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6.0
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BeaconGame Changelog
Update notes for the Beacon Attack & Defense minigame, for players and admins.
6.0 - Official Release
This is the first public release of the Beacon Attack & Defense plugin. Gameplay and core features are fully ready.
How to Play
- Right-click the teleport NPC in the lobby, or type
/bg jointo join the queue. Wait for an admin to run/bg start. - Each match has two phases:
- Placement Phase: Defenders have time to place beacons, dig terrain, and build defenses. Attackers are temporarily blinded and cannot see where beacons are placed. During this phase, normal blocks cannot be freely placed; only beacons may be placed.
- Attack Phase: PvP is enabled. Attackers receive a "Beacon Tracking Compass" to find and destroy beacons. Destroy all beacons to win as Attackers, or hold out until time runs out to win as Defenders.
- Events trigger by progress during the match: supply airdrops, buffs/debuffs, nuclear strikes, position swaps, skill upgrades, final assault, and more.
- After each match, the map and your inventory are automatically restored. Don't worry about your items being changed.
Commands You Can Use
- Players:
/bg join(join),/bg leave(leave),/bg arenas(list arenas),/bg top(leaderboard),/bg settings(view settings),/bg help(help),/bg skill info(skill info),/hub(return to lobby). - Admins:
/bg admin(GUI settings panel),/bg start,/bg stop,/bg team,/bg res,/bg region,/bg sign,/bg skill,/bg reload,/bg lobby.
Skill System
- Both Attackers and Defenders can choose from three evolution paths (Assault / Disruption / Support). Unlock skills by getting kills during the match, then right-click the "Skill Core" in your inventory to cast them.
Stats & Display
- Your wins/losses, kills, deaths, beacon breaks, and matches are recorded automatically. Use
/bg topto view leaderboards. - Win leaderboards, KDR leaderboards, beacon break leaderboards, and current match status displays can be seen in the lobby and in-game.
Fixes You Can Notice (Player-Visible)
- After clearing an arena boundary, that area will no longer be permanently locked and inaccessible.
- After an admin changes the arena size, the actual protected area updates immediately to the new boundary, instead of using the old one.
- If a match fails to apply protection properly, it will be re-applied before the match starts and the admin will be notified. No more "thinking there's protection when there isn't."
- PvP toggling is more reliable during the Attack Phase, so it won't occasionally fail to turn off or on.
Tips
- Arenas are void terrain. You need to build your own footing and cover. In a pure void lobby, you will fall, so remember to fly or build a platform.
- This game depends on the Dominion claim plugin to run. The server owner is responsible for installing and maintaining it.
BeaconGame 更新日志
信标攻防小游戏更新说明,给玩家和管理员看。
6.0 正式上线
这是信标攻防插件对外发布的第一版,玩法与核心功能全部就绪。
怎么玩
- 在服务器大厅右键传送 NPC,或输入
/bg join加入队列,等管理员/bg start开局。 - 一局分两个阶段:
- 布置阶段:防守方有时间放置信标、挖地形搭防御;进攻方会被暂时致盲,看不到布标位置。此阶段不能乱放普通方块,只能放信标。
- 进攻阶段:PvP 开启,进攻方拿到「信标追踪指南针」去拆信标;拆光全部信标即胜,或防守方守到时间结束即胜。
- 过程中会按进度触发事件:空投补给、增益/减益、核打击、移形换影、技能强化、终局总攻等。
- 一局打完,场地和你的背包会自动还原,不用担心东西被改。
你能用的命令
- 玩家:
/bg join(加入)、/bg leave(退出)、/bg arenas(看有哪些场)、/bg top(排行榜)、/bg settings(看设置)、/bg help(帮助)、/bg skill info(技能说明)、/hub(回大厅)。 - 管理员:
/bg admin(图形设置面板)、/bg start、/bg stop、/bg team、/bg res、/bg region、/bg sign、/bg skill、/bg reload、/bg lobby。
技能系统
- 进攻/防守都能选三条进化路线(突袭 / 干扰 / 辅助),靠本局击杀解锁技能,背包里用「技能核心」右键释放。
战绩与展示
- 自动记录你的胜/负、击杀、死亡、破标、场次,可用
/bg top查看排行。 - 大厅和游戏里可看到胜场榜、KDR 榜、破标榜和当前对局状态展示牌。
这次版本顺手修好的问题(玩家能感知到的)
- 清除场地边界后,那片区域不会再被永久锁死、谁都进不去。
- 管理员改了场地大小后,实际保护范围会立刻按新范围生效,不再沿用旧边界。
- 万一某场没正常套上保护,开局前会重新补好并提醒管理员,不会出现「以为有保护其实裸奔」。
- 进攻阶段双方 PvP 开关更稳,不会偶尔关不掉或开不出。
小提示
- 竞技场是虚空地形,落脚和掩体需要自己搭;纯虚空大厅会下坠,记得开飞行或自己铺块地。
- 本游戏依赖 Dominion 领地插件运行,由服主负责安装与维护。
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:ckc1T1Lp:phnJCnnp"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ckc1T1Lp:phnJCnnp"
}

