Open Squ-Cog opened 4 months ago
Adding an option for that might be possible but would involve a lot of work.
As for graves not activating far away: That should not happen, the grave loads the chunks as needed. If this happens to you consistently please open another issue for that, thanks :)
I'll implement that but I want to have global graves too. If someone has an idea for the UX that would fell vanilla, I'll do the coding.
I'm not sure that will be added at this point. The only way i can see is to make a marker on the sign that turns the grave privat. But that would require rewrite of the grave storage and possibly make old versions incompatible. Perhaps store the creator UUID for fast lookup without chunk loading? And a wildcard UUID for non-privat graves. That might work but again, compatibility is a concern.
But how would the player mark a grave private or public? Sure they could use a command but I don't like commands and hope for a better idea that feels more vanilla. I don't know about any compatibility problems. Most of the time I just improvise and I think I'll find a solution. But I'm just a coder, no game designer...
Simplest thing i can think of is a different phrase from "hic portus animae" or somthing on the second line.
Perhaps
hic portus animae
Reserved for my spirit
or
hic portus animae
meae animae reservatus
I have a working prototype. No idea what will happen if the public and private key is the same. I'll figure that out later. working_graves_prototype.zip
The public and private can't be set the same through the command interface anymore.
Currectly if there are multiple graveyards and someone dies, their grave can spawn in someone else's graveyard far away. It would be nice of the graves you active only work for you, there also is the problem that the graves sometimes don't activate after dying far away.