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Showing results for tags 'infrastructure'.
It's no secret that a few of us are trying to get mods ported over from the Civcraft genre of minecraft servers. Next item on our list (hopefully), is something that recreates only the basic functionality of the mod which I've posted a demonstration video of below. The purpose of this is to enable players to trade with one-another without having to coordinate play-times, and enable trade in a multiplayer environment independent of the NPC traders. By no means will this decrease the significance or utility of the NPC traders, as there are still many items which cannot be crafted in survival as of yet. On the contrary, this will provide greater opportunity for more homebodied players, or those more adept at building and farming that caving and mining, to acquire gears and other valuable goods by supplying more adventurous types with basic commodities that they might not feel inclined to farm. The benefits of inter-player commerce are myriad. (Also, I figure this is one less feature for me to nag Tyron about, and most certainly one that can find use in other multiplayer settings (Hi, Tony) until such time as player-owned shops are a vanilla feature.) The idea of the mod is as follows: A player creates a shop chest (more on that below), which acts as a sort of simple vending machine. The shop outputs an item (or multiples of a single type of item) for a predetermined input cost. A customer approaches the shop with the input selected in their hotbar (right hand), and double-clicks on the chest, at which point the input items in their right hand are exchanged for the output item(s). In order to set up a shop chest I want to deviate from the example below and add a material cost other than the chest and reinforcement: the Temporal Gear (everyone's favorite). The steps as I envision it are as follows: 1.) Shopkeeper places a chest or labeled chest (remember to lock and reinforce). 2.) Shopkeeper places desired output in the first slot of the chest. 3.) Shopkeeper places input requirement in second slot of chest. 4.) Shopkeeper shift+right-clicks on the intended shop chest with a Temporal Gear, instantly consuming the gear and permanently defining the shop's exchange condition. 5.) Shopkeeper may remove the input material, stock up on output material and reap the benefits of trade and division of labour. Now, I don't expect anyone in the community to do this for us (though that would be nice), but I figured I'd do a bit of preliminary research while Light is temporarily unavailable to see if it's possible with the current API functionality or if we'll have to beg Tyron for some additions. (Thank-you for your time and attention)
Currently roads made of path blocks increase player speed 1.2 times. This is quite good and noticeable, but feels not enough, I don't feel getting a good reward after all the labor. For long distances the time is still quite long. E.g. on the chrometech server I live about 500 blocks from Spawn and when I need to run there or to another player through Spawn, I don't like it because it is a long routine run. I cringe a bit every time I think about it. I.e. when I build a road I do it to choose a less worse variant, not because I want to get something nice and comfortable into the gameplay. To get less pain instead of replacing an early routine gameplay mechanics with something end-game enjoyable. I would like roads to be something which gives me enjoyment each time I use it and makes me feel proud of all the labor I invested. Or make me feel grateful to the road builder each time. This can be achieved e.g. by making the road speed multiplier dynamic, slowly increasing when you are on the road, up to much significant value. Thus you will have no problems when just crossing the road, and will get a nice speed boost when really traveling far. Also this hopefully will increase number of roads on servers, e.g. I would consider building roads to specific stone type quarries. And in future to specific wood time high-efficient tree farms, if trees growth will be limited by biome. Ofc in future transport mechanics might be more diverse and sophisticated, e.g. carts, horses, etc. Maybe until it is implemented addition of dynamic speed multiplier can make server interactions more enjoyable.