Comprehensive Guide:Protection: Difference between revisions

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== Bastion ==
== Bastion ==
'' {[https://github.com/CivClassic/Bastion source], [https://github.com/CivClassic/AnsibleSetup/tree/master/templates/public/plugins/Bastion config]}''


See [[Bastion]].
Prevent actions such as block placements inside claims, unless bastion is broken.

=== Basic Mechanics ===
CivClassic<ref>https://github.com/CivClassic/Bastion/wiki</ref> 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 vault bastion or city bastion alone with block placements takes exactly one hour and 30 minutes respectively 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. <ref>https://www.reddit.com/r/civclassics/comments/ggtkdx/changelog_20200510/</ref>

* 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. <ref>https://www.reddit.com/r/civclassics/comments/ggtkdx/changelog_20200510/</ref>

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:
{| class="wikitable"
|+'''Bastion Components'''<ref>https://factorymod.github.io/civclassic/</ref>
!Item
!Factory of Origin
!Ingredients (per recipe)
!Yield
|-
|Gearbox
|Redstone Mechanics
|16 gold, 4 iron blocks, 32 redstone
|1
|-
|Energizer
|Cauldron (Tiers 2 and 3)
|6 emeralds, 32 charcoal, 6 gunpowder
|1
|-
|Bio Component
|Animal Husbandry
|3 slimeballs, 32 ice, 16 grass blocks, 1 lava bucket (only consumes lava)
|1
|-
|Refractor
|Ore Smelter
|6 diamonds, 64 glass, 32 lapis blocks
|2
|-
|Casing
|Carpentry
|64 chests, 4 iron blocks, 64 obsidian
|4
|-
|Radar
|Iron Forge
|32 iron, 16 redstone, 8 eyes of ender
|8
|}
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.
{| class="wikitable"
|+Bastion commands
!Usage
!Description
|-
|/bsl
|Displays list of all bastions player is on Namelayer group for and their type, location and maturity
|-
|/bsi
|(INFO mode) Using USE key on block within a bastion field displays whether a bastion is present and if player is added to bastion group. If the bastion block itself is clicked, the bastions maturity is shown : e.g. "Bastion: Some Strength" if maturing and a percentage equal to however much health of the bastion remains.
|-
|/bsga <group>
| Add a Namelayer group to a set of "allowed to build" groups for a Bastion's Namelayer group. People on are thus able to build on areas covered by the bastions on . The person running command does not need to be on the added namelayer group.
|-
|/bsgd <group>
|Removes a previously allowed group from a Bastion's Namelayer group
|-
|/bsgl <group>
|list allowed groups in bastion groups
|}

{|class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Obsolete or misleading bastion commands
!width="30%"| Usage
!width="70%"| Description
|-
|/bsf
|Allows you to reinforce a sponge block without turning it into a bastion. Note: After this command is used, it may not be possible to turn sponge block back into bastion - the /bsb command does not appear to work. If you wish to display a bastion block without it applying an effect, simply place it down without reinforcing
|-
|/bsb
|(BASTION mode) Any reinforced target sponge block will become a Bastion Block. Note: This does not appear to work : if one wishes to place a bastion block they should simply place in normal mode, which requires no command.
|-
|/bsd
|(DELETE mode) Click bastions to delete them Note: This does not appear to serve a function - if one wishes to remove a bastion they own they can simply mine the bastion and do not have to delete the block and in the process lose the bastion.
|-
|/bso
|(NORMAL mode) Changes all bastion modes to normal. Note: Is not needed unless one is using DELETE or BASTION modes, which are also necessary. One can place bastions without using any bastion command, simply by reinforcing the bastion block.
|-
|/bsc
|No longer a command
|}
<br />

{| class="wikitable"
|+Bastions comparison
!Name
!Break time
!Maturation time
!Size
!Block placement
!Block reinforcement
|-
|Vault
|1 hour
|2 days
|21 x 21
|Yes
|Yes
|-
|City
|30 min
|2 days
|101 x 101
|No
|Yes
|-
|}

====== 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.

[[File:Hjaltland Vault 09.24.17.png|alt=Use of advanced bastion overlap patterns makes advancing even a single ring difficult. |thumb|Hjaltland's Vault as it stood in September 2017. ]]
<br />

=== Advanced Bastion Mechanics ===

==== 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.
[[File:Skybunker Bastions.png|thumb|Only two layers protect this skybunker, but they provide a large and durable area of safety for defenders.]]
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

<br />


== JukeAlert ==
== JukeAlert ==