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Territories Review Thread

adderman500

Well-Known Member
Slicer
I figured this may be a good place for us to discuss and make suggestions as to how territories could be improved and what your experience has been like so far.
 
A Note on some bugs already known about and in line to be fixed tonight:
  • Cannot use your beacon to get to allied Inhibitor
  • Inhibitor golems aren't always spawning.
  • Inhibitor online times are sometimes wonky and or display wonkily.
  • You can (but shouldn't be able to) build an inhibitor next to a TG that already has one.
 
Two complaints I've heard so far. One - it's not busy enough! Get going people, and go forth!

Two - The territory generators are hard to take down, which is perfect. However, I think the fact that Protectors can teleport to a range where they can hit you reaches a point where it's unfair. I think that the golems should be able to teleport no closer than 5 blocks to you, to stop this, and to prevent the challenge being too reliant on decent internet and luck as to whether the Protector spawns behind or in front of you.
 
I might be able to do some vector stuff so they can't teleport straight on top of you and instagib you. That seems fair.

And yes, go forth!
 
It's totally understandable that the structures need to be protected from certain people *cough* psy *cough* so that they aren't damaged in any way. However, the only issue is that if you place it on eg grass, and then proceed to build around it the grass is not replaceable which means it looks ugly. Is there any way to remove protection on the base?

EDIT: Possible solution - only protect the placed blocks themselves instead of a radius around them? May be a lot of effort for you initially but it will make it a lot easier to incorporate these pretty structures you've designed for us into our builds.
 
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Can i bump the complaint about the radius protection on the structures? We can't do anything underneath either which is super annoying.
 
There are too many possible exploits with being able to build on top of and underneath Territory Generators. They're meant to be attackable.
 
Ah, well if it's Beacons then, yeah they shouldn't be like they are. Next server restart you can edit around them but not break any of their specific blocks (you won't be able to place/break any blocks within the Beacon region that are the same material of any of the Beacon blocks (stone brick, iron blocks, gold block, lapis block, etc). This should render the grass/sand/organic blocks under it editable.

Sometime soon I'll add the ability to delete Territory Buildings so you can move them elsewhere if you want.
 
I think /g territory should appear on the /g help list for those of us who aren't very good at minecraft (totes not looking at baron)
 
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