Base Defenses & Bank Vaults

Generating thousands of dollars every second on your plot anvils is only half the battle in Steal-A-Block. With rival players constantly scouting the arena for high-value targets, unprotected bases quickly become prime targets for coordinated heists.

This guide details the layered defensive ecosystem designed to protect your assets: Slime Stun Traps to neutralize raiders, Intruder Sirens to provide instant auditory alarms, Bank Vault pedestals for absolute theft immunity, and emergency gate locking commands.


Defensive Architecture Overview

A fortified plot utilizes four complementary defensive layers to deter, detect, and neutralize raiders:

flowchart TD
    subgraph Plot Defense Perimeter
        G["Layer 1: Security Gates (/lockbase)"] --> T["Layer 2: Slime Stun Traps (Floor Hazards)"]
        T --> S["Layer 3: Intruder Siren (Auditory Alarm)"]
        S --> V["Layer 4: Bank Vault (100% Theft Immunity)"]
    end
Defense Layer Primary Function Cost / Unlock Gate Counterplay / Effect
Security Gates Physical perimeter barrier Prestige 0 / 1 / 2 Blocks physical entry; toggled via /lockbase or gold plate
Slime Stun Traps Crowd control hazard $5,000 each (Max 3) Slowness IV + Blindness I; aborts theft channel
Intruder Siren Automated audio alarm Built-in plot feature Emits 1-second alarm beeps to owner during active heists
Bank Vault Ultimate asset security Rebirth 1 or Prestige 2 100% Theft Immunity; blocks cannot be stolen

Slime Stun Traps

Slime Stun Traps are concealed floor hazards that punish aggressive intruders. Purchased through the tactical vendor or base management interface, these traps catch raiders off guard, immobilizing them and ruining active theft channels.

flowchart LR
    A["Intruder Steps on Trap"] --> B["Trap Triggers"]
    B --> C["Slowness IV (3s / 60 Ticks)"]
    B --> D["Blindness I (2.5s / 50 Ticks)"]
    B --> E["30 ITEM_SLIME Particles"]
    B --> F["Active Steal Channel Instantly Cancelled!"]

Trap Specifications & Mechanics

All trap parameters are configured in defenses.yml:

slime-stun-trap:
  enabled: true
  price: 5000.0
  max-per-plot: 3
  slowness:
    duration-ticks: 60      # 20 ticks = 1 second (60 ticks = 3 seconds)
    amplifier: 3            # Amplifier 3 = Slowness IV
  blindness:
    duration-ticks: 50      # 50 ticks = 2.5 seconds
    amplifier: 0            # Amplifier 0 = Blindness I
  particles:
    type: "ITEM_SLIME"
    count: 30
    spread-x: 0.3
    spread-y: 0.2
    spread-z: 0.3
    speed: 0.1
  • Purchase Cost: $5,000 per trap (price: 5000.0).
  • Plot Limit: Maximum of 3 traps per plot (max-per-plot: 3).
  • Debuff Profile:
    • Slowness IV: Lasts 3.0 seconds (60 ticks) with amplifier 3, reducing player movement to a crawl.
    • Blindness I: Lasts 2.5 seconds (50 ticks) with amplifier 0, obstructing vision and preventing sprinting.
  • Visual FX: Triggers an explosive burst of 30 ITEM_SLIME particles over a $0.3 \times 0.2 \times 0.3$ spread.
  • Theft Channel Cancellation: If an intruder is currently channeling a 5-second steal when they trigger a trap, the channeling is cancelled instantly.
Important

The theft cancel property makes Slime Stun Traps lethal when positioned directly around high-value anvils. If a thief maneuvers while attempting to channel, stepping on a trap completely wipes their channeling progress and leaves them blind and immobilized.

Optimal Trap Placement Tactics

  1. The Anvil Perimeter: Place traps directly adjacent to your highest-earning anvils. Thieves attempting to circle around your blocks while channeling will trigger the trap and forfeit their steal.
  2. Doorway Chokepoints: Position traps directly on the interior threshold of your plot's security gate. As soon as an intruder breaches the gate, they are hit with Slowness and Blindness, making them easy targets for the plot owner.
  3. Corner Ambush: Conceal traps behind visual blind spots near plot corners where intruders seek cover from bow fire.

Intruder Siren

The Intruder Siren is an automated detection system built directly into every plot. Rather than requiring manual activation, the siren monitors anvil interactions in real time.

How the Siren Operates

When an unauthorized raider initiates the 5-second theft channeling process on an anvil, the base detects the intrusion and triggers the alarm:

sequenceDiagram
    autonumber
    participant Raider
    participant Anvil
    participant Siren
    participant PlotOwner

    Raider->>Anvil: Right-clicks to channel theft
    Anvil->>Siren: Initiates heist alert
    loop Every 20 Ticks (1 Second)
        Siren->>PlotOwner: Emits audio chime (defense_siren_alarm)
        Siren->>Raider: Displays channel countdown title
    end
    Siren->>PlotOwner: Displays on-screen alert (BLOCK STOLEN!)
  • Beep Frequency: Pulses every 20 ticks (1.0 second) (beep-interval-ticks: 20).
  • Auditory Cue: Plays directional defense_siren_alarm audio chimes to the plot owner, audible regardless of where they are in the arena.
  • On-Screen Title Alert: Flashes a prominent red warning title across the defender's screen: $$\text{\bf [BLOCK UNDER ATTACK!]}$$ along with subtitle details identifying the specific anvil being targeted.
  • Psychological Pressure: The steady cadence of siren beeps alerts everyone nearby, signaling teammates to collapse on the intruder before the 5-second timer elapses.
Tip

Wearing Swift Boots (/gear) lets you sprint back to your plot the instant the first siren beep sounds, catching immobilized or channeling thieves before they complete their heist.


Bank Vault Pedestal

The Bank Vault is the crown jewel of base defense. While normal anvils rely on physical gates, traps, and defender vigilance to resist heists, the Bank Vault grants absolute, unbreachable protection.

flowchart TD
    subgraph Bank Vault Protection
        B["Prized Block (Rainbow / Secret)"] --> V["Bank Vault Pedestal"]
        V --> H["★ [VAULT SECURED] ★ Hologram"]
        V --> IMMUNE["100% Theft Immunity (Rivals Blocked)"]
    end

Vault Unlock Requirements & Rules

The Bank Vault is balanced as an earned endgame fortification. Parameters from defenses.yml:

bank-vault:
  enabled: true
  min-prestige: 2           # Minimum prestige level required to unlock the vault
  min-rebirth: 1            # Minimum rebirth level required (either prestige OR rebirth)
  max-vaulted-blocks: 1     # Number of blocks a player can protect simultaneously
  immune-to-theft: true     # If true, blocks locked in the vault cannot be stolen
  hologram-text: "&#FFD700★ &#FFF275[VAULT SECURED] &#FFD700★"
  • Unlock Criteria: Unlocks once a player achieves either:
    • Rebirth 1 (min-rebirth: 1), OR
    • Prestige 2 (min-prestige: 2).
  • Capacity Limit: Exactly 1 block can be vaulted at any time (max-vaulted-blocks: 1).
  • 100% Theft Immunity: When immune-to-theft: true is active, rival players cannot initiate theft channeling on the vaulted block under any circumstances. Any interaction by a raider displays a denial error and plays a deflect sound.
  • Security Hologram: The vaulted block is marked with an iconic glowing gold hologram: $$\mathbf{\bigstar\ \text{[VAULT SECURED]}\ \bigstar}$$ rendered in-game with &#FFD700★ &#FFF275[VAULT SECURED] &#FFD700★.

Managing Your Vaulted Block

  1. Access your plot inventory through the personal menu (/sab or plot anvil interaction).
  2. Select your most valuable asset (such as a Rainbow GOAT Block or Secret Structure Block).
  3. Toggle the Vault Status on that anvil.
  4. The floating hologram updates immediately to ★ [VAULT SECURED] ★, and the block is protected from raids forever.
Note

Even if raiders use Iron Hammers or wait for base gates to expire, vaulted blocks can never be stolen. Always allocate your single vault slot to your highest income-generating block!


Emergency Base Locking (/lockbase)

Physical security gates guard the front entrance of every player plot. While gates naturally cycle according to arena timers and plot pressure plates, the /lockbase command gives players emergency manual control over their perimeter.

flowchart LR
    A["Gates Open"] -->|/lockbase| B["All Unlocked Gates Slam Shut!"]
    B -->|/lockbase| C["Bypass Timer & Instantly Unlock Gates!"]

Security Gate Progression

Plots support up to three distinct gate barriers depending on your Prestige rank:

Security Gate Unlock Requirement Fortification Level Defensive Value
Gate 1 Prestige 0 (Default) Single iron barrier Blocks casual raiders; gives initial protection
Gate 2 Prestige 1 Dual airlock barrier Requires raiders to bypass two separate gate intervals
Gate 3 Prestige 2 Triple fortified airlock Maximum lockdown; slows raids to an absolute halt

Command Operation & Permissions

  • Command: /lockbase
  • Required Permissions:
    • stealablock.lockbase.bypass (for players with bypass privileges)
    • stealablock.admin or staleablock.admin (for server administrators)

Behavior Logic

  1. Emergency Gate Closure: If any of your unlocked security gates are currently open, executing /lockbase immediately closes and locks all available gates for your plot (Prestige >= i - 1).
  2. Instant Timer Bypass: If your base gates are currently locked and you need immediate egress or entry, executing /lockbase instantly bypasses the standard cooldown timer and reopens all gates.
[System] You have closed/locked your gates!
[System] You have bypassed the countdown and unlocked your base!

Complete Defense Strategy Guide

To construct an impenetrable tycoon base, implement this comprehensive strategy:

  1. Establish the Vault First: As soon as you hit Rebirth 1, designate your highest-yielding asset into the Bank Vault Pedestal. This guarantees uninterrupted baseline income regardless of raid pressure.
  2. Layer Your Slime Traps: Install all 3 Slime Stun Traps in a staggered layout across the main entryway and surrounding the unvaulted anvils.
  3. Equip Guardian Shields: Purchase a Guardian Shield (/gear) as insurance. If an enemy raiding party descends upon your plot while gates are open, pop the shield for 30 to 60 seconds of complete immunity.
  4. Coordinate Siren Responses: When the intruder siren beeps, do not panic. The intruder is locked in place for up to 5 seconds. Use your speed gear to flank them while they channel, triggering their trap or knocking them outside the plot boundary.
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