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Region (Creation Guide)

Multitallented edited this page May 5, 2022 · 11 revisions

Welcome to the Civs Region creation guide! Here you will learn about the various config options that you can use to create your very own buildings. First of all, you should read the Default configs to get an idea of what is ahead, our goal is to explain this so other users can also start configuring their regions, making each Civs server unique.

type: region # This is the type of config, it can be either "town" or "region".

icon: CHEST  # How the region appears in the world as a physical block. If you're
             # looking for a production region, then it must be a chest.

shop-icon: GRASS_BLOCK # Any item here, this defines how you want it to be displayed in the shop. 

dynmap-marker: cutlery # [A Dynmap Icon](https://github.com/Multitallented/Civs/wiki/Dynmap) label. 
                       # Leave blank if you don't want an icon

name: Test_Region # Name of the region. Must be unique.

price: 1000 # Base price of the region.

groups:  # Defines in which groups this region is. Useful for limiting 
- groups # the number of times the regions of this group can be built for
- farmer # each player.

level: 1 # Level (Tier) of the region. Useful for organization.

biomes:  # Lock this region per biome, allowing you to specify where 
- PLAINS # it can be built, ex: A Sand Quarry with biomes set to DESERT
- FOREST # can only be built on DESERT biomes and won't let you place it in others.

worlds:  # Locks this region to the desired world, so they can't be placed outside them.      
- world
- nether

pre-reqs: # Here you can find the pre-requisites of regions, such as member
          # of a town, permissions or built region.
- member=colony:outpost # This requires the player to be member of a colony or of an outpost to build this.
- perm=your.random.perm # Here, the player must have the permission 'your.random.perm' to build this.

towns:    #Sets the towns that this region can be built into.
- colony
- outpost

gov-types:  # Sets the government types under which this region can be built
- DICTATORSHIP
- FEUDALISM

build-reqs: # Defines the building requirements, i.e. the blocks this building requires.
- DIRT*100  # Here it needs 100 dirt blocks;
- g:bed*3   # 3 blocks from the "bed" group (defined in the config.yml);
- ...       # And any other block you want.
  
build-radius: 2 # The size of the region, 2 = 5x5 (center + 2 for each side).

rebuild: Test_Zone     # The building that this one must be rebuilt from.
rebuild-required: true # Requires it to be rebuilt from the previous building.

effects:      # The effects of this building.
- block_break # There is a link for the list of all region effects
- block_build # in the end of this document.

period: 300   # The cooldown in seconds per region cycle of production. 
upkeep:
  0:
    # This makes it so this region only runs this upkeep if a player 
    # with the "civs.admin" permission is an owner of the region
    perm: "civs.admin"
    # Run a command when the region upkeeps (see https://github.com/Multitallented/Civs/wiki/Tutorial-Config#commands )
    command: ^warp dungeon
 
    reagents:        # The items required to be inside the region
    - STONE_PICKAXE  # chest for the production cycle success.

    input:           # The items consumed by the region after  
    - STONE_SHOVEL   # the end of each successful cycle. 

    output:               # The items produced by the region after  
    - COBBLESTONE*10      # the end of each successful cycle. 
    - mi:MATERIAL.Salt*20 # MMOItems item.
    
    exp: 10               # Adds 10 experience points towards evolve effect.
                          # Use it to evolve buildings into another one after
                          # X successful upkeeps.    

    power-input: 1   # The power consumed by this region.
    power-output: 1  # The power produced by this region.

    payout: 1        # Positive values grants money, and negative takes.

Effects - Regions

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