping the shrine block with an empty hand. If you instead say "I dishonor you username", then you will reset your score to zero but also cause an equal loss for someone else who is online at the time. Your probability of winning is equal to your score divided by the summed scores of everyone.
  
 Finally Shrines add epic mobs. About 1 every 111 mobs that spawn will be epic, with buffed speed and damage. Epic mobs will fake their death multiple times (on average 6) and teleport to the player. When they attack the player they will either change the item the player is holding or apply a random debuff for 4 to 10 seconds. Killing an epic mob counts as a massive offering to the gods but the gods can become bored of epic monster types in the same way they become bored of materials. Finally Shrines add epic mobs. About 1 every 111 mobs that spawn will be epic, with buffed speed and damage. Epic mobs will fake their death multiple times (on average 6) and teleport to the player. When they attack the player they will either change the item the player is holding or apply a random debuff for 4 to 10 seconds. Killing an epic mob counts as a massive offering to the gods but the gods can become bored of epic monster types in the same way they become bored of materials.
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 Shopping chests with strike-through text are empty. Shopping chests with their last line underlined have at least one payment in them that the shopkeeper needs to take. Once the payments are taken out and/or the items have been restocked, the shopkeeper should slap the sign once to refresh it and remove those lines from it. Shopping chests with strike-through text are empty. Shopping chests with their last line underlined have at least one payment in them that the shopkeeper needs to take. Once the payments are taken out and/or the items have been restocked, the shopkeeper should slap the sign once to refresh it and remove those lines from it.
 +
 +==== Twitch Chat (3rd party) ====
 +
 +Connects our Twitch channel's chat to the in-game chat so viewers can talk to players.
  
 ==== ViaRewind (3rd party) ==== ==== ViaRewind (3rd party) ====
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 Additionally, it will reply with predefined messages to certain questions when a player asks in chat. Additionally, it will reply with predefined messages to certain questions when a player asks in chat.
  
-Finally, it provides bread and a bed to new joiners.+Finally, it provides breada bed, four torches, two stacks of oak logs and an oak door to new joiners.
  
 ==== Zapping (Proprietary) ==== ==== Zapping (Proprietary) ====
server_plugins_and_customizations.1690807529.txt.gz · Last modified: by tritonio