Comprehensive Guide:Protection

Mechanics that protect structures and items.

Citadel
Protect blocks {source, config}

Spend resources to reinforce blocks to private groups; players not on the group must to break the block multiple times in order to destroy it.

Overview
Reinforcing blocks costs one item of the corresponding reinforcement material. This item is returned only when a player who is on the reinforcement group mines the block or uses the relevant Citadel command. Choice of reinforcement material is selected by punching the block with a chosen item or using Citadel commands.


 * Tool durability will not go down when damaging a reinforced block
 * Because a moment passes between block break animation and reinforced block reappearing it is possible to 'reach' behind reinforced block. The block will reappear before a player can fall or walk though, however
 * It is possible to double reinforce a double chest by placing it while using
 * Explosions will do one reinforcement damage to all blocks in blast range. This only applies to blocks that the explosion would have been able to damage had they been unreinforced.

Acid blocks
Reinforcing a gold block creates an acid block. An acid block can remove the reinforced block directly above it regardless of respective reinforcement groups. The acid block must be allowed to mature and must use the same reinforcement type as the block directly above it. When enough time has passed such that the acid block is mature, looking at the acid block and doing /ctacid will remove the blocks. The block on the top will be removed an the gold block will be dropped on the ground. /ctacid has a range of 40 blocks. It can remove several blocks at the same as long as they line up with the player's cursor. Acid blocks can be used in traps.

Insecure reinforcements
A reinforcement can be set to insecure using /ctin or /ctinsecure and hitting it. This allows hoppers to move items out.

Redstone interactions

 * Reinforced buttons will only emit a signal if someone from the namelayer is nearby (distance?)
 * Comparators cannot inspect the content of a reinforced container block (e.g: chests, furnaces, droppers)
 * Droppers and hoppers will not transfer items if the destination block is not on the same reinforcement group.
 * Blocks can not be attached to a reinforced redstone component (e.g dropper, dispenser, hopper?) if not on the reinforcement groups.
 * Reinforced doors, trapdoors and fences gate will only respond to a redstone signal if someone on the reinforcement group is less than 7 blocks away from it

Decay
Reinforcements placed under a group will decay if the group becomes inactive (no player in the groups logs in).

Currently, reinforcements will start decaying after 1 year of inactivity and the damage multiplier doubles every year. The damage multiplier is applied to every block break. This means that with a damage of multiplier of 2, reinforced blocks can be broken twice as fast.

Since a single player logging in is enough to reinitialize the decay clock and since the decay rate is rather slow, decayed buildings aren't common.

Terminology
A common abbreviation series is DRO/IRO/SRO/PRO, standing for for Diamond/Iron/Stone/Paper reinforced obsidian.

Advanced features

 * Note that reinforced blocks are not affected by gravity (e.g. reinforced sand will float). However if the block by default breaks when block beneath is removed, it will break even if reinforced (e.g. rails whose base is broken will also break).
 * Being in reinforcement or fortify mode will prevent the use of citadel buttons. Walking over pressure plates while in this mode will reinforce them to currently selected group.
 * Reinforcing farmland will give crops planted on it citadel protection.
 * Reinforce leaf blocks and destroying the tree they are apart of will lead to loss of reinforcment.

Known bugs

 * Placing a reinforced button/sign and breaking the block at the base will make it drop but will leave a reinforced air block behind. As this is an exploit its use should be avoided.

Reinforcement values
An online calculator can be found at: https://okx.sh/break/

Non reinforceable blocks
Some blocks cannot be reinforced. This includes blocks with unique properties such as TNT, bedrock and portal blocks. Most plants cannot be reinforced. Finally liquids and entities are also unreinforcable (they are not blocks).

Namelayer
 {source, config}

''A Citadel reinforcement group manager. Allows the creation of groups in Minecraft. From buildings to chat messages, one can selectivity restrict or expand which players have access.''

The extensive Namelayer commands can be entirely avoided:


 * - Open Namelayer GUI.

The first screen of the Namelayer GUI shows rows of chestplates each corresponding to a Namelayer group, each chestplate type corresponding to a permission level (Leather = Member, Gold = Mod, Iron = Admin, Diamond = Owner. The enchanted chestplate shows the default group which is the group reinforcements will be on after typing only ). For example the admin owner permission level gives the ability to delete the group while the member does not by default.



Updating username
Usernames are permanent. Once an account has logged in, it won't be possible to change the username. Changing the username the username using the official Minecraft website will not change it on CivClassic.

Bastion
 {source, config}

Prevent actions such as block placements inside claims, unless bastion is broken.

Basic Mechanics
CivClassic uses Bastion in tandem with Citadel and Namelayer. It adds two types of blocks to the game: city bastions (lored bone block) and vault bastions (lored sponge). They are an advanced defensive block, preventing foes from taking action in the space surrounding it. The fields they project cover a square area from the y-level where the bastion block is located up to y256 (sky limit). Vault bastions are typically used in defensive infrastructure (most notably, vaults) to prevent block placement and ender pearl throwing. They allow or disallow players based in membership on the group the bastion is Citadel-reinforced with, and can be broken by hostile players from any block under their coverage. Essentially, doing any "forbidden" activity inside of a bastion field will cause damage, and over a period of time (scaling with the number of people attacking) the bastion will break, deleting the block and removing its field from existence. The health of the bastion block depends on the Citadel reinforcement, but due to the high cost of the block there is little sense in using anything but diamond. A bastion cap refers to the blocks, normally 1 layer of DRO (Diamond-reinforced obsidian), placed around the bastion block itself to protect it. Without a cap, it may be more efficient for attackers to mine the bastion block itself than to break it via block placements.


 * Breaking a bastion alone with block placements takes exactly one hour for a single player. Bastions can be concurrently broken by several players, the speedup factor will be equal to the number of player e.g: It'll take 4 times less time for 4 players to break a bastion that it'd take for 1 player. (15 minutes vs 1 hour)


 * 50% of the damage dealt to vault bastions will also be inflicted on all other bastions within a 5 blocks radius (center block + 5) from the vault bastions that were not initially affected by the initial damages.


 * 50% of the damage dealt to city bastions will also be inflicted on all other bastions within a 25 blocks radius (center block + 25) from the city bastions that were not initially affected by the initial damages.

Bastions are created with FactoryMod using a bastion factory. To build one, it costs 32 of each of the 6 lored bastion components, each coming from a separate factory: This means that, not including the 6 factories above, the total cost of a bastion factory is roughly 96 diamonds, 192 emeralds, 174 iron blocks, 57 gold blocks, 121 redstone blocks, 1024 ice, 1024 glass, 1024 charcoal, 512 lapis blocks, 512 obsidian, 512 chests, 512 grass blocks, 192 gunpowder, 96 slimeballs, 32 eyes of ender, and a lot of lava. Due to this steep price, most players produce bastions collaboratively or purchase them from others with the means.

City Bastion
City bastions prevent unauthorized players from


 * Appearance: bone block


 * Size: 101 * 101 centered around the bastion block


 * Description: Allow block placement but prevents block reinforcements. Prevent exiled players from entering area of effect. Exiled players who come within the bastion range will be teleported to a location outside of the bastion field.
 * Factory Cost: 1 of each bastion component yields 4 city bastions.

Vault Bastion

 * Appearance: sponge


 * Size: 21 * 21 centered around the bastion block


 * Description: Prevent block placement, Prevent pearling to any block within the bastion field. Prevent exiled players from entering area of effect. Prevent flying Elytra into field. Elytra will break.
 * Factory Cost: 16 of each bastion component yields 16 bastions.



Overlapping Fields
While it is efficient to spread bastions out, defensive structures make use of overlapping bastion fields to ensure breaking a single bastion won't grant the breaker access to a full 21*21 area. In open spaces, blocks placed in the overlap would be a liability (since both bastions would take full damage) but vaults use walls and other physical barriers to prevent attackers from doing so. Immense subdivision and traps make ground assaults against such a structure difficult. One other form of field overlap involves the vertical dimension. You can protect an area in the sky (typically at sky limit, but not always) by forcing attackers to break one bastion at a time. This is achieved by separating bastion layers by 8 blocks (to prevent mining) and moving each successive layer one block diagonally away from the center. Unless they can find a way to place bastions closer to the center (either on the outside of your structure or on top of it) they can only break a single bastion layer at a time.

Block glitching
Vault bastions remove block placements, yet for a tick the block appears as normal. Server rules allow using block glitching to pillar out from holes. Block glitching more than a few blocks high is possible although timings make it difficult.

Exile glitching
Exile players are teleported outside of bastion fields. With a correct setup this can allow teleportation over large distances. This is against server rules.

Blocking

 * Vault bastions will block Block placements, Pearls, Elytra, Piston extensions causing block to enter bastion field, liquids from flowing into field (including through dispenser), exiled players from entering.
 * Vault bastions will not block entities (including falling entities), dragon eggs teleporting into field, bonemeal usage inside field

JukeAlert
Record the actions of other players in an area using snitches {source, config}

Creating a snitch
Snitches are triggered when a player enters the 11 block square shaped radius around the snitch block. Players with namelayer permission  on the group the snitch is reinforced to receive a chat message in the format. To create a snitch place a reinforced noteblock or jukebox. The snitch name can be set using the  command. Both noteblocks and jukebox snitches output chat messages on player entry yet jukebox snitches have the additional functionality of logging the entry in addition to block placement, block breaks and interactions with entities (Such as opening chests, killing mobs and mounting horses)

Checking snitches
Jukebox logs can be checked by players who have the permission. Standing within snitch range (11 block raduis) and typing  prints logs in chat while   opens a GUI containing logs. Both commands display the same information. can take additional parameters in the syntax. These parameters can be combined in any order.

Culling
Snitches need to be periodically refreshed by a player entering the snitch field who is on the snitch group with the namelayer  permission. Snitches that are not refreshed will cull and lose all functionality which can only be regained by breaking and replacing the snitch block.

Lever trigger
Jukebox snitches can be configured to cause levers on the blocks on or adjacent to the jukebox sides to output a redstone pulse. This behavior which is disabled by default can be enabled with  and disabled by   in radius of snitch.

The direction the lever is placed on changes the action type that causes it to trigger.

Nearby levers will be turned on for a duration of approximately 750ms. This duration can vary due to server lag. Levers that have already been enabled by players will also be turned off after 750ms.

Mechanics

 * Breaking a snitch will print the namelayer group it is reinforced to along with the owner of the namelayer. This does not apply to culled snitches.
 * Pearling in a snitch field will not trigger the snitch but moving inside will.

Tips

 * It is recommended to name snitches appropriately to locate snitches more easily. A good naming pattern can be
 * The Snitch Master mod is recommended when managing snitches.
 * It is advised to configure a Kira relay to send snitch messages to a discord channel.

Vault
See Vault