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Title: Bailiff vote
Content:
Become a bailiff and help keep the peace in the realm.
As a bailiff, you will help adventurers settle in,
hunt down hackers and even jail them,
remind fellow adventurers of the rules and
you will lead guards into battle when we're under attack.
Each first seven days of a month you can enter your application
in a book and submit it to the mailbox outside of the Haven Town Hall.
Everyone may apply, but STAFF may veto a candidate.
What you write will be published. From all the applicants,
fellow players can then choose their favorite bailiffs
and vote for them until the second seven days of a month.
Every adventurer's vote counts as much as his levels.
Once the vote is over, the current bailiffs will forfeit their
privs and they will be given to the new bailiffs instead.

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Title: Map
Content:
[Right click] the map to toggle numbers.
You are between (23) and (29).
(1) Wizards Guild
(2) Bridge Castle
(3) Builders Hall of Fame
(4) Bridge Checkpoint
(5) Gate Castle
(6) King's Palace
(7) Warriors Guild & Cisterna
(8) Emporium
(9) Public Farm
(10) Public Mine & Planetarium
(11) King's Garden
(12) Cemetry
(13) Church
(14) Arena
(15) Lavajump
(16) Spleef
(17) Shooting Range
(18) Monster Run & Tetris
(19) Maze
(20) House of Games
(21) Bakery
(22) Advanced Tutorial
(23) Town Hall
(24) Harbour & Drunk Camel Tavern
(25) Deep sea vessels mooring
(26) Shipwright
(27) Jeweller, Smithy & Library
(28) Basic Tutorial
(29) Adventurers Guild
(30) Main Square
(31) Merchants Quarter
(32) Harbour Master & Watch
(33) Harbour Fortress & Tunnel Station
(34) Drydock
(35) Gap Watchpost
(36) Testing Area
(37) Airship Landing Site
(38) Airport
(39) Public Gardens
(40) Ditch Watchpost
(41) Black Fortress
(42) Lighthouse

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Title: Master Bailiff
Content:
Master Bailiff
Duties:
- Showing new players ways around, make them feel welcome and help them settle in.
- Kindly asking other bailiffs for their help when there is more than one new player who needs help. (If they are available).
- Kindly giving other Bailiffs tasks to ensure they are learning how to be the most excellent Bailiffs on the server. (If they are willing to learn).
*If the players, who are Bailiffs at that time, need some practice, the Master Bailiff may appoint them certain task to ensure the Bailiffs become more welcoming, helpful and all around what the players need the Bailiffs to be.
- With time, the Master Bailiff themselves may pick a few Bailiffs who are doing an excellent job and suggest them to the STAFF, who may then consider selecting another Master Bailiff who, upon a mutual agreement, would take up the responsibilities of a Master Bailiff. Current Master Bailiffs count: 1/2.
Master Bailiffs: Segmentation_Fault, jakob

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Title: Public Chests
Content:
These Chests and Furnaces are free to use,
but please do so respecting others.
For example, when taking something, leave something.
Thank you,
Haven Administration.

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Title: Staff
Content:
Styxcolor
- Artist
Annalysa
- Master Architect
Segmentation_Fault
- Master Bailiff
jakob
- Master Bailiff
Ineva
- Scribe
rheo
- Dev
- Environmental cleanup
PeetLeet
- Roadbuilding
- Environmental cleanup
AliasAlreadyTaken
- Dev

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Title: City services
Cotent:
Municipial buildings and what they do.
Crown
- prerequisite to all others
- control center
- economy takeout
Town hall
- savepoint : Adventurers can change their /spawn location
- player plots
Church
- heal
- death portal
- home portal(?)
- mesebinding (= marriage)
Airport
- airship connection
Harbour
- Sailship connection
Barracks
- Melee Soldiers
- Upgrade Soldiers
Shooting Range
- Ranged Soldiers
- Upgrade Ranged Soldiers
Stables
- Mounted Soldiers
Public Farm
- Food
- Slow replant NPC for cash
Public Mine
- Materials
Watchtower
- Bell
- Sentry
Tavern
- Mercenaries
Sewers + Rogue Guild
- Jobchange to rogue
- Rogue quests
Wizard Guild
- Jobchange to wizard
- Wizard Soldiers
Warrior Guild
- Jobchange to warrior
- Lieutenant Soldiers
- Warrior quests
Priest Guild
- Jobchange to priest
- Priest Soldiers
Library
- get bookshelves
Goblin catapult
- Can occasionally hurl players into a given direction.
Smithy
- Large Bells
- Public anvil
- Repair service

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Title: Founding a city
Content:
These information are subject to change until the 1.2 cities and invasion update.
Hard Conditions to start a city:
- Be at least 1500 blocks away from every other city.
Soft Conditions:
- Have at least level 10
- Have at least 2 helpers
Getting started:
- Find a place
- Tell staff the geografical center
- Decide on a succession plan (fallback: city decays back to nature)
## City controlled lands
Protected area that belongs to a city.
The area color is yellow during peace time and red during war time, size is minimum 256x256 with 500 blocks up from ground and -100 blocks down from ocean level. Larger cities may cover more area.
The laws of the city apply, those laws need to be accessible to and comprehensible by everyone.
The heart of the city must be openly accessible to everyone on or near the main square of the city. No obstacles may prevent anyone from visiting.
It is polite to pay a visit to the Heart of the City and to only walk through unprotected doors. Protected or steel doors, even left open, should not be passed through.
It is not neccessary but encouraged to defend the City against monster invasions.
Cities usually are top notch targets of enemy hordes, expect few, but then massive attempts to take over.
Cities can only be conquered by monsters, not by factions or other cities.
A city may employ any number of guardians as long as they can afford them.
When a city is captured, all city services are terminated and monsters roam freely.
A city may hand out plots of a size of their choice automatically to adventurers and employ municipial NPCs like mayor, priest or transport.
Adventurers may become citizens of a city, thus altering their /spawn to the spawnpoint of the city.
A city may request and display their own coat of arms and maps.
Each city gets a distinct block they can sell, to boost economy.
For a full list of city buildings, see municipial_services.
## Plot in a city
Protected area that belongs to a city.
The area color is yellow during peace time and red during war time, size is minimum 256x256 with 500 blocks up from ground and -100 blocks down from ocean level. Larger cities may cover more area.
The laws of the city apply, those laws need to be accessible to and comprehensible by everyone.
It is polite to only walk through unprotected doors. Protected or steel doors, even left open, should not be passed through.
A plot can by taken from the plot owner by the authority of the city.
When a city is captured, their plots can still be accessed by their owners, although they may have to fight their way in and out.

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Title: Mesemaker
Content:
The mesemaker-priv allows you to use advanced mesecon items.
To obtain the priv, you ...
... have built at least 3 nontrivial mesecon circuits
... ask AliasAlreadyTaken to inspect your machinery
... are at least level 5
... provide a reason why you need the priv
... agree to the terms below
... lose the priv if you fail to comply with the terms
Terms:
1. You do not use mesecon inside Haven or any other allied city
2. You shut down your mesecon machinery immediately when a server message tells you so
3. You notify AliasAlreadyTaken of the position of nontrivial or performance-heavy machinery
4. You agree that when you fail to comply, the mesemaker priv
and your machine may be taken from you
5. You do not use mesecon to destroy or steal from areas that you do not own or the owner has given you permission to
6. You shut down your mesecon machines before you log off.
7. You do not build machines that move themselves
To comply with 2 and avoid 4, it might be neccessary
to build a main switch into your machinery and have signposts
pointing to this main switch. Laggy stuff like vacuum tubes
should have an emergency shutdown like a nodebreaker near
them. This helps to disable your machine without destroying
it altogether.

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Title: Public Farm
Content:
1. The public farm is for everyone. Harvest what
you like and need.
2. So that the next adventurer finds something
to harvest, please replant!
3. Please advise your fellow adventurers to
replant, if you see them leaving without
4. Currently there is no penalty for not replanting.
This may change when neccessary.
Read: The less you replant, the more likely we
need to take measures against it.
5. Please do not plant crops where they aren't
supposed to go.
Keep the potatoes in the potato field!
6. If you need several harvests quick or want to be extra nice to the players that come after you, you can use "mulch" items on the plants. Mulch makes young plants grow faster.
Q: What is "replanting" ??
A: You take a carrot, you plant a carrot to the same place
Q: If I plant what I have taken, will I not have less crops?
A: Yes. But it ensures you and everyone else
has crops on your next visit.

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Title: Rules
Content:
RULES:
1. Be excellent to each other and yourself
BAILIFFS:
alexandre2005
Boot
Empempires
evil123
flux
jakob
JeCel
LeetPeet
Lupercus
paneg
Segmentation_Fault

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Title: Woodcutting
Content:
1. When you start chopping a tree, please chop it whole.
2. When you chopped a tree, please replant it.
You may also decide to plant any other kind of tree
3. Press the [Shift] button when you start chopping a tree,
to autochop it.
4. Do not plant trees that grow out of area.
5. Tip: mulch for fields can also be made of trees!
6. When building, you may not want woodcutting to trigger and chop down parts of your house. You can disable with /toggle_woodcutting

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Title: Your choice
Content:
All other fields have certain crops in it.
This one has the crops in it that you want to plant here.
Bring your own crops, plant them, but prepare that they might be gone and replaced when you return.