Vanilla Plots
Off topic → Minecraft related → Vanilla Plots
Eni I was thinking about that and I was thinking that we would let them build outside their plots, but they can’t reach to another with a plot border. So this allows two nice things. You can make your plot border nicer and that, or you can just have a clock reseting the plot borders if that is what @ScarredRedstone (Nitryx)was talking about. @eniallator
Edit: I like the second idea since it removes all piston worms and basically won’t allow piston pushing, but not sure about lag. Could be like 1 time a second since I’m going with either a 7 long plot border. Also piston pushing won’t go through if we put obby in between the plot borders! Then ofc tnt and all bad entities we just do /kill @e[type=all dat sheet!] Then in plot borders we will do /kill @e[type=!Player]
the way i see this being possible is with entities and basically when generating the plots theres an issue. so we can either have command blocks under the plot to get things ready or (and heres the issue) do it solely with entities and then the problem with that is that if an entity is trying to duplicate the plot in all 4 directions then once the first cycle is done then the second cycle will try to spawn entities where twice in the same spot and then the 3rd will try to do 3 etc - ill make it clearer below where it starts from the top left. now for the Tnt we can still have it but just before the fuse goes to 0 we have the largeexplosion particle go off with the sound and then kill the entity. and for the rest we can just execute at the plot entity.
1 | 1 | 1 | 1
1 | 2 | 3 | 4
1 | 3 | 6 | 10
1 | 4 | 10| 20
the numbers are the number of entities there are in each plot
in conclusion this would take an insane computer to process everything.