I've implemented jojoa1997's idea of setting the static spawn point from within newspawn. this eliminates the risk of newspawn and minetest.conf being out of sync. A great improvement.
For right now I'm leaving the default canyon width at 80, a little easier to see across, but its easy for anyone to change, and I may consider widening it in the future.
I prefer to have the spawn point in the east, so I'm not going to use the section that puts a player spawning at 0,0, BUT, I do intend to add a structure going across the fracture at that point, so jojoa's pull was headed in the same direction I am, but I'm not quite there yet. Will get there soon.
One note here though, in testing, I thought the on_generated function for the obsidian block in jojoa's code resulted in some strange behavior. It meant you could destroy the block, and it would remain gone, until you went into new territory, then it would be regenerated. I think I will need to build the fallen tower out of something invulnerable instead of having it regenerate like that. BUT, I wouldn't have learned that without watching how this code behaved, so again, thank you jojoa1997!
Dartmouth wrote:The newspawn mod should find a spawn point after the rift has been generated
I agree. I've temporarily reduced this problem by moving the default spawn point further east. Once jojoa1997 showed me that I could set the spawn point from within newspawn I realized that newspawn needs to be modified to find a good spawn point based on what was generated, build it out a bit perhaps, (eventually with ruins), and set the static spawn to that new point.
HeroOfTheWinds wrote:You might find my Apollo Module spawn point generator in Moontest useful as an example for what you are trying
Will look, thank you very much. I don't think its EVER going to be perfect, just need it closer than what I've got. :)
I am REALLY stumped on the pvp code.
Tenplus1 suggested that I add automatic healing based on area, similar to the 3darmor code. Which would work, BUT, I don't see how to determine where the damage came from, so that would turn off ALL damage in the east. No falling damage, no starvation, no suffocation, no mob attacks at all. I want to turn off player damage, not ALL damage in the east.
My son suggested going at it from the other direction, trying to disable punching another player. I'm looking to see if that is possible.
Any suggestions on solving the pvp problem are MOST welcome. I HOPE I can do it through lua and don't have to try and dig into the c code to add a new option to the API. :)