Typee Posted January 28, 2013 Posted January 28, 2013 Hey, so I'm setting up this Tekkit Lite server, and I have no clue what to do with Mystcraft. On the one hand, I do want to keep it. Exploring worlds is fun and good, as is cutting down on the grind with dense ores. Also since Tekkit mods require so much ressources, I would rather see people mine in parallel worlds rather than make big square holes everywhere in the overworld. The problem I have with it is how it can be used for quick, cheap and easy teleportation. Really when you have it, there is not really a point to rail systems, IC teleporters, clean roads and paths or anything of the sort. It sure is convenient, but it completely destroys the notion of distances, which I feel have a negative impact on the infrastructure and architecture done by the players. And it does it right from the very beginning. So I'm not sure how to handle it without disabling Mystcraft. Sure, I could remove the link modifier, but in the end, players with a lot of ressources would still teleport by making a teleportation hub in another age. So in the end it would be the same result as intra-linking/following linking books, only with more clutter (and possibly server lag). So the only working idea I can come up with so far is the following: - remove the linking book recipe - set up a mystcraft hub near the spawn - put a trade-o-mat there which exchanges regular books for linking books (crafted by an admin there) And that's it. So people would still be able to use Mystcraft for ages exploration, but all linking books would point back to the same place. Now that means they would still be able to teleport freely to the hub, but that's it. No more teleportation anywhere in the world. Any thoughts? Quote
ashkorewd Posted February 26, 2013 Posted February 26, 2013 It sounds like what I intend to do with Mystcraft. I love letting my players use it for quarries and exploration, and in the end, they still have to deal with the potential threats of a collapsing world. However, limiting what the players can make can be a daunting task, especially when using permissions plugins (yay BukkitForge!). I would recommend this path, as it limits how many worlds the players can create by not letting them create the description books, and you can limit them making linking books as well. Within certain permissions nodes, you can even limit the exact number of linking books a player can have in their name in total, thereby limiting their teleportation systems greatly. Another option is to fully lock Mystcraft to Ops only. That makes it a lot harder on you and your staff, but also makes the controls a lot simpler to manage. It can also be used as a tool for rewards and the such, though Mystcraft can be used that way regardless. Quote
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