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blockland-render's Issues

'Group spawning' needs to be implemented

Group spawning is a planned mechanic where, in spawning, groups of players in the same area will be treated as a single player. This means that a group of players in close proximity will have the same spawn chance as a lone player.

This is important because the spawn chance becomes unbalanced with multiple players, forcing hosts to raise/lower the spawnrate based on player count.

AI Spawning: Branches should be prioritized by distance for balance

Currently, AI attackers are more likely to spawn close to obstructions. This is a result of branches being picked at random; when the majority of obstructions (particularly walls) are close to the player, the majority of spawns will be as well.

The proposed solution is to scale the chance for each branch by its distance to the player, '

EDIT: Fixed, see 55fa06b

Render plays the mount sound when freezing a player

Solution found: The vehicle/bot mount sound can be removed by packaging Armor::onMount

function Armor::onMount(%this,%player,%obj,%a,%b,%c,%d,%e,%f)
{
	if(%obj.dataBlock.getId() == RenderDeathArmor.getId())
		return;

	parent::onMount(%this,%player,%obj,%a,%b,%c,%d,%e,%f);
}

Fixed in commit af80863 in branch "v"

Loaded shrines count toward the host's brickgroup instead of the actual brick owner

Replication:

  1. Obtain a save with shrines placed by several other users
  2. Replace temp.bls (base/server/temp) with this save
  3. Launch a dedicated server, join, and type /reloadBricks
  4. Place shrines until reaching the limit.
  5. Count the number of shrines that you are allowed to place.
    Note that the total shrines you placed is equal to 32 minus the count of other users' shrines.

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