[Mod]Survival world control[wip][revom]

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BrunoMine
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[Mod]Survival world control[wip][revom]

by BrunoMine » Sat Dec 22, 2018 18:23

Description:
This mod spreads the players around the world allowing each player to have a unique and small protected area.
The player can build a protection block (House Stone) 10x10x10 that can only be placed in a single place (replacement excludes the previous one).
The player can view nearby properties by waypoints in the map (about 600 blocks by default).
A minimum level is required (3 by default) to use the House Stone node (if mod xpro is active).
Image
Zones are parts of the map (by default 200x200)
Players are spawned in areas close to newly occupied zones.
A zone is considered occupied when a player places a house on it, or after a certain number of spawns.
The first spawn zones are marked at center world.

+ Supported languages

Objectives:
  • Spread players around the world avoiding concentration of players in big cities.
  • Provide exploration area newly generated for players.
  • Force battles and looting of properties.
  • Difficult survival game experience.
  • Creativity to build defensive structures (who needs protected areas?)

Incompatibilities:
  • Mod protector (cause conflicts if used near House Stone)

Depends:
  • Minetest 5.0.0
  • Mod default
  • Mod xpro (opitional)

License: LGPL v3

Download: revom-master.ZIP

Links:

+ Screenshot
Attachments
grade revom.jpg
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revom amostra2.png
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revom amostra1.png
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Last edited by BrunoMine on Sun Dec 23, 2018 04:34, edited 2 times in total.
 

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texmex
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Re: [Mod]Survival world control[wip][revom]

by texmex » Sat Dec 22, 2018 20:09

This way of distributing players across a map and not overload a single spawn is exactly what I've been thinking of for ages, thank you for writing it!
 

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Re: [Mod]Survival world control[wip][revom]

by BrunoMine » Sun Dec 23, 2018 01:32

I stayed for a long time thinking about solving this problem until I got to it a few days ago.
I wrote quickly because having fresh ideas in mind, some details worth mentioning is that there will be a need to build vehicles or other means of transport to reach distant areas quickly (I do not know if tunnels and rails can solve), but for now I I'll see how the players will deal with it.

Soon I will be opening a minetest server based on this new survival mode.
 

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texmex
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Re: [Mod]Survival world control[wip][revom]

by texmex » Mon Dec 24, 2018 09:40

Looking forward trying it! In theory this will create smaller hubs of tribes which is lovely. I was wondering about those zones. Do players spawn in the center of zones or just somewhere in them? Is the spawn algorithm "intelligent" or does it just drop players somewhere? (Sorry, it's harder for me to read portuguese code).

There's also development regarding smart spawning going on inside MTG, with search function eventually becoming available for public use.
 

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BrunoMine
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Re: [Mod]Survival world control[wip][revom]

by BrunoMine » Mon Dec 24, 2018 17:35

The player will spawn in a random place from zone. There is no intelligent spawner, it just excludes zones where exist water, but only after first spawn in the zone.
Last edited by BrunoMine on Tue Dec 25, 2018 00:05, edited 1 time in total.
 

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Diamond knight
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Re: [Mod]Survival world control[wip][revom]

by Diamond knight » Mon Dec 24, 2018 23:23

hm, this may go in hand with my planned server

(that still needs a host)

viewtopic.php?f=10&t=20700&view=unread

The idea of it is players making tribes and civilizations in a mostly anarchy (exept for key rules like no hacking) server.
 


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