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[Mod] Bones [bones]

Posted:
Mon Dec 31, 2012 16:23
by PilzAdam
Hello everyone!
This mod is basically a rewrite of Bad_Command_'s
Bones mod.
When a player dies in survival mode a bones node is create at his die location. All the items from his inventory are placed in this bones. The tooltip of the node shows wich users owns the item.
In the first 20 minutes only the player who died can take the items or destroy the node. After this time the tooltip changes from "fresh bones" to "old bones" and everyone can take the items and destroy the node. The time can be changed server-side in minetest.conf with the "share_bones_time = [seconds]" entry.
You cant add items to bones that are placed by players.
License:Source Code: WTFPL
Textures (by Bad_Command_): Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Depends:default
GitHub:https://github.com/PilzAdam/bonesDownload:https://github.com/PilzAdam/bones/archive/master.zip

Posted:
Mon Dec 31, 2012 16:54
by Casimir
I voted no because I think that there should be an extra gamemode for survival. But I'm not sure about that.

Posted:
Mon Dec 31, 2012 17:09
by PilzAdam
Casimir wrote:I voted no because I think that there should be an extra gamemode for survival. But I'm not sure about that.
We currently have 2 game modes: Creative and survival.

Posted:
Mon Dec 31, 2012 17:45
by jojoa1997
PilzAdam wrote:Casimir wrote:I voted no because I think that there should be an extra gamemode for survival. But I'm not sure about that.
We currently have 2 game modes: Creative and survival.
We have creative=infinite resources and survival=not infiniat resources

Posted:
Mon Dec 31, 2012 18:00
by PilzAdam
The main website says that Minetest has the aim to create a survival gameplay. This mod adds something in this direction.

Posted:
Mon Dec 31, 2012 19:05
by rarkenin
This should, if it is part of the default, be optionally turned on and off.

Posted:
Mon Dec 31, 2012 19:16
by kaeza
This is an interesting concept.
Currently, there's no real loss in dying (you just return to the spawn). This would make users more careful about the dangers in the world (currently only falling from a height, and lava in vanilla game).
I agree that this should be made optional (to fit all needs).
BTW: I voted for Yes.

Posted:
Mon Dec 31, 2012 19:22
by jojoa1997
rarkenin wrote:This should, if it is part of the default, be optionally turned on and off.
If it is optional then i vote yes. If not then i keep my vote no.

Posted:
Mon Dec 31, 2012 19:27
by PilzAdam
IMO it shouldnt be optional, because you still have the creative mode to turn all survival elements off.
And also MC doesnt ask you wether drop the items on death or not.

Posted:
Mon Dec 31, 2012 19:30
by Casimir
It's not only the creative mode, you can disable damage. With no damage you won't die.
I'm switching to "yes".

Posted:
Mon Dec 31, 2012 19:54
by Chinchow
kaeza wrote:This is an interesting concept.
Currently, there's no real loss in dying (you just return to the spawn). This would make users more careful about the dangers in the world (currently only falling from a height, and lava in vanilla game).
I agree that this should be made optional (to fit all needs).
BTW: I voted for Yes.
If you download the butter creeper mod you have another worry

Posted:
Mon Dec 31, 2012 19:55
by jojoa1997
PilzAdam wrote:IMO it shouldnt be optional, because you still have the creative mode to turn all survival elements off.
And also MC doesnt ask you wether drop the items on death or not.
Casimir wrote:It's not only the creative mode, you can disable damage. With no damage you won't die.
I'm switching to "yes".
I want to still die but not loose every thing. Make it another option like Creative and Damage.

Posted:
Mon Dec 31, 2012 20:13
by Sokomine
I voted "no" because having to travel to a possibly far away location where one died may take time. Even worse, more time is lost when building a house, beeing stuffed full of parts for that and having to rearrange them after dying. On the only server I saw that mod in work so far it did lead to a lot of conflict (valuable items lost due to another bug elsewhere; players generally more willing to kill each other).
PilzAdam wrote: Breaking the node will destry every item in the node.
I think that is an especially bad idea and might lead to malicious destruction of other peoples stuff.
On the other hand, loosing something when dying is important for the survival aspect. As are other things like hunger. Those effects might be good for players that are bored and want another challenge than building something.
Maybe those aspects can be mixed so that players on a server can choose which game-mode they currently prefer. Either survival with gaining experience points for doing things (killing monsters, defeating hunger etc.; maybe even a mode for PvP for those who want that; death with consequences as with this mod) or relatively uninterrupted building without getting experience points (there's no way to evaluate the quiality of a building automaticly, thus no point in giving points). Each player ought to be able to choose at least once per login which game-mode he/she currently prefers. Monsters would not attack those players who are in an almost-creative mode.

Posted:
Mon Dec 31, 2012 20:30
by PilzAdam
Sokomine wrote:I voted "no" because having to travel to a possibly far away location where one died may take time. Even worse, more time is lost when building a house, beeing stuffed full of parts for that and having to rearrange them after dying. On the only server I saw that mod in work so far it did lead to a lot of conflict (valuable items lost due to another bug elsewhere; players generally more willing to kill each other).
PilzAdam wrote: Breaking the node will destry every item in the node.
I think that is an especially bad idea and might lead to malicious destruction of other peoples stuff.
On the other hand, loosing something when dying is important for the survival aspect. As are other things like hunger. Those effects might be good for players that are bored and want another challenge than building something.
Maybe those aspects can be mixed so that players on a server can choose which game-mode they currently prefer. Either survival with gaining experience points for doing things (killing monsters, defeating hunger etc.; maybe even a mode for PvP for those who want that; death with consequences as with this mod) or relatively uninterrupted building without getting experience points (there's no way to evaluate the quiality of a building automaticly, thus no point in giving points). Each player ought to be able to choose at least once per login which game-mode he/she currently prefers. Monsters would not attack those players who are in an almost-creative mode.
People can only destroy or take away other people's items, if they dont get their things back after 20 minutes (or whatever configuration the server uses). So if such things happens then its maybe something that the server owner wants.

Posted:
Tue Jan 01, 2013 01:22
by Iqualfragile
guys, lets not forget: this is minetest! EVERYTHING is optional, just delete the folder minetest_game/mods/bones and you are done :D
I have votet YES because minetest is (to be honest) quite boring right now, we need a bit of a challenge!

Posted:
Tue Jan 01, 2013 02:19
by Josh
I think this is a good idea, different method of dying in survival then minecraft's way.

Posted:
Tue Jan 01, 2013 04:34
by Iqualfragile
-.- come on guys… if you dont want a challenge: just play in creative! there you will just respawn with all your items

Posted:
Tue Jan 01, 2013 04:53
by jojoa1997
Yes 11 47.83%
No 12 52.17%
from the looks of it the best choice is to toggle it because then both sides will be happy. make it the third option to choose after creative and damage

Posted:
Tue Jan 01, 2013 07:04
by 0gb.us
Iqualfragile wrote:-.- come on guys… if you dont want a challenge: just play in creative! there you will just respawn with all your items
Not wanting to lose our stuff when we die isn't the same as not wanting a challenge. I like having to avoid lava out of fear of returning to the spawn point and losing my place, but I don't want to lose my items.
PilzAdam wrote:IMO it shouldnt be optional, because you still have the creative mode to turn all survival elements off.
And also MC doesnt ask you wether drop the items on death or not.
Who care what Minecraft does? We're not aiming to be Minecraft, are we? I hope not, because I don't find Minecraft to be fun.
jojoa1997 wrote:PilzAdam wrote:IMO it shouldnt be optional, because you still have the creative mode to turn all survival elements off.
And also MC doesnt ask you wether drop the items on death or not.
Casimir wrote:It's not only the creative mode, you can disable damage. With no damage you won't die.
I'm switching to "yes".
I want to still die but not loose every thing. Make it another option like Creative and Damage.
Yes, I agree.
PilzAdam wrote: Breaking the node will destry every item in the node.
A better option would be to make it like the chests: indestructible when it's inventory isn't empty.

Posted:
Tue Jan 01, 2013 07:14
by Dopium
I voted yes, we used this mod about 12months ago on the gameboom server, i think its still in use actually. Anyway it does make the game alot more interesting, there was always the danger of other players too. With this mod i never left home without a sword and made sure not to carry anything that was worth too much when adventuring. I have to admit i got used to it and joining other severs without bones did seem a bit boring

Posted:
Tue Jan 01, 2013 07:40
by 0gb.us
On second thought, it might be interesting. I still think it should be optional though. And the can_dig() function should DEFINITELY be changed from
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
can_dig = function(pos, player)
return is_owner(pos, player:get_player_name())
end,
to
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
can_dig = function(pos, player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory()
return is_owner(pos, player:get_player_name()) and inv:is_empty("main")
end,
EDIT: It also seems that in your rewrite, if a player is inside a node when they die, the bones replace the node, and it is lost forever. Not a huge deal, but if this makes it into minetest_game, it would be nice if that bug were fixed.

Posted:
Tue Jan 01, 2013 10:22
by jmf
I played with this mod on globis survival server.
The special on this server is, that you can protect areas. So when you died in a protected
area, the bones could be "opened" and you got your stuff back, but the bones were lying
in the protected area for month and it didn't look good.
Also people built towers to jump down because they wanted those blocks.
Maybe those blocks should vanish after they have been emptied or if they are empty from the start.
But in the current state, i vote "no".

Posted:
Tue Jan 01, 2013 10:50
by xavier108
rarkenin wrote:This should, if it is part of the default, be optionally turned on and off.
Yeah if this have a turn on and off switch i would go to yes but if it doesnt have ill go to no

Posted:
Tue Jan 01, 2013 10:54
by xavier108
I dont like this mod many people are nerd stacking(people who make a pole out of dirt,cobble,gravel or any other stuff)just to get the bones.I remember I was adventuring for some ores but then i die in a lava.Know my diamonds that i collected and also the ores are gone.For short I got to go to no

Posted:
Tue Jan 01, 2013 13:29
by PilzAdam
Iqualfragile wrote:-.- come on guys… if you dont want a challenge: just play in creative! there you will just respawn with all your items
+1

Posted:
Tue Jan 01, 2013 13:30
by PilzAdam
0gb.us wrote:EDIT: It also seems that in your rewrite, if a player is inside a node when they die, the bones replace the node, and it is lost forever. Not a huge deal, but if this makes it into minetest_game, it would be nice if that bug were fixed.
Thats not a bug. Polite players can go underground to die so that other players dont have to make a funeral ;-)

Posted:
Tue Jan 01, 2013 13:47
by PilzAdam
0gb.us wrote:On second thought, it might be interesting. I still think it should be optional though. And the can_dig() function should DEFINITELY be changed from
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
can_dig = function(pos, player)
return is_owner(pos, player:get_player_name())
end,
to
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
can_dig = function(pos, player)
local meta = minetest.env:get_meta(pos);
local inv = meta:get_inventory()
return is_owner(pos, player:get_player_name()) and inv:is_empty("main")
end,
Yea, its better this way.

Posted:
Tue Jan 01, 2013 14:33
by Calinou
Voted yes (but it should be disabled in creative mode of course, if not already).

Posted:
Tue Jan 01, 2013 14:45
by PilzAdam
Calinou wrote:Voted yes (but it should be disabled in creative mode of course, if not already).
It is already disabled in creative.

Posted:
Tue Jan 01, 2013 15:50
by jojoa1997
Just make it optional. I like survival but I also use fast and fly sometimes. Finding what you need is fun but when I die I would not like to have to re-put them in again.