Archived Slow-restore Massiverestore

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Mecharic

I'm tempermental, deal with it.
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I don't know if this can even be coded, but here's the idea:

MassiveRestore, except that it only reverts 15% of the blocks in a chunk, starting from the top and going down. This would create an "erosion" effect where structures not claimed (and thus maintained by "taxes") slowly degrade back into wilderness. Since only 15% of unnaturally placed blocks in a chunk are removed, smaller ruins and older ruins would last longer over time, mimicking how natural erosion slowly destroys only the less sturdy parts of structures.

@Cayorion - is this codeable and if so how long do you think it would take? Because I probably speak for a ton of people when I say that seeing a slow-degrade form of MassiveRestore would be awesome.
 
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Cool that it would create structures that appear to have fallen down, are less of what their original size was. Maybe deviate away from the whole 15% thing and say that blocks above "y" value get restored, and then next restore everything below that y value gets restored, or the entire chunk gets restored like normal. Working out the specifics, maybe a toggle feature to make MassiveRestore degrade structures into ruins rathe than a clean wipe.

In terms of efficieny and server management handling keeping worlds nice, it kind of defeats the purpose.

Not a bad idea.
 
Because this is me, I've got an addition maybe: The ability to set different materials to degrade faster/slower than other materials. The default would be 15% of a material will vanish (top down) but, say, glass. Glass would have a 50% degrade rate. Dirt would have a 75% degrade rate, wood at 25%, stone a 15%, and granite a 1% degrade rate. Or something.
 
I'm all for this!

One possible idea, in addition:
What if chests require X amount of cycles before being destroyed?

That way, as abandoned villages began deteriorating, normally hidden chests would become visible, adding a bit more realism to looting. The only downside is chests that are not built at ground level; the result would be dozens of floating chests :/
 
@eman1000 what if the chests were moved to ground level or to whatever the next platform is? would that be a sane solution in your opinion?
 
@eman1000 I seem to recall that they already have tools for serializing inventories, so I think the main issue wouldn't be moving the chests while retaining inventories, but more about handling of locked chests. LWC registers locks based upon location, so that would be the main concern. What do you think the preferred policy on that would be? Should LWC locks be retained until deletion of the chest completely? Another option is to have it unlock within a certain number of cycles, how that number will be determined, I don't know.
 
I don't know if this can even be coded, but here's the idea:

MassiveRestore, except that it only reverts 15% of the blocks in a chunk, starting from the top and going down. This would create an "erosion" effect where structures not claimed (and thus maintained by "taxes") slowly degrade back into wilderness. Since only 15% of unnaturally placed blocks in a chunk are removed, smaller ruins and older ruins would last longer over time, mimicking how natural erosion slowly destroys only the less sturdy parts of structures.

@Cayorion - is this codeable and if so how long do you think it would take? Because I probably speak for a ton of people when I say that seeing a slow-degrade form of MassiveRestore would be awesome.
We need this.
 
I feel like this would be a great idea, some people may not like it though because the world will not generate back to its normal self fast enough, but I personal like the idea.

+1 support
 
What about chunks with things like trees or mountains that have been flattened? If it restored partway from top to bottom, wouldn't it create floating objects?
 
What about chunks with things like trees or mountains that have been flattened? If it restored partway from top to bottom, wouldn't it create floating objects?
Very good point :P Maybe they coild possibly create the plugin so that the mountain slowly regenerates from bottom in a "natural" way. (Even more coding xP)
 
If I had to guess the easiest way to code this would be to set it so that x block takes x number of cycles to degrade. ex. Glass takes 2 cycles, wood takes 3 cycles, stone 5, etc... Not entirely sure about that but its my slightly educated guess.

Also
@Madus
 
It would be great, but think... What about all the bad buildings around? I have a huge cube made of ice near my faction and for god sake that thing isn't lore compliant xD That would be The problem