don_flymoor reports: Items should not dissipear whe ... #338
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Reference: your-land/bugtracker#338
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don_flymoor reports a bug:
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to do this properly, we need to totally abandon how the engine handles tool wear. it's do-able, but tricky, complicated code wise, and relatively expensive.
Not in favour. This means no chance to lose items at all, means careless playstyle.
i implemented this a couple moths ago on a whim: https://github.com/fluxionary/minetest-broken_tools
i haven't decided i'm even going to publish it formally, but it exist and works, though it's not automatically compatible w/ every tool which has wear. i'm also not asking that it be installed on your-land, but i'll remark that i think it would make the server more interesting compared to all the others.
it doesn't have to lead to a careless playstyle. ultimately, the server admin would have control over the cost of repairing a broken tool. perhaps to repair your balrog whip, you need a stack of rainbow blocks. that's easier to get than a balrog whip if you know what you're doing, but it's also still really really hard. sort of like how player death only take 10% of your next level's XP, the consequences of the death of your weapon shouldn't take it entirely out of the picture.
i'm certainly not opposed to making the game harder in many ways, but i feel like removing some of the frustration over things players feel they can't control, is something we should aim for.
Perhaps this is not needed for all tools. Tools that have a low durability and are expensive (especially those balrog whips!) already got lost multiple times due to lag and were then replaced manually by Alias. Recently, someone lost nether armor due to AFKing and beeing killed by a mime. Death alone is expensive enough.
Protecting wood, stone or steel tools that way may not be worth the effort. And mithril and crystal usually last long enough so that it's not a problem. Balrog whips, dragonscale armor, nether armor and perhaps rainbow stuff would be candidates where such a broken but repairable tool version could help everyone.
I'd rather have it that things get lost for ever instead of having such an expensive repair like flux suggested.
And most of the things Sokomine mentioned can be easily prevented from getting lost if someone just pays enough attention. Imo afking in a dangerous area, is a player's fault anyways.
So, I do like the idea of things not getting destroyed but instead just becoming unusable but NOT if it means more expenses. That would just mean that people who actually are careful with their stuff would get a penalty just because others cant (aka I now have to "pay" to repair my stuff, instead of simply using the anvil).
The balrog whip was lost due to a bug or unexpected high lag and it took us a while to prove it really was a bug. That's ok, that's something the player cannot control. It's not their fault.
But that's no insurance or guarantee and if due to careless use the balrog whip or some piece of armour gets lost, we will not replace it.
the broken tools mod is aimed more at regular tools, particularly low-level ones, and not so much at expensive tools.
Maybe this should be an enchantment? If you enchant a tool with it, it will not disappear at 0 durability?
So far I like the enchantment idea best, but with some limitations what you can enchant. I'd be ok with such an echantment if players have to decide between more than one. Read: You can't have EVERY enchantment.
This sounds like a topic for the armour and weapons and repair overhault of 1.4
Unless new ideas surface, I'd like to close this as "maybe"