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2020-04-15Fix deprecated API callscheapie
2020-04-15Fix a few bugs related to placing/digging protectorscheapie
2019-06-19* refactor a few thingsVanessa Dannenberg
* 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)
2018-12-19use basic_materials padlock in recipe and visualsVanessa Dannenberg
2017-04-03allow sneak+dig to remove the protector (#2)cheapie
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.
2017-04-02use an entity to show the protected area (#1)cheapie
(copied from Zeg9's mod)
2017-04-02Import existing contentcheapie