Open Winddbourne opened 7 years ago
visit mode currently has the player confined into the island's area being visited (idk how it will work in other dimensions like the nether)
griefing generally shouldn't be possible in spectator mode so idk what you would need it for if you could elaborate a little more about what you want, that would be great :)
My fault I wrote the comment when I was overly tired and it wasn't clear at all what I was getting at in the morning. I've re-written it to make things more clear. :)
The only "invisible wall" is when you are visiting another player in spectator around their island (wanna say the "radius" is half the distance between the islands) (at least how it should work)
The reset command shouldn't destroy an area around your island, should make a whole new one in a new spot
I'm definitely not understanding the reset command. Are you saying that it just leaves everything I've built sitting there abandoned? If so why is this setting written like this:
# Max is half of Island Distance
I:"Island Reset Radius"=500
I was reading it to mean that this was the area that was "reset" when I spawned a new platform elsewhere so that in multiplayer you wouldn't leave tons of junk laying around in the void . . . plus so that region could be reused by a new player . . . which definitely seems important if you are playing on a server with a limited map size.
But now I'm thinking it doesn't do anything except set the area for spectator mode and as I fly towards 0,0 I'm going to find myself moving through a wasteland of abandoned construction.
Or is this now the radius where the new platform is going to form and even if I empty my inventory unless I destroy everything I built all my machines, buildings, chests, etc . . . are just going to be sitting there waiting for me?
I have to be misunderstanding. I'm sure you didn't include a command that expects me to vein mine everything I built except maybe one block and throw all my stuff into the void just so I can have a real "reset".
I am very puzzled.
# Max is half of Island Distance
I:"Island Reset Radius"=500
Might of left this in on accident, sorry for the confusion. But, yeah, the reset command leaves the area to be untouched, and makes a new island in a new spot.
I:"Island Gap Distance"=1000
This is used for in the visiting mode.
There's kinda an honor system in this as it's difficult to do a true reset.
Say there's an rftools matter receiver. It could be accessed from basically anywhere.
But, even with issues like that, if i made it reset the area, what am i supposed to do with other dimensions? that's gets very tricky. even if i did reset the area, it's very intensive on the server
Very interesting. I've been thinking about this before replying because this "reset" seems like it could cause a bunch of problems. I'm going to break the post down into two parts for readability.
Problems I'm concerned with
Abandoned automated set ups are going to cause needless lag on a popular server over time.
Server administrators are going to have to either do a lot of work taking down old bases or allow "scavengers" to roam the server and that may lead to less active players being greifed by accident.
Frequent server resets being needed on servers with limited map space simply due to "running out of space". I play fairly often on the grumpycraft servers and we can have thousands of players on at a time!
Server lag caused by large maps on servers that don't limit the map size to conserve resources.
Suggestions
Make the reset command actually clear the entire reset radius of blocks but make it an ADMIN only command. In single player it is easier just to start a new game anyway so this is obviously a server oriented command . . . make it something you have to ask an admin to do. This prevents you from doing it "accidentally" and also lets the staff remotely "delete" islands that mess up and start crashing the server.
Teleport the player to spawn while this is happening and have the new platform generate once again at the center of that players area. This means that each player is asigned a specific region of the map to build on and that is their "space". No more endlessly increasing map size, no more litter of junk, no more ever increasing lag.
Don't worry about other dimensions. Many servers reset dimensions like the end or the nether once a month anyway. In the worst case you are back to the honor system for those community spaces. Using your example we can say that you have placed an RF tools receiver in the nether . . . you reset your island and that is still there . . . to use it again you now have to build up a power system, dialing device, etc . . . to use it. In the meantime it's sitting there and other people may be using it, or taking it, or whatever.
Actually add in the island "walls" at the edge, top, and bottom of the players reset radius with options to open and close them for individual players and a notification when you enter someone else' space. FTB islands did this and it was GREAT. Since you have the "visit" command you can do them one better and let players visit closed islands in spectator mode.
If a player somehow accidentally teleports inside of another players closed space through a nether portal, matter receiver, etc . . . give them a message and teleport them to their "Island Home".
If you want to be ambitious and have the BEST anti grief control system I've seen also allow players to have a block claim system where they can set up a few (maybe four per player?) cube shaped regions within their area that have separate access levels from their main island. How many blocks a player can "claim" this way could be limited and you could buy access to more "blocks" from the server store up to a maximum of your full reset area.
Assuming you went with the last suggestion claim levels could be set by the player to include things like: Entry into the area, chest access, switch access, use of crafting benches/furnaces/machines, build access, block breaking access. If the server allows PVP you could also allow players to toggle pvp on and off in the different regions.
Anti-griefing/claim areas aren't a priority for me, mostly because I'm not a fan of how public servers handle it.
Resetting the area causing the whole server to disconnect and it's slow. I haven't been able to figure out how to handle it yet.
So, everything is a low priority regarding anti-griefing/resetting
To revisit this, there's a mod out now called Islands in the Sky (IITS). I feel the Void Island Control (VIC) is the better of the two. However, IITS handles island resets by queuing all of the previously construction into a deletion queue and then as a low priority tasks over the course of hours or days it slowly deletes the previous island. So while it is possible to fly towards 0,0 and see lots of old constructions, over time they will be deleted. I feel that VIC could implement deletion in this way.
While typing that I realize that VIC could implement another method. VIC could have in config a logger option to log blocks that have been placed by the island teams. When the last person to abandon the island or that is authorized to reset it does so and if the logger is set true, the all blocks placed by that team (island node might be a better concept) are queued for deletion and then slowly over time deleted.
I'm on a biscuit (roll) here! While typing that I came to realize there is probably a somewhat fast way to delete island node for reset. Go through and first remove all blocks that have the explosion resistance of obsidian or better. Then based on the spherical explosion radius of tnt, set off procedurally generate explosion from one end of the island node to the other where constuction exists. Because everything drops into the void, it would be better to do this explosion technique from the void level up.
LOL. I'm almost surprised this is still here. Love this mod and came back looking for tutorials on how to make custom sky islands. May end up submitting a question if I can't find any. :)
(Edit - because I wrote this right before bed and really made a mess of the original question)
There are two commands that make think that some form of anti-greifing protection exists within the mod right now, however I don't see any documentation on it so I want to ask about that specifically.
I'm going to break this up into several sections. One for each command and one for my assumptions and/or suggestions.
The Visit Command
The visit command allows us to go into spectator mode and look at the island of any player. I personally think this is genius as it allows me to see what other people have built without having to wait for them to be online, get an invite from them, or whatever.
However it also makes me think that travel through the void to other islands might be limited. So some questions:
If I have some method of flight and start traveling away from my platform in a straight line will I eventually reach an invisible "wall" beyond which I can not travel?
Some mods have methods of teleportation. I'm going to use the blood magic teleposer as an example since it would allow two players to coordinate building the network without ever entering each others territory. Let us say that I build a teleposor and create a coordinate "gem" for my "stop". I give that paper to my friend and he places it inside his own teleposer allowing him to send entities and blocks to me. If he tries to teleport himself to my island using it will that work?
I enter the nether and travel over to another players nether portal. What happens when I go through it into their area?
The Reset Command
The reset command empties out a wide area around my starting platform, destroying everything that had been built there. This makes me think that even if other players can enter "my territory" they can't build things there which I might "accidentally" grief via a reset.
My Assumptions
My assumption is that there is indeed a wall of some sort at the edge of a player's "reset" area giving each player an equal space within which to develop their own "floating world". Due to the presence of the "visit command" I am also assuming that this is a hard wall that prevents players from even entering the region "next door".
Suggestion
If my assumption is correct it would be nice to be able to set areas where the restrictions are relaxed either for the "public" or for certain players, similar to what is allowed using multiple claims and the "trust" system in the Anti Griefing Plug in. For example:
I'd like to allow my friend X to teleport into my area and help me with a project even though we both have our own private islands.
I want to open up an area to the public for a "store" I have set up using the showcase mod. They shouldn't be able to break blocks, but I do want them to be able to activate the showcase and buy my wares.
Hopefully my edited comment and example questions make more sense. :)