#Soft world border for servers.

70 messages · Page 1 of 1 (latest)

ruby fog
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In large scale SMPs you typically have to limit world border size in order to force player interaction. This solution comes with the issue of limiting certain resources and potentially gatekeeping entire items(Elytra, Mace, Cactus, Cocoa beans, snow, etc.) if their respective biome or structure is not within the set border size.

There are remedies to this, such as making events for specific items, but they all require admin intervention and are very time-dependent, making players with busier IRL schedules unable to get certain resources entirely.

I propose a soft-border that debuffs the player the further away they go from spawn(Slowness, Weakness, Hunger) with further consequences the further they go (eventually tick damage that SHOULD be able to be out sustained with regeneration potions, and eventually needing regen 2, maybe regen beacons can be used to stay disable the tick damage in safer areas of the soft border)

This mod should be an addon to the traditional worldborder (it SHOULD still exist), but instead discourages players from venturing too far from spawn.

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ideally the paramaters should also be able to be set per dimension

young vessel
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I don't know of a mod that does this, but I have one that's sort of an alternative

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!!Mr wbshop

night nestBOT
ruby fog
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this mod would be good, but even players who dont make a proactive effort to go further still gain the ability to

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it also will eventually lead to the dissolution of player activity if the world border expands too far

young vessel
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That's true

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However the same problems apply with your idea

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Less so, but still there

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Not saying it's a bad one btw, it's actually quite a good idea

ruby fog
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you cant stay out there in the harsher areas indefinitely(tick damage) and its REALLY inconvenient and annoying to build a base in the nonlethal areas due to all the debuffs

young vessel
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Mostly the regen beacons

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The main problem I've had with my mod is that eventually a farm is built that makes lots of stuff and the size explodes

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Or it slows down too much (cuz I set the expansion to exponential cost)

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But it won't be as much of a problem with your idea

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The other problem I run into (I made it a feature with wbshop) is the lack of diverse resources

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It takes forever to get to a stronghold

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And then if you want bamboo, it's hard to obtain

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But

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These are just side notes

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Its a good idea

ruby fog
# young vessel Mostly the regen beacons

a maxed out beacon for a small area should be fine, cause the beacon will only negate the tick damage, not the other normal debuffs, and it has to be maxed out aswell in order to unlock regeneration

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and a hard border should still be used 100%

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the main purpose of the mod is just to prevent the possibilty of certain items being impossible to obtain or extremely gatekept (maces and elytras), and to keep people near spawn so there is social interaction and the server doesnt die

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if someone truly wants to hide out in the middle of nowhere they SHOULD have the option to, just make it really inconvenient to discourage hiding away and becoming a hermit

ruby fog
woven viper
ruby fog
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it might pair well with this mod idea

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and it should prevent softlocking yourself in the damaging areas aswell

ashen mason
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kinda reminds me of the games where they have endless levels/dungeons or exploration of beyond borders to get extra stuff but with increasing risks

frosty mist
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i can take a shot at it

ruby fog
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sylvie ur the goat

ruby fog
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maybe increase mob spawns the further out aswell

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so farms are increasingly more effective

frosty mist
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uhhh mob spawning would be pretty complicated but i could increase local difficulty for chunks in the zone

ruby fog
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yeah thats probably better

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if possible could you also make each zone have like seperate configs?

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so we can specify potion effects and level of damage tick

frosty mist
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yeah this is what i have rn

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zones "stack" so if you have a zone starting at 500 and another at 1000 youll have the effects of both at 1000+

ruby fog
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alright

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idk much abt modding but would the damage also damage armor?

frosty mist
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it does the same damage type as the worldborder so ill have to double check

ruby fog
frosty mist
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okay so it doesn't deal durability damage but it doesn't pierce through armor

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so prot 4 will help

ruby fog
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uhh would setting the damage to a decimal still work

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because 20d/s is really really fast

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even with prot

frosty mist
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a decimal will work but it doesn't go through immunity frames

frosty mist
ruby fog
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is it gonna have the regen beacon disabling damage ticks under a certain amount aswell or no?

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maybe make it a config

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or just regen in general based off of level

ruby fog
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also an indicator that you are entering a zone would be nice

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maybe something in the action bar or title

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with a configurable delay so people dont just die as soon as they enter if they are undergeared

mental shadow
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this is definitely out of scope but hypothetically if you wanted it to be more immersive it would be cool to be styled as a sort of 'storm' area with fancy fog & wind rendering

ruby fog
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also are the zones currently per-dimension?, it would make sense to have a smaller one for the nether(prevent tping to the REALLY high damage zone) and a larger one for the end(for elytras), but i dont see an option for it in the configs

ruby fog
ruby fog
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also a config for it (the storm effects) (if it gets added) would be nice aswell

frosty mist
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okay i was asleep but a few things, i can def add regen beacon support (probably just a flag on each zone determining if a regen beacon bypasses stuff) but adding indicators is difficult because of how the mod works

frosty mist
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okay i've added per-dimension zones and regen support

ruby fog