Cities should have a tool to manage residents #5449

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opened 2023-11-02 18:55:56 +01:00 by Boot · 8 comments
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Currently, 9 of the 15 plots in Rubodyke are taken. But soon it will be a matter of deciding if and when the first plots will be resolved due to inactivity. It would therefore be useful to know: when was the plot passed and when was the last-login. The effort is still manageable and I do it with a small table and the commands, but it would be good to have a tool that does some of the work for me, since there are already tools to manage NPCs themselves.

Currently, 9 of the 15 plots in Rubodyke are taken. But soon it will be a matter of deciding if and when the first plots will be resolved due to inactivity. It would therefore be useful to know: when was the plot passed and when was the last-login. The effort is still manageable and I do it with a small table and the commands, but it would be good to have a tool that does some of the work for me, since there are already tools to manage NPCs themselves.
AliasAlreadyTaken added this to the 1.2 Cities and Invasions milestone 2023-11-02 22:59:35 +01:00
AliasAlreadyTaken added the
1. kind/enhancement
label 2023-11-02 22:59:40 +01:00
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Maybe it's possible to use the functionality of the Party Mod as a first step, of course under a different name, directory, etc.?

In a second step, a timestamp could be added, for example for issue #3271

And in a third step, changes and substitutions should be possible, see #1755

Maybe it's possible to use the functionality of the Party Mod as a first step, of course under a different name, directory, etc.? In a second step, a timestamp could be added, for example for issue #3271 And in a third step, changes and substitutions should be possible, see #1755
AliasAlreadyTaken was assigned by Boot 2024-01-24 17:04:35 +01:00
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That's a problem Arabella (and now daydream) had and have with Aveniture as well.

I don't see any relation to the party mod (linked issues). A city plot ought to be independent from party membership.

I don't remember if the areas mod stores when a plot is assigned. If not that can be changed relatively easy.

Alias is planning to have plot assignment be handled by an NPC. Perhaps you two can work together there? The best way might be to mark plots with a special value in the areas mod as plots (IIRC Alias prepared that already), tell the NPC which one is the masterarea, and then have it go through the subareas and provide information about the plots (name of area, ID of area, current owner, when assigned, last login of owner?). That is slightly more than what the NPC can currently handle directly. Alias is planning on having a map of the city shown and indicating the location of the plot there. I'm thinking more of a list of plots offered as options by the NPC. That's probably more dynamic than what the NPC do currently but might be handled by them.

That's a problem Arabella (and now daydream) had and have with Aveniture as well. I don't see any relation to the party mod (linked issues). A city plot ought to be independent from party membership. I don't remember if the areas mod stores when a plot is assigned. If not that can be changed relatively easy. Alias is planning to have plot assignment be handled by an NPC. Perhaps you two can work together there? The best way might be to mark plots with a special value in the areas mod as plots (IIRC Alias prepared that already), tell the NPC which one is the masterarea, and then have it go through the subareas and provide information about the plots (name of area, ID of area, current owner, when assigned, last login of owner?). That is slightly more than what the NPC can currently handle directly. Alias is planning on having a map of the city shown and indicating the location of the plot there. I'm thinking more of a list of plots offered as options by the NPC. That's probably more dynamic than what the NPC do currently but might be handled by them.

Plots are a core feature of 1.2

Plots are a core feature of 1.2
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I don't see any relation to the party mod (linked issues). A city plot ought to be independent from party membership.

Of course, there are a lot of relations. And who wants to equate the party and the inhabitants? I certainly don't. The magic word is "functionality".

Just like the leader of a party, the mayor can invite players. Once in the list, information can be shared. Of course, you don't need a name tag, but you can read the lists. Just as the leader can use the Party Officer, the Mayor can also use the Mayor's representative to invite players to settle in the city. Players may or may not accept this. Players can also apply for citizenship on their own initiative.

But if Alias has something better in the pipeline, then that's good, especially if it's directly related to the respective plot. At the moment, there is still only paper and pen or, at best, an external table sheet.

> I don't see any relation to the party mod (linked issues). A city plot ought to be independent from party membership. Of course, there are a lot of relations. And who wants to equate the party and the inhabitants? I certainly don't. The magic word is "functionality". Just like the leader of a party, the mayor can invite players. Once in the list, information can be shared. Of course, you don't need a name tag, but you can read the lists. Just as the leader can use the Party Officer, the Mayor can also use the Mayor's representative to invite players to settle in the city. Players may or may not accept this. Players can also apply for citizenship on their own initiative. But if Alias has something better in the pipeline, then that's good, especially if it's directly related to the respective plot. At the moment, there is still only paper and pen or, at best, an external table sheet.
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Is there already a pre-release version? Today the last plot was distributed.

It's about an uncomplicated restart of the affected plots. Without tools and commands, this can also be torn down by hand. However, there are always problems with protected chests and doors. So it will always take an admin's scarce time.

Is there already a pre-release version? Today the last plot was distributed. It's about an uncomplicated restart of the affected plots. Without tools and commands, this can also be torn down by hand. However, there are always problems with protected chests and doors. So it will always take an admin's scarce time.
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In the meantime, all plots are full and also the orphaned plots that had no protected chests have been reassigned. And now? I need someone to clear the protected chests during the next plots. You can talk to the new settlers as much as you like and hope that they stay, but then they're gone. But if you want to find loyal residents, then you have to be able to pay in advance somehow, because otherwise they will have disappeared into the wilderness and will also be lost to the city. How is the city update supposed to work if you can't reasonably find inhabitants? With NPCs only?

In the meantime, all plots are full and also the orphaned plots that had no protected chests have been reassigned. And now? I need someone to clear the protected chests during the next plots. You can talk to the new settlers as much as you like and hope that they stay, but then they're gone. But if you want to find loyal residents, then you have to be able to pay in advance somehow, because otherwise they will have disappeared into the wilderness and will also be lost to the city. How is the city update supposed to work if you can't reasonably find inhabitants? With NPCs only?
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Of course, I'm far from being a real modder with my experiments with AI. Nevertheless, some mods are already running and I still have many ideas. Among other things, I thought about this open issue and made five mods out of it. I'm only in the process of testing them as a stand-alone and only consider them prototypes anyway. But I think that they are already very accommodating to my wishes as mayor. Therefore, I take the liberty of inserting a small table here.

Mod Name Description Benefits for City Management Benefits for the entire server (incl. relief for admin and staff)
area_visual Visualizes subareas (plots) with colored markers in the game. This is more as area_show we still have, because it shows the neighbour areas and the subs too just by walking along Helps mayors see boundaries and property. Improves clarity for all players, reduces requests to the admin to clarify boundary disputes, and relieves the staff of manually reviewing areas.
town_members Manage population lists per subarea with add/remove commands and affiliation check. Players can apply to become residents in the city. Supports the management of city residents. Automates the management of memberships, minimizes conflicts through clear membership rules and relieves the admin of manual list maintenance.
plot_revoke Allows mayors to temporarily or permanently revoke interaction rights in subareas, with return option. This way is much better as to delete areas. Controls access and resolves conflicts. Prevents rule violations through decentralized control, reduces the need for admin interventions and relieves the staff of disciplinary measures.
mayor_remove Allows mayors to dismantle protected objects (doors, anvils, chests) after moving out, expandable via configuration file. Cleans subareas after leakage. Promotes a clean server environment, reduces complaints about abandoned structures, and relieves the admin of manual cleanups.
plot_renature Restores landscape in subareas, removes air debris, adapts surface to neighbors, fills holes, and replaces inappropriate blocks. Regenerates abandoned areas and improves aesthetics. Elevates the overall look of the server, reduces work for the staff during landscape repairs, and relieves the admin of complaints about dilapidated areas.

If you are interested, I can provide more detailed descriptions and the preliminary code. Of course, it would be better if someone more capable would drive these functions forward.

Of course, I'm far from being a real modder with my experiments with AI. Nevertheless, some mods are already running and I still have many ideas. Among other things, I thought about this open issue and made five mods out of it. I'm only in the process of testing them as a stand-alone and only consider them prototypes anyway. But I think that they are already very accommodating to my wishes as mayor. Therefore, I take the liberty of inserting a small table here. | Mod Name | Description | Benefits for City Management | Benefits for the entire server (incl. relief for admin and staff) | |---------------|-------------------------------------------------------------------------------|-----------------------------------------------------|-------------------------------------------------------------------------| |**area_visual** | Visualizes subareas (plots) with colored markers in the game. This is more as area_show we still have, because it shows the neighbour areas and the subs too just by walking along | Helps mayors see boundaries and property. | Improves clarity for all players, reduces requests to the admin to clarify boundary disputes, and relieves the staff of manually reviewing areas. | | **town_members** | Manage population lists per subarea with add/remove commands and affiliation check. Players can apply to become residents in the city. | Supports the management of city residents. | Automates the management of memberships, minimizes conflicts through clear membership rules and relieves the admin of manual list maintenance. | | **plot_revoke** | Allows mayors to temporarily or permanently revoke interaction rights in subareas, with return option. This way is much better as to delete areas. | Controls access and resolves conflicts. | Prevents rule violations through decentralized control, reduces the need for admin interventions and relieves the staff of disciplinary measures. | | **mayor_remove** | Allows mayors to dismantle protected objects (doors, anvils, chests) after moving out, expandable via configuration file. | Cleans subareas after leakage. | Promotes a clean server environment, reduces complaints about abandoned structures, and relieves the admin of manual cleanups. | | **plot_renature** | Restores landscape in subareas, removes air debris, adapts surface to neighbors, fills holes, and replaces inappropriate blocks. | Regenerates abandoned areas and improves aesthetics. | Elevates the overall look of the server, reduces work for the staff during landscape repairs, and relieves the admin of complaints about dilapidated areas. | If you are interested, I can provide more detailed descriptions and the preliminary code. Of course, it would be better if someone more capable would drive these functions forward.
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Here is a tool that helps to plan areas and plots. I guess is could be very useful for mayors.

https://gitea.your-land.de/Boot/yl_area_planner

screenshot.png

Here is a tool that helps to plan areas and plots. I guess is could be very useful for mayors. https://gitea.your-land.de/Boot/yl_area_planner ![screenshot.png](/attachments/f4f9b61a-ca09-4a1b-9f3d-9a7269802a33)
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