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Direction Board - RandomCoords Intro & Pros/Cons
As promised I am posting an overview and a Pros vs Cons list for a proposed plugin: "RandomCoords"
What does this plugin do?: RandomCoords replaces the packets of information a server sends to a client that contain a player's true coordinates (x, y, z) with randomized coordinates every time a player logs into the server. For example, a normal coordinate would look like this: 531, 64, -1425 whereas a RandomCoords coordinate would look like this: -8000420, 64, 78465.
No other information will be effected. Y level will stay the same, as well as cardinal directions (North, South, East, West). The RandomCoords coordinates only get randomized every login and are unique to the player. While playing the coordinates will increase and decrease as normal, so walk 100 blocks in one straight direction on Z and the Z coordinate will change by 100.
What immediate changes would I see?: Using the debug screen (F3) will no longer display your true X and Z coordinates. Expect any client-side mods, like a minimap, to use the same coordinates your debug screen uses, meaning any waypoints set will no longer display correctly.
If we do add the plugin it would be with the 1.8 map reset, which by all likelihood would contain a custom map. A custom map would be created in such a way as to allow players to identify where they are due to the uniqueness of the biome or their surroundings, meaning we would not generate 10 separate and dispersed vanilla deserts on one world map. We are also discussing releasing a very blurry or basic map image to the players which will also be a useful aid.
To further aid the player, we are also discussing adding a set of simple commands that would allow a player to set in-game waypoints that their compass could point to.
- Compass by default will point to default world spawn point, which can be set to be 0,64,0 (Origin)
- /compSet1 -> player gets message “Compass point 1 set to your location.” ->Compass points to point 1.
- /compGet1 -> player gets message “Compass point 1 retrieved” ->Compass points to point 1.
- /compSet2 -> player gets message “Compass point 2 set to your location.” ->Compass points to point 2.
- etc… Allow for maybe 5 points to be set. Overwrite points with /compset# commands.
Let's run down the Pros and Cons the Direction Board has discussed and then I would like to hear your opinions and thoughts on adding this plugin for the next map reset.
- Creates a “bigger” world; fueling player imagination. Adds more wonderment and adventure to traveling, something that is sometimes taken for granted on a vanilla server.
- Unique; few public servers use the plugin. Would set the server apart from others.
- Makes the game more challenging by making travel challenging. Would extend “End-Game” by making game “longer”.
- No more “City X is at x,z,y - go grief!” - Would cut down on grief (for a good while before landmarks and roads).
- Gives purpose to the compass dial, in-game map. Points can be set that a player’s compass can point to.
- Makes landmarks and roads more useful. Players could use time travelled to determine distance, but that's prone to error.
- A strong reason for players to not be killed or at least have their bed broken - respawn and have to get a compass or find a landmark to get back.
- Gives new life to the radio plugin as a form of communication and direction finding.
- Complemented by a custom map with specific biomes. If we released an overview of the map with biomes then players might get an idea of where they are while still maintaining gameplay of plugin.
- Cardinal directions still in F3. Players can use geography and sun to determine direction.
- Non-vanilla, might be hard for newbies to grasp. Compass point use would need to be explained. Challenging for players.
- Waypoints are useless, so directional instructions needed. (walk five paces to palm tree).
- Hard to find your friends (unless all go to the map default spawn at Origin first or identify your area based on biome).
- If no bed, you can get lost on respawn without landmarks.
- Cities might be smaller initially as settlers can't use: “City X is at x,z,y - go here to join”.
- Needs additional game mechanics to be less cumbersome for the average, less hardcore player (compass points). Needs a custom map to be less of a burden (specific biomes).
- Displacement calculations might be a possible way to circumvent - Basically someone could use an outside script or program to map the distance walked or possibly download the map and open up on their computer. Could also base off of distance to Origin. It's a very time consuming approach.
- Need to overcome issues with moderator involvement (where was the base you want the mods to check?) - We're thinking of allowing mods to use player compass points when moderating so that base x-ray can be investigated.
- NEW Players who use coordinates to build things/convert spacial relations from creayive to the server, would not be able to do so or at least be at a disadvantage
Orebfuscator (anti-xray and chest obfuscation) updated for Minecraft 1.9
Are you tired of people using texture packs and x-ray to dig straight to ores, chests, and other hidden items?
Are you frustrated at a lack of good tools to combat these and other problems in Minecraft 1.9?
Well, worry no more!
Orebfuscator v4.0.5 for CB1.9.xI'm proud to announce that the first alpha release of Orebfuscator for CraftBukkit 1.9.x has now been released. This should support all CraftBukkit compatible 1.9.x servers, although we personally use only Spigot, currently.
It stops x-ray, texturepack/freecam, and other exploits in their tracks, by controlling what actually gets sent to the client by the server. This is a must have for 1.9 servers!
You can get it here: http://dev.bukkit.org/bukkit-plugins/orebfuscato
Aleksey, doing development for DevotedMC, has led the development effort and he and I together will be addressing bugs and issues as they are found and we drive towards a final release version.
Lishid decided to back away from the project and very graciously agreed to let DevotedMC (with myself and Aleksey as representatives) take over management of the BukkitDev page and lishid's Orebfuscator repository.
I'd encourage all server operators who were using Orebfuscator in 1.8 but have had to abandon it after upgrading to Minecraft 1.9 consider using the alpha release; we've been running it on our server now for several days with success and no lag (although our server is small, so we crave larger server operator's timings reports). The few known issues and workarounds are listed on the release notes, and all of them will be addressed in upcoming alpha releases.
- Direct link to Github release
- Direct link to BukkitDev download
- If you encounter any issues please report them here or on DevotedMC's fork