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help:regioning [2019/04/02 20:31] – WIP Iyssdenhelp:regioning [2019/04/19 16:54] – [Advanced Commands] myregions shows all worlds RobotoRaccoon
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 ===== Regioning ===== ===== Regioning =====
  
-On MCAU we use regions to keep players builds and property protected from all other players.  A region be default will only allow the player that created it to be the only person that can build in the area.  Regions also protect armor stands, animals from being killed, and access to Shulker Boxes.  Other players (or 'members') can be added to regions, allowing them to build while you (the 'owner') still hold control over the more advanced things such as flags and other permissions. +On MCAU we use regions to keep players builds and property protected from all other players.  A region by default will allow only the player that created it to build in the area.  Regions also protect armour stands, animals from being killed, and access to Chests / Shulker Boxes.  Other players (or 'members') can be added to regions, allowing them to build while you (the 'owner') still hold control over the more advanced things such as flags and other permissions. 
  
-All players are able to create regions, using a few simple steps.  For a guide in-game, check out ''/rhelp'', which has information on how to regions, some advanced commands, and information on how many regions and homes are available to players at each rank.+All players are able to create regions with areas up to **200,000 blocks**, using a few simple steps.  For a guide in-game, check out ''/rhelp'', which has information on how to region, some advanced commands, and information on how many regions and homes are available to players at each **[[community:ranks|rank]]**. 
 + 
 +**Note:**  Region boundaries can change how some game mechanics work.  For example, leaves won't grow on trees, or pistons won't push blocks through boundaries.  If you need this to happen, overlap the boundary with another of your own regions to get things working properly.
  
 ===== Step-by-step Guide ===== ===== Step-by-step Guide =====
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 ==== Step Two:  The first point ==== ==== Step Two:  The first point ====
  
-Imagine a region as a cube that surrounds your building area.  The two points that tell a region where to exist are the most opposite points of that cube.  So say you have a house with a fence surrounding it.  **Point One** will be the lowest point, underneath the corner of your fence.  __Left Click__ this block to set this point.+Imagine a region as a cube that surrounds your building area.  The two points that tell a region where to exist are the most opposite points of that cube.  So say you have a house with a fence surrounding it.  **Point One** will be the lowest point, underneath the corner of your fence.  __Left Click__ this block with the Wand to set this point.
  
 ++++ Picture of creating Point One | ++++ Picture of creating Point One |
 {{help:regioning_step_one.png}}  {{help:regioning_step_one.png}} 
 ++++ ++++
 +You will get a chat bar notification that the First Position is set, and co-ordinates.
 +\\ 
 \\  \\ 
 ==== Step Three:  The Second Point ==== ==== Step Three:  The Second Point ====
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 The most common mistake of regioning is thinking that the opposite corner is the other corner of the fence.  Whilst this is the opposite corner of a square, it is not of a cube, and so the region will not cover anything above the ground.  To cover your whole house, you'll need to select a point in the air. The most common mistake of regioning is thinking that the opposite corner is the other corner of the fence.  Whilst this is the opposite corner of a square, it is not of a cube, and so the region will not cover anything above the ground.  To cover your whole house, you'll need to select a point in the air.
  
-A natural point may already exist.  Otherwise an easy method is to build a dirt tower temporarily to create a point.  Once you get high enough to get over any area that you want protected, __Right Click__ the block to create **Point Two**.+A natural point may already exist.  Otherwise an easy method is to build a dirt tower temporarily to create a point.  Once you get high enough to get over any area that you want protected, __Right Click__ the block with the Wand to create **Point Two**.
  
 ++++ Picture of creating Point Two | ++++ Picture of creating Point Two |
 {{help:regioning_step_two.png}} {{help:regioning_step_two.png}}
 ++++ ++++
 +You'll once again get a notification that the Second Point is set with more co-ordinates.
 +\\ 
 +\\ 
 +==== Step Four:  Check Your Work ====
 +
 +At this point, there are a few things you can do to check your region before claiming it.
 +
 +  * ''/wesv'' provides an outline of the area selected, giving you a visual representation of the borders of your selection.
 +  * ''%%//size%%'' provides you with detailed information, including your point co-ordinates, the lengths of each dimension, and most importantly, the size of the area.  Again, remember a region can't be more than **200'000 blocks**, so if it is, set a Second Point lower down or closer in.
 +  * If the region doesn't quite cover what you need there are also commands to assist you.
 +    * ''%%//expand <#> [direction]%%'' will expand your selection, with directions being North (n), East (e), South (s), West (w), Up (u) or Down (d).  If you don't specify a direction, it will expand in the direction you're facing.
 +    * ''%%//contract <#> [direction]%%'' will reduce the selection size.  **Note:**  This contracts the side of the cube opposite to what you type.  For example, if you use ''%%//contract 10 w%%'', it will contract the //eastern// side //west// to reduce the size.  ''%%//contract 10 d%%'' will contract the //top// face //downwards//.
 +    * ''%%//outset <#>%%'' expands by the amount in all directions at once.  If you add ''-h'' or ''-v'' to the end, it will only expand horizontally or vertically.
 +    * ''%%//inset <#>%%'' contracts the amount in all directions.  ''-h'' and ''-v'' also work at the end of this command.
 +  * If you think you need to start over, ''%%//sel%%'' will de-select your region, giving you a fresh start on choosing points.
 +
 +There are also examples at ''/rhelp'' to show what happens if you set Point Two wrong.
 +\\ 
 +\\ 
 +==== Step Five:  Claiming Your Region ====
 +
 +Once you are satisfied that your region covers your build, simply use ''/rg claim <regionName>'' to finalise the region.  You can do a last check by hitting a block with a Stick, which will inform you of what regions that block is in.
 +
 +Instead of using a stick, you can also use ''/rg info <regionName>'',  which will tell you a lot of information, including the size of the region, who owns it, any members that can build in it, and what Flags are enabled (which are explained below).
 +
 +At this point, your build should now be safe from Grief, and you can relax!
 +\\ 
 +\\ 
 +===== Advanced Commands =====
 +
 +As the Owner of a region, there is much more that you can do with regions once they exist.  Add members to allow them to build, tweak flags to changes settings, or alter the region itself.
 +
 +  * ''/myregions'' will show you a list of all regions you own or are a member of.
 +  * ''/rg addmember <regionName> <player>'' adds another player to your region as a Member, allowing them to build, but not modify region settings.  A member also doesn't have the region counted to their alloted regions for their **[[community:ranks|rank]]**,  allowing them to be a member of as many regions as they wish.
 +  * ''/rg removemember <regionName> <player>'' removes a player's permissions to build in your region.
 +  * ''/rg sel <regionName>'' sets the region as your current selection (as if you'd set the points).  This is handy when used in conjunction with reclaiming.
 +  * ''/rg reclaim <regionName>'' allows you to use your current selection to update the size of a region, for if you need to expand out a bit as an example.
 +  * ''/rg flag <regionName> <flag> <value>'' gives your region a flag, which changes how certain things happen inside you regions.  If you leave the <value> as blank, it will remove the flag from the region.  A list of flags and descriptions are as follows:
 +
 +++++ List of Flags |
 +^ Flag ^ Value ^ Description ^
 +| ''chest-access'' | Allow/Deny | Even if you allow a player **[[help:chest|chest]]** access, they may not still be able to open it.  This flag will allow them that. |
 +| ''mob-spawning'' | Allow/Deny | One of the most used flags.  Changes whether mobs can spawn or not.\\ **Note:** This also includes animal breeding, villager breeding and building withers! |
 +| ''pistons'' | Allow/Deny | Changes whether pistons will work at all. |
 +| ''use'' | Allow/Deny | Another useful flag, will allow other players to use buttons, switches and pressure pads. |
 +| ''vehicle-place'' | Allow/Deny | Changes whether players can place boats or minecarts. |
 +| ''vehicle-destroy'' | Allow/Deny | Changes whether players can destroy boats or minecarts. |
 +||
 +| ''water-flow'' | Allow/Deny | Changes if water will update and spread. |
 +| ''lava-flow'' | Allow/Deny | Changes if lava will update and spread. |
 +| ''snow-fall'' | Allow/Deny | If you're in a snowy biome, will change whether snow forms on top of blocks as it rains. |
 +| ''snow-melt'' | Allow/Deny | Changes whether snow on top of blocks (natural or man-made) melts.  Useful in non-snowy biomes or sunlight. |
 +| ''ice-form'' | Allow/Deny | Changes whether ice can form naturally or not. |
 +| ''ice-melt'' | Allow/Deny | Changes whether natural or man-made blocks of ice can melt. |
 +| ''mushroom-growth'' | Allow/Deny | Will stop the natural spread of mushrooms.  Can still be placed by hand. |
 +| ''leaf-decay'' | Allow/Deny | Will stop the natural decay of leaves not near logs. |
 +| ''grass-growth'' | Allow/Deny | Will stop the natural spread of grass on dirt. |
 +| ''mycelium-spread'' | Allow/Deny | Will stop the natural spread of mycelium on dirt. |
 +| ''vine-growth'' | Allow/Deny | Will stop the natural growth of vines.  Useful for using them as decoration without them going crazy over time. |
 +| ''soil-dry'' | Allow/Deny | Will stop farmland going dry over time. |
 +||
 +| ''greeting'' | <text> | Will set a message that players get on entering.  Can be affected with ''/codes'' colours.\\ **Note:** Please keep it small and simple, as it can get spammy.  Staff reserve the right to remove greetings. |
 +| ''farewell'' | <text> | Will set a message that players get on leaving.  Can be affected with ''/codes'' colours.\\ **Note:** As with ''greeting'', Staff reserve the right to remove farewells. |
 +++++
 +
 +
  
help/regioning.txt · Last modified: 2024/03/06 22:04 by 127.0.0.1