In Depth

In Depth Mechanics Explanations

plugins/CakesMinerApocalypse/config.yml

Here are the default options in this mod's config.yml .

size: 10000 how wide and long you want the world to be before teleporting players to the opposite side.

worlds: your world names and whether or not you want this mod to run on them.

world: true

world_nether: true

world_the_end: true

randomSpawn: true whether or not you want players to randomly spawn throughout the world.

apocalypseDamage: true whether or not you want players to take radiation damage when close to craters.

shelterChance: 0.001 chance of generating a shelter in a chunk. 0.001 means a shelter has a 0.1% chance of being generated in any chunk.

craterChance: 0.001 chance of generating a crater in a chunk. 0.001 means a crater has a 0.1% chance of being generated in any chunk.

pipboyID: 345 what item is your Geiger counter and radio. 345 is a compass.

chatDistance: 50 what distance away you can no longer hear a person at all. At half this distance letters start being dropped from their message. If chat distance is set to -5, the chat limiting feature will disappear completely and all players will be able to talk in global chat. If it is set to any other negative number, no players will be able to hear the localized chat from this plugin, however other plugins that modify chat will work.

Random Spawning

When you first login to the server, you will be spawned at a random location, on the highest block present. Dying by player, or dying with less than 50% food will get you randomly spawned somewhere else. However, if you accidentally fall off the edge of your castle and die on the ground with over 50% food, then you will respawn at your bed, if you have one.

Support Command

In order to get in touch with the ops on the server, as you can't shout more than 50 meters away, just use the /support command. What you do is type in /support and then your message. Example: "/support how do I mine fish?" This will broadcast that message to the ops of the server, and then they can teleport to you to talk to you.

Continuous Limited Map Size and Multiworld Support

When this plugin is run for the first time, a file called plugins/CakesMinerApocalypse/config.yml is created with the default value of size being 1000. This value, which can be changed in the text file, specifies how wide and long the map is. Keep in mind, when setting how large the map will be, the maximum possible radio range, when 128 iron are on top of it, is 6400, and global radio stations aren't in the spirit of Miner Apocalypse. Once a player reaches the edge of the map, they are teleported to the opposite side of the map, as if the left & right and the top & bottom sides of the map were connected.

Another set of values is created in plugins/CakesMinerApocalypse/config.yml as well, which are under the heading of "worlds". The first time you run the plugin, all of the worlds you currently have running will have their names put down in the file with the word "true" next to them. This plugin runs on every world by default, and by changing the value of the "true" to "false", you can disable the plugin on that world. If your world is not listed in the config file, the plugin will run by default on that world. You can disable it by adding your world name to the list of world names and putting "false" beside it.

Chat Distance

Chat depends on how far away you are from the people you are chatting to. By default, if you are closer than 25 meters, you will hear them like normal. If you are between 25 and 50 meters away, random letters from your chats will be deleted, the amount deleted based on how far away you are. At further than 50 meters away, you will no longer be able to hear the chat. The distance at which you will no longer be able to hear chat (by default 50 meters) is configurable in the config.yml as the chatDistance variable.

Personal Radio

Long range communication can be accomplished via radio equipment. In order to pick up radio signals, you must use the /radio command while holding a compass in your hand. You don't have to hold the compass all the time to pick up frequencies, you can have it somewhere else in your inventory and still listen to the radio, but in order to set the radio frequency, you must be holding it in your hand. By typing in /radio and then a number afterwards, you tune your personal radio to that frequency, and will pick up any transmissions given on that frequency if you are in broadcast range. An example usage is /radio 3426 , which will tune your radio to frequency 3426. However, if you are exploring and just want to try to pick up any frequency that you can, you can set your radio to, instead of a frequency, to scan mode. You can do this by typing in /radio scan . As long as your radio is in scan mode, you have a 1/100 chance of picking up any transmissions you are in range of. While not good for individual radio conversations, this is useful for picking up pulsing/repeating radio transmissions, as if a radio tower is pulsing at once a second, you will probably pick up a signal in an average of 8 minutes.

You can augment your personal radio's reception distance by standing next to an antenna made of iron fences. There must be an iron fence block at the same level as your feet in order for the antenna to register, but for every iron fence block in the antenna above the level of your feet (including the one at your feet) your reception range is increased 30 meters with no restrictions on height. You could theoretically surround yourself with 4 antennas to max height for maximum reception.

Radio Towers

Radio towers can be built to transmit messages long distance. A radio tower is built using a single jukebox, with iron fences on top of it going straight up and optionally with a block of gold, lapiz, iron, or diamond directly over the radio and below the tower. The jukebox then has to have a sign on one (or more if you want multiple transmissions) side. The sign's first line must be a numerical value (with an optional decimal number). Examples are as follows: 3.55 , 3 (will be interpreted by the plugin as 3.0), 0.5464 , etc. The next 3 lines are the text which will be transmitted on that frequency. The radio will transmit once when the jukebox becomes powered by redstone wire/ lever/ button/ etc. While the radio tower is powered, it will transmit once every two seconds or so, in addition to the single transmit it broadcasts as soon as it is powered up. If you want to send a single message, then pressing a button to power the radio tower will be fine. If you wish to set up a repeating beacon, using a lever or redstone torch will be fine. Please do not use redstone clocks to power the radio towers, they are unnecessary for repeating transmissions.

http://i.imgur.com/qjwqml.png

The type of block, or the lack of a block, between your jukebox and iron bars effects how clear your message is. If you have no block, and thus have the iron fence antenna sprouting directly up out of the jukebox, the message will never be completely clear for the distance you broadcast it. If you have an iron block, the broadcast is clear for 15% of the maximum distance; a lapis block, 30%; a gold block, 50%; a diamond block, 100%. The broadcast distance is calculated through the following equation:

broadcastDistance = (ironBarCount * 30) + (broadcastGarble * 550);

Meaning that for every iron fence you have on top of your jukebox or on top of your material block, you get 30 more meters of broadcast distance, capping at 16 iron fence blocks, or a maximum of 480 meters. Then, added onto that, is the amplifying effect of your material block on top of the jukebox (if you have one), which is the percentage given above multiplied by 550.

Radiation Damage

Along with fallout shelters, craters also get randomly generated in 0.1% of all chunks. The closer you get to one of these craters, the more chance you have with every movement (20 times per second) of taking damage. Wearing armor (radiation suits) will mitigate that damage to your armor durability. Being outside in the rain or swimming in water will also damage the player, mitigated by armor, because the water is full of fallout. You can turn off these radiation damage effects by setting apocalypseDamage to false in plugins/CakesMinerApocalypse/config.yml .

Geiger Counter

Your personal radio (compass) also functions as a Geiger counter. Every time you take damage from radiation while holding the compass in your hand, you will hear a click. This is useful for when you have armor on, as the damage done to that doesn't make a sound, so it is easier to keep track of how much damage your armor is taking. Also, you can right click with the compass in your hand and you will get a rads per second reading at the location where you are standing. Basically, every 50 Rads/sec you go up, you will get damaged once more per second on average. For a breakdown of what rads per second translates to in damage (1 damage is 1/2 heart), see the table below:

Rads/secDamage per second
0-1990-3
200-3994-7
400-5998-11
600-79912-15
800-99916-19
1000+20

The G.E.C.K.

For a picture guide, click here!

The G.E.C.K. is comprised of a single sponge (1 found in newly generated fallout shelters in the only single chest) surrounded on four sides by pistons. Additionally, there needs to be a way to power all five blocks (in this picture, I have used a lever). Keep in mind that the sponge needs to be powered as well (just placing a redstone torch on top of the sponge will power all four pistons, but not the sponge).

To activate the G.E.C.K., power all five blocks, which I have done by flipping the lever. Keep in mind that the G.E.C.K. will only protect the surrounding area from radiation when it is activated (powered). Normally this is the last step in getting the radiation subtracting benefits of the G.E.C.K., however if you are activating one for the first time, you need to do an additional step.

Before a G.E.C.K. will protect the area from radiation, you have to register it. You do this by first activating the G.E.C.K. and then right clicking on the sponge in the middle. You will get a message saying that you have successfully registered the G.E.C.K.. You only need to do this once for each G.E.C.K..

Radiation Decay

Over time, the radiation in the world will disappear. The speed at which it goes away can be approximated by the 7-10 rule: for every power of seven in hours that has passed since a nuclear explosion, the radiation intensity will be 10% as powerful. So seven hours (real time) after a nuke goes off, the radiation will be 10% as powerful; 49 hours afterwards it will be 1% as powerful as it originally was. When a crater is generated, it starts off being 343 hours old. When a player sets off a dirty bomb, the amount of fissile material in the bomb determines how old the radiation is and how many craters will be produced. For this reason, don't go near a new nuclear blast, the Rads/sec can easily reach in the tens of thousands.

Dirty Bombs/Nukes

With so much radioactive fallout around, there must be some way of harnessing it's destructive potential! If you dig up snow, construct snow blocks using 4 snowballs, you will find that you are able to smelt them in a furnace. Normally you will get useless gravel from smelting a snow block, however every so often (once out of 10,000 smelts) you will find that your furnace stops and in the result box lies a layer of snow like you normally see on the ground (sometimes it looks like a normal snow block). This new, previously unattainable block is concentrated fissile material. Carrying this around in your inventory will bless you with an additional 50 Rads/sec for each block of fissile material you carry, even when you travel underground! However, this incredibly deadly material has a more sinister purpose (other than slowly killing you from radiation poisoning).

You can add fissile material to a normal explosion to cause a dirty bomb explosion. In order to do this, you must place a chest close enough to a block of tnt so that the tnt will destroy the chest. Inside this chest you can place fissile material. When the tnt detonates, you will find that it produces a much more powerful explosion (the size of one crater per stack of fissile material), and that radiation has been added to the area! On a more technical level, for each multiple of 64 fissile material in the chest, a brand new radiation crater is formed. For the amount of blocks of fissile material left over after all of the multiples of 64 have been taken care of, the last crater it creates will be 5.3 hours newer than a natural crater. For example, if you have two stacks and 5 blocks of fissile material in the chest(133 blocks, doesn't matter how you arrange them, only total number), you will create a physical crater twice as large as a natural crater, two brand new radiation craters, and one radiation crater that is 316.5 hours old.

Please, please, for the love of your server don't put more than a few blocks of fissile material in a chest to be exploded, or the resulting crater will affect much of the surrounding landscape. And that's not even taking into account the excess radiation. Since radiation affects all players regardless of how far away they are from craters (although the amount of Rads/sec depends on how far away they get, it never completely disappears), the worldwide base radiation rate (the Rads/sec you normally get when you are nowhere near craters of any kind, usually about 1-2 Rads/sec) will go up, almost like global fallout. That, and anyone near the crater after it is created will have such a high radiation dose that they will die unless the tunnel directly underground and wait for a few days.

Alternate Universe

The devastation of the apocalypse on minecraftia has ripped the universe in twain. While the two universes may have the same natural landmarks (being generated with the same seed), the alternate universe does not have fallout shelters or craters automatically generated. The alternate universe worlds are also not supposed to be included in your worlds section of the config.yml file (the server includes apocalypse features in them by default, and including them in the config file will cause alternate-alternate universes to be created). The alternate universe (all players initially spawn in the normal universe) can be accessed through various methods. The first and easiest method is walking into the epicenter of a crater. At the moment you achieve over 50,000 Rads/sec, you will be shunted to the alternate universe in the same position you occupied in the normal universe. 50,000 Rads/sec can be achieved if you are closer than 1 meter from the epicenter of a crater (immediately after it is created). Due to natural radiation decay, this portal will get smaller with time. If you use this route to get to the alternate universe, there are consequences besides massive radiation exposure at the crater's epicenter. Upon entering the alternate universe you will be stricken with the potion effects of blindness, weakness 4, poison 4, hunger 4, mining fatigue 4, and slowness 4. These effects will last an entire minecraft day, or 20 real-time minutes. Due to the hunger 4 and poison 4, if you don't bring massive amounts of food to the alternate universe, you will probably die there. However, dying there will respawn you in the alternate universe, so your journey was not in vain.

A more technology fueled route to the alternate universe exists in the invention of temporal mesh. Temporal mesh (chainmail armor) is made by cooking gold armor in a furnace. If you go through a crater portal to the alternate universe with a full set of temporal mesh on, you will be spared all of the negative effects of crossing dimensions (all of the potion effects). Once you arrive on the other side though, you will find that there exist no natural craters for you to cross back over with. However, with another advancement in technology this hurtle is easily surpassed. This invention is called the temporal flux device (clock).

Using the temporal flux device (clock), one can cross between the two universes at will. The user simply must wear a full set of temporal mesh and right click while holding the temporal flux device and they will cross over. Crossing using this method naturally carries no negative effects upon the user in the form of potion effects. However, the temporal mesh is drained of a little less than half of it's durability each trip, meaning that two trips are possible out of a set of temporal mesh using the temporal flux device. This is no big problem because the temporal mesh is able to be recharged with an energy that is quite abundant in one of the universes: RADIATION! When you are standing near a crater with temporal mesh in your inventory (not in your armor slots), each damage you take to your armor or to yourself from radiation will recharge the temporal mesh a little bit. In this way, one can maintain a set of temporal mesh almost indefinitely.