TalkLounge wrote:Why you cant implement that if someone uses CSM, you can see it in the debug.txt?
TalkLounge wrote:It is not very useful to have a serverside oredetect mod, because if you do this, you should do all CSM into serverside mods and then is the problem, why are they CSMs?
TalkLounge wrote:Look at Minecraft optifine. Today everybody has optifine. Anybody who think its unfair, should download oredetect and use it.
sofar wrote:and subsequently take one of the following actions:
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TumeniNodes wrote:<edit> slightly OT: Many begged for CSM, now that it's here, they all be complainin' : /
Linuxdirk wrote:On-topic: Since this is oredetect-specific: What about not propagating ore positions to clients unless the player had them in direct line of sight at least once?
TumeniNodes wrote:sofar wrote:and subsequently take one of the following actions:
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which would cause frustration to the user
bell07 wrote:I did not read all the posts before so maybe the proposal already happens.
My idea is to solve the issue client site (client, not csm). The client lua environment is always in context of the one player, so each "get_node()" in client lua environment should check the node using line_of_sight() if visible by player and return "ignore" if not.
Maybe this additional check should be optional, set by server on connect.
Of course cheating using modified client is still possible in this way, but it is the same situation as before csm, the official client does not support cheating.
bell07 wrote:My proposal is not to disallow all client functionalities for "invisible" nodes but the lua-csm environment only.
The sounds triggered by server could be played as before at any place. Sounds triggered by client/csm should respect the invisibility. If not the next ore-detect mod is a "listen for ores" mod ;-/
sofar wrote:remove specific ore nodes altogether and make e.g. plain stone randomly drop gold
sofar wrote:I) remove specific ore nodes altogether and make e.g. plain stone randomly drop gold
AspireMint wrote:I like that simple solution.
sofar wrote:This can be taken even further by implementing further mechanisms that decouple things:
I) remove specific ore nodes altogether and make e.g. plain stone randomly drop gold
II) have normal stone and ore stone, and ore stone randomly drops balanced distributed rare items so that players get a certain amount of iron, gold, diamonds etc.
III) decouple digging ore from obtaining rare resources: e.g. in a mining union, the player gets paid for the amount of work done, so one could reward a player working in a public mine that has mined 1000 stone equally to someone who has mined 50 ore nodes.
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