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- overworld border 12K/20K (spacious enough to build but also small enough to favor players interactions)
- nether border 1500/2500 (8 to 1 blocks of previous borders)
- multiple end's dimensions (for have enough elytra for all)
- timed structures&dungeons regeneration (for permit all player loot dungeon's only items)
- 3951106291677499945 SEED 1.12 (a seed with all biomes and lots of structures)
- silk touch spawner drop
- beacon work only for owner player and his friends
- golems Treat not owner/owner-friends as hostile mobs
- elytra's more durable rocket boost and Sneaking while flying would lock your current direction of travel, while still allowing you to look around freely.
- expensive/time-restricted playet-to-player and homes teleporting
- no coordinates informations (for incentive exploration and orientation items and skills)
- max two sethome (one for main base, other one for exploration shelter)
- population density (for random new player spawning not too far/near other new players)
- inventory loss percentage (let player decide own Items-Loss-on-death percentage)
- (example [2 slot;10%] [3 slot;15%] [4 slot; 30%] [9 slot; 50%] [12 slot; 80%] [rest of items; 100%])
- (that incentive fight without too much fear of loose top tier items)
- Corpses on death with inventory
- TNT and end-crystal limits
- production and Placement cap (for avoid TNT spam but leaving the possibility of using TNTs occasionally to break into the bases)
- -[optional] using it increment player bounty
- InteractiveBooks (book could be used instead of commands, more vanilla approach)
- -plugin citizen 2,sentinel
- -guards
- (for protect players buildings and items from occasional griefer/thieves
- giving the possibility to the most prepared and equipped to assault
- the houses of others by killing or circumventing the guards)
- -sign-based patrol route assignment
- -book-based guards configuration
- -guards-chest (for give to guards player-made better gear)
- -offline (free server-given guards that patrol offline-player's buildings [very strong])
- -server guards give mining fatigue effect, level depends on
- -nearness
- -if your are under them [more strong],upper them[less strong]
- -the guard y position ( sea level [max strong] more up/down, progressively lower )
- -server guards affect block placement success attemps by
- -nearness
- -paid (for online guard that don't respawn on death,by hearts Quantity cost + 1/4 already-owned guards' price)
- [optional] [hard-to-do]
- -mercenary
- -wandering npcs that offer their sword in exchange for resources [time-based consuming]
- -book-based orders
- -catched&enslaved mobs
- -enchanted eggs can capture a white-list's mobs
- -command-book/other-mechanics could bind and enslave to a player a mobs
- -enslaved mobs don't attack and give bad effects on owner and his friends
- -mob example: elders for provide, in their line of sight, mining fatigue and act as a laser turret
- -trader
- -wandering npcs that sell players items
- -need a chest with items-to-sell and sell-info-books
- where trader can store your earnings and take items-to-sell
- -they have server-grade guard escort
- -[optional] killing it increment player bounty and drop a percentage of carried items
- keys and picklocking mechanics
- -players can lock their chest and doors
- -sneaky thiefs who infiltrate into a house/base could picklock thats with some-time-long attempts,
- -every attempt raise the percentage of trigger alarm that make some guard chase you for a while
- -guards report to owner who thief to him if alarm is triggered
- -Bounty Hunting&footsteps
- -player can set bounties
- -chased player leave footprints where he move
- -the chance to leave footprints is proportional to own bounty
- -they appear after a while (example 5 minuts), and disappear after some-long-time (example 2 hours)
- -if a player with bounty is killed by another player, drop always his head
- -bounty's head could be sold to a trader
- -chased player can pay for his bounty
- -chased player with invisibility don't leave footprints
- -chased player with disguise don't leave footprints
- -disguise
- -players have a small chance to drop their head
- -players who dress another player's head disguise himself in him and don't leave footprints
- -he can pass unnoticed by head's player owned mobs and online guards (but not the offline ones)
- -head have a small durability that consumes over time when weared
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