[Mod] Towny in Minetest! (BIG WIP) [towny]

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[Mod] Towny in Minetest! (BIG WIP) [towny]

by IcyDiamond » Sun Jan 13, 2019 00:10

This mod is based on the popular Minecraft server mod of the same name.

At it's current state, it's a glorified semi-fixed-grid protection system based on claims and plots.

Town Claim Blocks
A claim block is 16x64x16 nodes in size. By default, nobody in town except for the mayor can build in an unplotted claim block. The number of available claim blocks depends on the number of town residents. A claim block can be turned into a plot with the /plot claim command.

Plots
Plots are town claim blocks that can be owned by a town resident. Plots can have multiple members.

Simple usage
  • /town new <town name> - Create a town right where you're standing
  • /town claim - Claim more land for your town. Must be called right outside of an existing town claim.
  • /town invite <user> - Invite a player to your town
  • /plot claim - Create/claim a plot
  • /plot set claimable true - Set the plot as claimable by other town members
  • /plot member add/del <resident> - Add/remove a person from a plot. Adding people to your plot will let them build on it.
  • /town kick <user> - Remove user from your town.
  • /town visualize - Highlight the bounds of your town's claim blocks.

Source Code: https://gitlab.icynet.eu/evert/towny
License: MIT

More information and updates coming soon.

WARNING: It is not recommended that you use this mod in a public server just yet. There will likely be a lot of breaking changes daily!!
Last edited by IcyDiamond on Sun Jan 13, 2019 18:35, edited 1 time in total.
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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by texmex » Sun Jan 13, 2019 08:43

Very welcome development! Judging from the quality and success of your excellent elepower mod I can’t wait to see where this is going. =)

Please keep other games than MTG in mind when developing (not depending unnecessarily on (MTG) default and so on)
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by Krock » Sun Jan 13, 2019 09:19

Landrush and simple_protection welcome you to the club of fixed grid claims.
It looks like you planned to add many more features than just a protection mod. I'm excited to see the final result :)
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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by texmex » Sun Jan 13, 2019 17:19

I think some of towny’s most attractive features is that towns are safe harbors in terms of PvP, PvE and protection. That makes ”the wilderness” all the more terrifying. The feature of only being able to spawn in home town or allied town is interesting too.

Also the feature of ”Limit players’ interaction with the wild to just harvest-able blocks, keeping the wild pristine” sounds good to me and could inventivize the construction of vast and vertigo-inducing mining pits under the town.
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by rubenwardy » Sun Jan 13, 2019 17:40

I'm quite excited to see this! This is quite close to what I want in Capitalism Game, although I'd like plots to be able to have irregular shapes

I'm hoping that you try to cleanly separate the land part of it (towns, plots) from the admin part of it (taxes, rules, etc)
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by gpcf » Sun Jan 13, 2019 18:59

Capitalism Game? That's something I've always wanted to do :D
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by rubenwardy » Sun Jan 13, 2019 19:03

gpcf wrote:Capitalism Game? That's something I've always wanted to do :D


I'd love some contributors! Check out the github repo and the discord
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by IcyDiamond » Wed Jan 16, 2019 15:22

Added Nations. Nations are essentially groups of towns that can ally or become enemies with another nation, separating servers into teams.

Nation commands are similar to that of town ones, but instead of /town you use /nation. It will cost a lot more to found a nation than it costs to found a town.

Keep in mind, this is a component mod that you can just disable without any issues.
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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by IcyDiamond » Wed Jan 16, 2019 15:24

texmex wrote:Please keep other games than MTG in mind when developing (not depending unnecessarily on (MTG) default and so on)

Don't worry, there will not be any hard dependencies on any other mods.
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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by texmex » Wed Jan 16, 2019 16:29

texmex wrote:Also the feature of ”Limit players’ interaction with the wild to just harvest-able blocks, keeping the wild pristine” sounds good to me and could inventivize the construction of vast and vertigo-inducing mining pits under the town.


Iterating on this I have this idea of taxes being payed automatically by the player when mining. For instance, if tax is 10%, every 10th of a specific node mined is automatically brought over to a town chest. Each town would be free to set their own tax and perhaps even their own tax system (progressive tax, flat tax and so on).

In combination with systems of decision-making, inhabitants of towns may collectively decide on what to do with the contents of the town chest. For instance, if the power source keeping the lights on throughout town is finite and coal-based it would be a good idea to collect tax in the form of coal.
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by IcyDiamond » Wed Jan 16, 2019 23:33

For concerns regarding other protection mods, towny supports and respects areas. Towns cannot be founded in or expanded into areas-protected regions.
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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by IcyDiamond » Fri Jan 18, 2019 17:01

texmex wrote:Is /town visualize supposed to work yet?

yes it works, however the area is only visible from outside due to the way entities work. the visualization will be replaced by particles later.
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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by rubenwardy » Fri Jan 18, 2019 17:13

IcyDiamond wrote:
texmex wrote:Is /town visualize supposed to work yet?

yes it works, however the area is only visible from outside due to the way entities work. the visualization will be replaced by particles later.


I'm fairly sure worldedit works fine. Have you made sure you've disabled backface culling?
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by texmex » Fri Jan 18, 2019 19:02

WorldEdit has the same issue with visibility from my experience. I'd much rather prefer particles too, since they can be shown to just the player who initializes the visualization.
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by texmex » Fri Jan 18, 2019 19:27

Will it be possible to change the claim height so that it affects both above and below the claim point? I want towns with claims to all available vertical space (Y -32000 through Y 32000).
 

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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by IcyDiamond » Fri Jan 18, 2019 19:52

texmex wrote:Will it be possible to change the claim height so that it affects both above and below the claim point? I want towns with claims to all available vertical space (Y -32000 through Y 32000).

I could probably add a setting for that
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Re: [Mod] Towny in Minetest! (BIG WIP) [towny]

by IcyDiamond » Sun Jan 20, 2019 14:48

texmex wrote:Very cool! Two vars, an y_min and an y_max would be ideal.

I have now implemented this. these are the settings:

Code: Select all
# Use static height claim blocks
towny_static_height (Use static height claims) bool false
towny_static_miny (Static claim: minimum Y) int -32000
towny_static_maxy (Static claim: maximum Y) int 32000
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