AleOk reports: i have a suggestion, there is ... #3361

Closed
opened 2022-12-29 16:05:48 +00:00 by yourland-report · 15 comments

AleOk reports a bug:

i have a suggestion, there is a mod, called multihome that allows to have more /home , it is very useful

Player position:

{
	y = 75.699996948242,
	z = -3538.0710449219,
	x = -1523.9890136719
}

Player look:

{
	y = -0.816137611866,
	z = -0.063311040401459,
	x = 0.57437890768051
}

Player information:

{
	max_jitter = 2.3389999866486,
	avg_jitter = 0.0049999989569187,
	connection_uptime = 1322,
	serialization_version = 29,
	patch = 1,
	major = 5,
	version_string = "5.6.1",
	lang_code = "it",
	state = "Active",
	formspec_version = 6,
	ip_version = 6,
	max_rtt = 2.5929999351501,
	protocol_version = 41,
	minor = 6,
	min_rtt = 0.035999998450279,
	avg_rtt = 0.043999999761581,
	min_jitter = 0
}

Player meta:

{
	fields = {
		punch_count = "1779",
		yl_church = "return {[\"last_death_portal\"] = 1672319557, [\"last_death\"] = {[\"y\"] = 28, [\"x\"] = 1920, [\"z\"] = 1725}}",
		yl_commons_thankyou = "1",
		partychat = "party",
		["3d_armor_inventory"] = "return {\"3d_armor:chestplate_crystal 1 12440\", \"\", \"3d_armor:leggings_crystal 1 12420\", \"shields:shield_crystal 1 12790\", \"3d_armor:helmet_crystal 1 7070\", \"3d_armor:boots_crystal 1 17080\"}",
		["stamina:poisoned"] = "no",
		arenalib_infobox_arenaID = "0",
		["stamina:exhaustion"] = "50.5",
		played_time = "280851",
		digged_nodes = "16847",
		placed_nodes = "4741",
		died = "46",
		["stamina:level"] = "16",
		crafted = "1365",
		["ocean_build.last_warning"] = "1.66793e+09",
		["ocean_build.forbidden"] = "true",
		["ocean_build.ocean_built"] = "12",
		hud_state = "on",
		["unified_inventory:bags"] = "return {\"unified_inventory:bag_small\", \"unified_inventory:bag_medium\"}",
		["signslib:pos"] = "(1809,8,1497)",
		yl_commons_player_created = "1667585800",
		yl_commons_player_joined = "1672328654",
		xp = "18186",
		repellant = "0",
		bitten = "0",
		inflicted_damage = "31926",
		jointime = "1667585800"
	}
}

Log identifier


[MOD] yl_report log identifier = SpT54B20oisFUbYCD7WZId3tq8XiYdDg

Profiler save:

profile-20221229T160548.json_prettyEE

Status:

# Server: version: 5.6.1-yl | game: Minetest Game | uptime: 23h 38min 5s | max lag: 4.83s | clients (35/42): AleOk, AliasAlreadyTaken, anya225, arual, Bailiff, bizon, Boot, Coolstorms, Coral, debiankaios, dukela, ElusiveAstropath, Enfo3, estayle, FFleder, HABERACK, icser, Ivanhoe, jackofthebean000, JeCel, labrat, Linda, LOR, Miri, Murmel, niceride, rewired_X, Robo, schatzi, Service, sparknight777, Stelio, the_chosen_one, WKayizking, yo_hi

Teleport command:

/teleport xyz -1524 76 -3538

Compass command:

/give_compass Construction SpT54B20oisFUbYCD7WZId3tq8XiYdDg D2691E -1524 76 -3538
AleOk reports a bug: > i have a suggestion, there is a mod, called multihome that allows to have more /home , it is very useful Player position: ``` { y = 75.699996948242, z = -3538.0710449219, x = -1523.9890136719 } ``` Player look: ``` { y = -0.816137611866, z = -0.063311040401459, x = 0.57437890768051 } ``` Player information: ``` { max_jitter = 2.3389999866486, avg_jitter = 0.0049999989569187, connection_uptime = 1322, serialization_version = 29, patch = 1, major = 5, version_string = "5.6.1", lang_code = "it", state = "Active", formspec_version = 6, ip_version = 6, max_rtt = 2.5929999351501, protocol_version = 41, minor = 6, min_rtt = 0.035999998450279, avg_rtt = 0.043999999761581, min_jitter = 0 } ``` Player meta: ``` { fields = { punch_count = "1779", yl_church = "return {[\"last_death_portal\"] = 1672319557, [\"last_death\"] = {[\"y\"] = 28, [\"x\"] = 1920, [\"z\"] = 1725}}", yl_commons_thankyou = "1", partychat = "party", ["3d_armor_inventory"] = "return {\"3d_armor:chestplate_crystal 1 12440\", \"\", \"3d_armor:leggings_crystal 1 12420\", \"shields:shield_crystal 1 12790\", \"3d_armor:helmet_crystal 1 7070\", \"3d_armor:boots_crystal 1 17080\"}", ["stamina:poisoned"] = "no", arenalib_infobox_arenaID = "0", ["stamina:exhaustion"] = "50.5", played_time = "280851", digged_nodes = "16847", placed_nodes = "4741", died = "46", ["stamina:level"] = "16", crafted = "1365", ["ocean_build.last_warning"] = "1.66793e+09", ["ocean_build.forbidden"] = "true", ["ocean_build.ocean_built"] = "12", hud_state = "on", ["unified_inventory:bags"] = "return {\"unified_inventory:bag_small\", \"unified_inventory:bag_medium\"}", ["signslib:pos"] = "(1809,8,1497)", yl_commons_player_created = "1667585800", yl_commons_player_joined = "1672328654", xp = "18186", repellant = "0", bitten = "0", inflicted_damage = "31926", jointime = "1667585800" } } ``` Log identifier ``` [MOD] yl_report log identifier = SpT54B20oisFUbYCD7WZId3tq8XiYdDg ``` Profiler save: ``` profile-20221229T160548.json_prettyEE ``` Status: ``` # Server: version: 5.6.1-yl | game: Minetest Game | uptime: 23h 38min 5s | max lag: 4.83s | clients (35/42): AleOk, AliasAlreadyTaken, anya225, arual, Bailiff, bizon, Boot, Coolstorms, Coral, debiankaios, dukela, ElusiveAstropath, Enfo3, estayle, FFleder, HABERACK, icser, Ivanhoe, jackofthebean000, JeCel, labrat, Linda, LOR, Miri, Murmel, niceride, rewired_X, Robo, schatzi, Service, sparknight777, Stelio, the_chosen_one, WKayizking, yo_hi ``` Teleport command: ``` /teleport xyz -1524 76 -3538 ``` Compass command: ``` /give_compass Construction SpT54B20oisFUbYCD7WZId3tq8XiYdDg D2691E -1524 76 -3538 ```
AliasAlreadyTaken was assigned by yourland-report 2022-12-29 16:05:49 +00:00
AliasAlreadyTaken added the
1. kind/enhancement
label 2022-12-30 00:45:09 +00:00
AliasAlreadyTaken added this to the 1.2 Cities and Invasions milestone 2022-12-30 00:45:14 +00:00

There was a bug that allowed two homes, one via chatcommand, one via inventory. We fixed this bug.

Multiple teleport points will be available in 1.4 classes and magic, when a priest can level their teleport kill. Everyone else will only have the home point and their city spawn.

There was a bug that allowed two homes, one via chatcommand, one via inventory. We fixed this bug. Multiple teleport points will be available in 1.4 classes and magic, when a priest can level their teleport kill. Everyone else will only have the home point and their city spawn.
Member

And if I have understood correctly, then it will be possible before (update 1.2) to move the spawn point to another city than Haven. Does this only apply to the owners of the city or to any players?

And if I have understood correctly, then it will be possible before (update 1.2) to move the spawn point to another city than Haven. Does this only apply to the owners of the city or to any players?

Does this only apply to the owners of the city or to any players?
You can set tis in a townhall so for every player.

> Does this only apply to the owners of the city or to any players? You can set tis in a townhall so for every player.

There are two options, neither of which is implemented yet:

  1. A city owner can decide whether he wants to allow everyone or only his faction to set their spawnpoint to the city.
  2. Everyone can switch their spawnpoint to any city, by asking the NPC mayor.
There are two options, neither of which is implemented yet: 1. A city owner can decide whether he wants to allow everyone or only his faction to set their spawnpoint to the city. 2. Everyone can switch their spawnpoint to any city, by asking the NPC mayor.

I like the second option, priest at Aventiure is bored that no one is visiting,and time saving for adventurers going to their plot in case they need to get gold for the death portal (when you don't have crystal boots).

I like the **second option**, priest at *Aventiure* is bored that no one is visiting,and time saving for adventurers going to their plot in case they need to get **gold** for the **death portal** *(when you don't have crystal boots)*.
Member

perhaps the spawnpoint should be w/ the priest, more than w/ the city? the priests are kind of their own orthogonal power structure to cities. cities want to invite them, but their functionality is largely independent of the structure of individual cities. some cities like haven and aventiure are welcome to all, but i don't want to allow arbitrary players to affiliate themselves w/ my city, because it's more of a clan where resources are shared. however, players setting their spawnpoint to the church in the area? i'd be fine w/ that.

perhaps the spawnpoint should be w/ the priest, more than w/ the city? the priests are kind of their own orthogonal power structure to cities. cities want to invite them, but their functionality is largely independent of the structure of individual cities. some cities like haven and aventiure are welcome to all, but i don't want to allow arbitrary players to affiliate themselves w/ my city, because it's more of a clan where resources are shared. however, players setting their spawnpoint to the church in the area? i'd be fine w/ that.

In pluton i want invite all players to set their spawn-point

In pluton i want invite all players to set their spawn-point

perhaps the spawnpoint should be w/ the priest, more than w/ the city?

You mean one in the Haven, then spawning there is useless, if you died second time and of course you won't have gold ingot with you, then it requires more slow walking (again without crystal boots) towards boat or airship to reach to your plot to retrieve gold ingot (and crystal boots if they have spare ones) for death portal.

some cities like haven and aventiure are welcome to all, but i don't want to allow arbitrary players to affiliate themselves w/ my city,

Let's leave that decision to the mayor/owner of that city, if they want a spawn point or not for other players

> perhaps the spawnpoint should be w/ the priest, more than w/ the city? You mean one in the Haven, then spawning there is useless, if you died second time and of course you **won't** have gold ingot with you, then it requires more slow walking (again without crystal boots) towards boat or airship to reach to your plot to retrieve gold ingot (and crystal boots if they have spare ones) for death portal. > some cities like haven and aventiure are welcome to all, but i don't want to allow arbitrary players to affiliate themselves w/ my city, Let's leave that decision to the mayor/owner of that city, if they want a spawn point or not for other players
Member

I fear that switching the spawn point to another city is not good for the server as such. On servers, /spawn serves an important function as a meeting place. New players in help can be found here. Players meet to exchange items. Players cross each others' paths and see each other directly. If everyone /spawns at another city, such encounters are less likely. It becomes too time-consuming to invest in new players.

The current situation is bad as well because the way from Spawn to the sailship leads through the market district which is extremly taxing regarding computation power on the client. Lately, the world loads extremly slow in Haven. The way to the airship is less problematic, but then travel there comes in two stages.

Sailship travels from town A to town B are currently always routed through Haven. At least that can be changed with the new version of the NPC mod.

I'd highly appreciate if a command like /town could be added to go to the spawn point of the town the player has selected - while /spawn would still lead to Spawn.

Based on how expensive it often is (Haven, Maravillosa, Nether Lands...) to get from the town center to the actual ship - a command like /ship would be good that'd place the player on the sailship or airship of the town he selected - depending on which is present in the city. That'd help a lot especially in situations of server lag and the world not loading. And it is not that exciting to walk the same path over and over again.

Summary:
/spawn ought to remain Haven Spawn
/town would lead to the town the player selected (if the town allows it)
/ship would lead to the air- or sailship of the town above

I fear that switching the spawn point to another city is not good for the server as such. On servers, /spawn serves an important function as a meeting place. New players in help can be found here. Players meet to exchange items. Players cross each others' paths and see each other directly. If everyone /spawns at another city, such encounters are less likely. It becomes too time-consuming to invest in new players. The current situation is bad as well because the way from Spawn to the sailship leads through the market district which is extremly taxing regarding computation power on the client. Lately, the world loads extremly slow in Haven. The way to the airship is less problematic, but then travel there comes in two stages. Sailship travels from town A to town B are currently always routed through Haven. At least that can be changed with the new version of the NPC mod. I'd highly appreciate if a command like /town could be added to go to the spawn point of the town the player has selected - while /spawn would still lead to Spawn. Based on how expensive it often is (Haven, Maravillosa, Nether Lands...) to get from the town center to the actual ship - a command like /ship would be good that'd place the player on the *sailship* or *airship* of the town he selected - depending on which is present in the city. That'd help a lot especially in situations of server lag and the world not loading. And it is not *that* exciting to walk the same path over and over again. Summary: /spawn ought to remain Haven Spawn /town would lead to the town the player selected (if the town allows it) /ship would lead to the air- or sailship of the town above

The mayor of a city needs to be able to define the spawn point during city creation and afterwards anytime.

There will be no additional teleport points, because they would certainly be used in a "strategic way" to get around the own city fast and bypass invading armies.

/spawn must remain where the player sets it. Sure, we could rename it to /town to reflect that it is not where the player joined the world first time.

Maybe we should alter the spawnpoint in Haven to the tutorial building and place all the help books there?

The mayor of a city needs to be able to define the spawn point during city creation and afterwards anytime. There will be no additional teleport points, because they would certainly be used in a "strategic way" to get around the own city fast and bypass invading armies. /spawn must remain where the player sets it. Sure, we could rename it to /town to reflect that it is not where the player joined the world first time. Maybe we should alter the spawnpoint in Haven to the tutorial building and place all the help books there?

Maybe we should alter the spawnpoint in Haven to the tutorial building and place all the help books there?

That's really good idea, most games in general, make players go through training ground / obstacle course / tutorial. That makes them comfortable to progress on instead of pushing all knowledge all at once(like sending them to library {daydream no offence}).

https://www.youtube.com/watch?v=dJ4G6WNeNNg

image

Pls: (this is a suggestion, a training mode in arena where you can fight with balrog)

> Maybe we should alter the spawnpoint in Haven to the tutorial building and place all the help books there? That's really good idea, most games in general, make players go through training ground / obstacle course / tutorial. That makes them comfortable to progress on instead of pushing all knowledge all at once(like sending them to library {daydream no offence}). #### https://www.youtube.com/watch?v=dJ4G6WNeNNg ![image](/attachments/84a72ec3-a9e4-4eb0-8c08-6feca45c9ed3) ## *Pls: (this is a suggestion, a training mode in arena where you can fight with balrog)*
576 KiB

There will be no additional teleport points, because they would certainly be used in a "strategic way" to get around the own city fast and bypass invading armies.

If you think that way, there should be no teleportation points to keep it realistic. But that would just annoy the players even more! My suggestion:
/spawn is set to a point that is not reachable(10000 blocks above haven?). With /spawn you can get to this point and as a new player too. As a new player you will be invited to come to haven(only possible once). Otherwise this point is only there for trading. Otherwise there are /town and /ship(see Sokomine) and /home.

> There will be no additional teleport points, because they would certainly be used in a "strategic way" to get around the own city fast and bypass invading armies. If you think that way, there should be no teleportation points to keep it realistic. But that would just annoy the players even more! My suggestion: /spawn is set to a point that is not reachable(10000 blocks above haven?). With /spawn you can get to this point and as a new player too. As a new player you will be invited to come to haven(only possible once). Otherwise this point is only there for trading. Otherwise there are /town and /ship(see Sokomine) and /home.
Member

There will be no additional teleport points, because they would certainly be used in a "strategic way" to get around the own city fast and bypass invading armies.

To bypass invading armies? Currently we race against blocks refusing to load in order to get to the site where the intresting attack happens! Often failing to get there in time because the server can't handle sending out the blocks fast enough.

A /town spawn point certainly ought not to be changed on a whim. There might be reasons to change it (major reconstruction of the area), but those times ought to be so rare that they can be done and approved by staff. No way of "quickly" changing that point during an attack.

/spawn must remain where the player sets it. Sure, we could rename it to /town to reflect that it is not where the player joined the world first time.

That is not the same. Spawn as a social meeting point is important.

Maybe we should alter the spawnpoint in Haven to the tutorial building and place all the help books there?

Maybe helpful for new players, but...they'll most likely wander around a bit before noticing that it might be worth reading books containing help. And for all other players it'd be a nuiscance to first have to move out of the tutorial building.

> There will be no additional teleport points, because they would certainly be used in a "strategic way" to get around the own city fast and bypass invading armies. To *bypass* invading armies? Currently we race against blocks refusing to load in order to *get* to the site where the intresting attack happens! Often failing to get there in time because the server can't handle sending out the blocks fast enough. A /town spawn point certainly ought not to be changed on a whim. There might be reasons to change it (major reconstruction of the area), but those times ought to be so rare that they can be done and approved by staff. No way of "quickly" changing that point during an attack. > /spawn must remain where the player sets it. Sure, we could rename it to /town to reflect that it is not where the player joined the world first time. That is not the same. Spawn as a social meeting point is important. > Maybe we should alter the spawnpoint in Haven to the tutorial building and place all the help books there? Maybe helpful for new players, but...they'll most likely wander around a bit before noticing that it might be worth reading books containing help. And for all other players it'd be a nuiscance to first have to move out of the tutorial building.
Member

i feel like the discussion has entirely escaped the scope of this issue (whether to install the multihome mod), though i'm not sure i know where it should go.

i feel like the discussion has entirely escaped the scope of this issue (whether to install the multihome mod), though i'm not sure i know where it should go.

I assume until a priest can have multiple teleport locations, this request will be heard often.

However the multihome mod will not be added to the server.

I assume until a priest can have multiple teleport locations, this request will be heard often. However the multihome mod will not be added to the server.
flux added the
5. result/wontfix
label 2023-01-05 18:30:06 +00:00
flux closed this issue 2023-01-05 18:30:15 +00:00
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Reference: your-land/bugtracker#3361
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