UtilityHats
Are you new to the idea of hats? Perhaps you're a server owner trying to find a new mechanic for your survival worlds. Either way, as the TF2 developers say, hats make a game 200% more satisfying. (Or something like that...)
Description:
UtilityHats presents your server with a new dynamic in the form of hat effects. The effects for each added hat were designed to keep a balance between head-wear marginal utility and costs. We've also made sure not to diminish the value of potions and enchantments by working parallel to them.
Tutorial/Demo (First 4 hats):
Features:
- Works right out of the box
- Configuration updates along with our releases. (New hats are no issue)
- The help is understandable to those who can read books
- Supports most popular permissions systems, including: Bukkit SuperPerms (Yes that includes PEX) and Legacy Permissions
- Players only need to know one 3-letter command.
- Players are only shown a list of what hats they have permissions for.
How-To:
- With a book in your hand, use "/hat" to get a list of available hats.
- Put the hat/block in your hand, and type "/hat".
- You now have a specialized hat on your cranium.
Dynamics:
Book: -Gives help output Glowstone **(Unavailable in the newest version as Minecraft does lighting client side now)**: -Pro: Lights up the area around you -Con: Attracts mobs at a greater range and through blocks Glass: -Pro: Can breath underwater -Con: Food depletes quicker -Con: Squids impede you, but will not drop ink or exp -Con: Your hat breaks upon taking damage Spawner: -Pro: 2x less damage from mobs that can naturally be found in spawners -Con: 2x more damage from mobs that aren't found in spawners Obsidian: -Pro: No damage from explosions -Con: Fall damage is increased by 2x -Con: Cannot sprint TNT: -Pro: Explode upon taking any damage -Pro: Explosion is as powerful as that of a charged creeper -Con: Removing hat from head will deplete all food -Con: Trying to sneak reveals your location Ice: -Pro: Water source blocks walked over temporarily turn to ice -Con: Any damage melts your ice -Con: Walking over oceans reduces food faster Piston: -Pro: With a redstone torch in hand, you can launch others upward -Con: Redstone power launches you upward -Con: Overheat upon dropping below half health Snow: -Pro: Negates fall damage -Con: One time use
Permissions:
The nodes only affects what happens when they use the "/hat" command.
- utilityhats.*: Can use any hat.
- utilityhats.book: Can receive the help output.
- utilityhats.glowstone: Can wear glowstone on head. (Unavailable in the newest version as Minecraft does lighting client side now)
- utilityhats.glass: Can wear glass on head.
- utilityhats.spawner: Can wear a spawner on head.
- utilityhats.obsidian: Can wear obsidian on head.
- utilityhats.tnt: Can wear tnt on head.
- utilityhats.ice: Can wear ice on head.
- utilityhats.piston: Can wear a piston on head.
- utilityhats.snow: Can wear a snow block on head. By default, these permissions are given to everybody.
What if some effects don't work out with my server?: No worries, just deny the permission for that hat, surely the many other unique hats will be able to keep your players content. Because players only see a list of hats which they have access to, it'd just be like that hat doesn't exist!
Note: Please put any suggestions in a ticket. We are still adding hats and tailoring a balance, so we may be less accepting of ideas than usual in the effort to give the best result without losing efficiency.
Some hats may be consistent of usually unobtainable blocks (such as spawners or ice). In these occasions, silk touch or other plugins are meant to be used. The pro/con balance is often based on certain plugins, (such as MonsterBox and IceExtractor) but any plugin that will allow for obtaining these blocks in moderation should be fine.
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Posted Feb 1, 2012since they despawn on their own i thought it could save u some code ;) also like anyone is gonna want to "harvest" these since they are practically useless (being non persistent)
even if someone was trying to grief by placing hundreds of them, they would all just disappear
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Posted Feb 1, 2012EDIT: http://www.minecraftwiki.net/wiki/Locked_Chest#Trivia
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Posted Feb 1, 2012@Devil_Boy
well they dont like explode or anything they just break as if u had smashed them XD
ill post shot
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Posted Feb 1, 2012@cvxx7q
Wait what? XD
You've gotta show me this :O
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Posted Feb 1, 2012@Devil_Boy
hey, i had an idea, you can allow them to place locked_chest instead of torches, the locked chest will create a light source and they automatically self destruct last time i checked :P
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Posted Jan 29, 2012@Devil_Boy
well i figured if i left a redstone powerd "wire" around the place (or redstone torches underground) the tnt ppl may kill themselves alot XD
also when i asked if they CAN i meant COULD YOU ADD, sorry :)
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Posted Jan 29, 2012@cvxx7q
Currently no, but I think that was a con I originally meant to add, but totally forgot about. It was supposed to allow for some sort of protection against TNT hat people.
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Posted Jan 29, 2012@Devil_Boy
hey, i wonder can the tnt hat be set off by redstone devices like the piston hat? :P
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Posted Jan 29, 2012@Devil_Boy
so.. instead of jesus mode (walking on water) we gonna have moses mode? (parting the water to make paths) ? :P
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Posted Jan 29, 2012@enilsss
The sponge hat will likely have something to do with the functionality in: http://dev.bukkit.org/server-mods/spongerestore/
If you guys have been wondering why hat updates haven't been rolling out lately, I've been busy working on SpongeRestore.
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Posted Jan 28, 2012This plugin looks amazing. Any possibility of adding the ability to fly? I know this kinda sounds stupid but a previous plugin had it before and it was awesome: http://forums.bukkit.org/threads/mech-fun-admin-rocketboots-v0-3-6-rocket-boots-for-flying-around-on-your-server-flight-1060.18143/
I'm thinking of maybe sponge hat? :)
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Posted Jan 27, 2012@bennieboy125
thanks, ill make a ticket then, and see if itspossible of not
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Posted Jan 27, 2012@cvxx7q
I like this idea
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Posted Jan 26, 2012i dont know if its worth writing a ticket for this, but what about wearing web block as a hat and u can climb like a spider? ;)
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Posted Jan 26, 2012@Devil_Boy
i have my moments.. ;)
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Posted Jan 26, 2012@cvxx7q
Yes a finite amount of torches would actually be better. Depending on where they place them in relation to where they remove their hat, it may or may not require both a database or ram. But a finite amount of torches means less block changes needed. A great idea.
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Posted Jan 26, 2012@Devil_Boy
that sounds good (remove on unload) or even do a snake trail of say 25
so when u place number 26 numbe 1 is removed, would that still require a data base or a lot of ram to track it for many players?
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Posted Jan 26, 2012@cvxx7q
It couldn't be handled well without a database, but if we were able to count on the server not crashing, we could use onDisable() perfectly fine. Removing the torches from unloaded chunks would be easy, just inefficient. We could always remove the torches from the chunks as the unload.
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Posted Jan 26, 2012@Devil_Boy
hmm, thats good, but what if the torches are in a chunk that gets unloaded? and even if u queue the removal, what if the server is restarted before that chunk is reloaded?
not doubting you can do it, just asking how its handled ;)
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Posted Jan 26, 2012@cvxx7q
We could try allowing them to place an infinite amount of torches or something, but having them all disappear on hat removal.
The snow hat has it's place ;)