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Fompster

Delete Blueprints

Question

Hi,

People sometimes come into a server and cover the map with indecent blueprints and just leave never to be seen again. So can it be made that either admins have the ability to disband them or delete the actual blueprint when despawning the corresponding project table?

Many thanks :)

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This has become a griefer tactic.   We are getting  griefers  who  don't like  being identified as griefers when caught,  bringing in their alts and placing around the boundaries of the bases of other layers huge  blueprint  buildings   that consume  massive amounts of  rare resources and then  leave never to return. The incomplete  buildings  block  harbors and  surround peoples  homes. 

And  they cannot be removed in game.

It  could be possible to  complete the building, then demolish it,  but  sometimes the  alt  drops a barrier to  prevent that.

Maybe a construction / percentage  time limit be applied to  blueprints? -----  if its not  more than 50% completed  after  a certain number of  days , the table shuts down  ( with a warning) ,  blueprint goes,   and the used  resources  dropped ?. Perhaps  in a "loot chest" the  blueprint owner  could  return and claim if they return  to the game...?

Also  perhaps  when a player's account is banned by admins, the players    buildings  etc   get automatically removed   from the game>? We have  lag inducing  ships constructed  from stolen material   by  griefers ( who have been caught and banned)   sitting around  blocking and just being an  eyesore... some  still in construction   mode and  also protected  by the  Pb  of that   banned  player.

 

 

 

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Unless something has changed, you can delete table but not the ghost. In that case, I would jump in with a cube, finish the construction,  then pull it into editor to delete.

One of my other games identifies who built a structure. It would be great if Ylands had this. Even if just as an admin function.

We need more in game admin tools to deal with trolls.

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@Fompster@kimbuck

Please implement the following solution:

Create an entity storage with the following information inside

image.thumb.png.fe43904a6dca5028e6ef019bc244da71.png

Next create an event listener like this

image.thumb.png.744816974e5ea47881925d4d9fbc891d.png

NOTE: For the events part, if you want to prevent players from doing other things, such as "on planting" or "on item removed from inventory" to mass drop items you will need to create copies for those too.

Next inside your event listener put this

image.thumb.png.7a329d593695b488742f01ca8ead817c.png

This will effectively "remember" every single item placed down by that player.

Place down a "entity label"

Next go back to spawn point and create a variable called "Location of Lever" and put down all of this

image.thumb.png.6ac11188f7723f5503cd36fa9cd595fe.png

Each time a player joins the game, a special lever will be created with their own name in a new spot.

Finally, create an event listener like this.

image.thumb.png.4c021b32ae865cd0c95b2911a988f982.png

Inside that event listener put this.

image.thumb.png.7787c4034d7f7255550df23776dd07ca.png

It checks each player that joined the game, checks which lever matches the name of the player, then for each item the player ever placed down, it despawns it.

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You can make variations, but this basic design should be enough to solve your problems.

Alternatively, for the "last part" you can instead use a console command and have thisimage.thumb.png.b8b2a95c2ff815f6f170794e534f1327.png

image.thumb.png.bab31d8d43cf74ef31371c7f66d386e7.png

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