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PostPosted: June 17th, 2015, 7:54 pm 
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King

Joined: May 30th, 2015, 10:17 am
Posts: 3862
Location: Stirling - Scotland
Hey guys

We've been speaking about having a plugin for proposed "Safe" areas for a while now, starting as far back as Concordia.
This is a world building server, and in order to do that we need everything to look as beautiful, and aesthetically pleasing as possible, without sacrificing how things look due to gameplay mechanics of which there is no workaround.

For example: In Dunn, we've got a significant portion of our builds in Snowy areas. This picture gives an example of the immersion breaking mob-proofing makes an area. This is a settled town, with guards, and has been inhabited since the founding of the Empire.
It is not likely that a creeper or zombie would be found within the borders. This is so we can remove the torch spam, and allow immersion in a snow filled landscape, with only the roads lit up as would be the case in a real settlement.
Image



This would be strictly defined and have to be voted on course to apply for such an area:
- Proof that your area would be safe from monsters, via walls etc.
- Proof that you have snow or dont want an entire hillside (like concordia) illuminated for mobs to not attack villagers running around.
- Be prepared to show around a King in order to prove these points and claim your protected zone.


Please share thoughts and other possible prerequisites to gain an area like this.

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PostPosted: June 17th, 2015, 8:40 pm 
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Duke

Joined: May 28th, 2015, 8:02 pm
Posts: 370
I just did a little bit of research and it looks like I found a great bare bones anti-mob spawning plugin. It is called Antimobspawn and basically works the same way that world edit does in setting parameters for zones that will not include mobs. This means that we can set the surface to not spawn mobs while the mines underground will be unaffected, so any spawners that you may have in the area will remain functional. If the spawner is close to the surface (i.e. Concordia, Tiberton) it is easy to just set the safe zones around the spawners.

Here is the link to the mod itself
http://www.curse.com/bukkit-plugins/min ... timobspawn

And the only video that I could really find describing the use of the plugin
https://www.youtube.com/watch?v=qI8tYjSNLgQ

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PostPosted: June 17th, 2015, 8:46 pm 
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Duke

Joined: May 30th, 2015, 6:01 pm
Posts: 1336
Location: Michigan, USA
I fully support the use of this plug-in in certain areas, but only when there is a legitimate reason for not wanting to use torches (e.g. being in a snowy biome). Otherwise, I think we should keep things as vanilla as possible.

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PostPosted: June 17th, 2015, 9:06 pm 
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Duke

Joined: May 28th, 2015, 8:02 pm
Posts: 370
Besides its use for aesthetics in snow biomes, the plugin will be used to cover developed cities that most likely house villagers. Torching up and making an entire area mob free is not only unsightly, but frustrating and difficult to do. This plugin will help ease the stress on that sort of thing.

Of course we will have a new section on the forum where you will have to appeal why you want said area to be protected and the Kings and Dukes will go through the standard voting process to approve the use of the plugin in the area.

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PostPosted: June 17th, 2015, 9:09 pm 
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King

Joined: May 30th, 2015, 5:52 pm
Posts: 934
I would agree with Aurennis here: I believe that the use of this plugin would have to be strictly enforced to areas that, "torched up", would negatively impact the rpg element of Hermertia. By this, I mean that this would be used in situations such as Dunn's - you wouldn't see a field of snow broken up by neat circles of grass in a medieval setting. However, I feel that we should attempt to remain as close to our vanilla ideals as possible: for example, I would be against using this to keep a general area mob-free while building, for convenience. if this were to be implemented (and it seems likely given that most seem to be for it), I would hope it be used sparingly and only for cases where it would preserve the lore. In other words, it should be used for making the world look more authentic, and not for removing any of the challenge that we have always taken into account when playing in Hermertia.

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PostPosted: June 17th, 2015, 10:40 pm 
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King

Joined: May 31st, 2015, 3:32 am
Posts: 846
I would agree to this plugin for many reasons and fully support the use of it with certain restrictions. I think the conditions that Sam has laid out are fair and straight forward. I also agree with Nicholas' points above as well.

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PostPosted: June 17th, 2015, 10:43 pm 
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Duke

Joined: May 28th, 2015, 8:02 pm
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The idea is that it would be used in areas that have already been claimed by torches. It removes no challenges and makes cities with villagers that stay alive longer than 3 days a possibility.

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PostPosted: June 17th, 2015, 11:44 pm 
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Settler

Joined: May 30th, 2015, 12:45 pm
Posts: 63
I understand the reasons for Mob-Proof areas and overall I feel it is something that could be incorporated in specific areas.

However I would be keen to include a time dependent element in its use, as in for an area to have a mob-proof plugin used on it I think it should have been mob-proof via torches for a reasonable amount of time (I think 2 mercannum/months would be apt) in addition to the aforementioned walls, built up area, town guards, kings approval etc.

I think the introduction of a time element would not only provide a stronger lore-reason behind its use (as the area has been mob-proof for a while) but show that the area is really established as mob-proof anyway and it's just for aesthetics/authenticity.


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PostPosted: June 17th, 2015, 11:47 pm 
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Duke

Joined: May 30th, 2015, 8:19 pm
Posts: 1150
Location: Waterloo, ON, Canada
That seems needless as the whole reason behind having the plugin is for aesthetic reasons. I think the aforementioned rules should be fine Cesear

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PostPosted: June 18th, 2015, 12:53 am 
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Duke

Joined: May 28th, 2015, 8:02 pm
Posts: 370
I actually like the time idea. Its a good way to make sure that the area is already established and that the areas that do qualify aren't short of any sort of quality. Maybe not 2 Mercannum, but a time period nonetheless. We should probably set a list of all of the things an area must achieve to qualify for these permissions.

- Has the area been established as a sort of building site
- Has it been around for at least (2 months?)
- Individual must be of at least Count status (maybe duke, what does everyone else think?)
- Is the area already thoroughly torched?

lets hear some opinions

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