Thank you, that looks good. It might work.
So the concept that I have is, that when placing a protector node it shows you a cost of running it. You put some fuel in and it works for as long as it is full.
The "value" of a particular block (as in mapblock, not node) is saved. So when ever you place a protector node it reads that value to determine what that location is worth and then doubles it. The doubled price decreases until someone is willing to pay. That is a form of countdown auction (or reverse auction). This way any free plot can be claimed and the system determines the right price.
The prices around spawn would be way higher than further away, and in empty ocean they would be zero. This way people can claim areas around spawn, but only if they are invested into it. When they loose interest it falls back to the public.
No. Up and running.
(By the way, I could use a restart script, but I don't because then I wouldn't fix the bugs.)
Yes, it's the opposite of limited - growing. But if resources get locked up for ever, then it could shift to the other side and shrink.
I now increased the bone share time by a factor of 300, so it lasts for 100 hours. Does that help? It allows you to keep your inventory for when you come back. I might even double that time if the current doesn't clutter the world to much.
This is what I don't like about most (big) servers. When you join spawn is surrounded by a town, but to build something and get started you need to travel and find some empty spot. The town consists of many individual buildings and straight roads. While it seems like people a building together, they are really building side by side. All good things are created by individuals or by tight groups. One might even come to the conclusion that this is how things are, that good creations only come from individuals.Sokomine wrote: ↑Tue Sep 29, 2020 00:48...but even those mostly suffer from the land around spawn beeing used and new players having to walk far away in order to find a place to build. Efficient means of travelling (i.e. my travelnet mod) can help. Keeping roads open also helps. That requires some limited amount of planning and/or intervention.
For my patchworks like this don't look beautiful. What I would like to have is a server where everyone can build together, but still without a common plan. TOE is intended to be an organically growing, emergent structure.
I am aware that the server lacks essentials. It also is far from what I want it to be. But lets say I'm a certain kind of minimalist.
"Perfection is achieved not when there is nothing more to add, but when there is nothing left to take away." Antoine de Saint Exupéry
The problem with that approach is that taking away is hard when you have a running system. As an theoretical example, if Minetest might be improved by removing some features, that would never happen. There would always be some group that wants to keep that feature. Additionally, in a system it is hard to remove anything that is connected to other parts of that system.
My approach therefor is to start with less than minimal and be cautious about what to add and then also make sure it works well with the existing features.
That's the same approach that I (try to) take with the Voxelgarden game. By having less features it's easier to handle and maintain, but also easier to develop into the direction that I want to. And it works. I really invest very little time in VG, but it works because I only have a few issues on my list. In that way it's more rewarding to work on it, as almost everything I do is working on details or new features.
So please view this server not as a finished product, but as something in it's infancy that is carefully growing.