lakeys / blockland-unlimited-mining-classic Goto Github PK
View Code? Open in Web Editor NEWA rework of the Unlimited Mining game-mode by Red_Guy for Blockland. Includes fixes for known bugs and issues in the original.
A rework of the Unlimited Mining game-mode by Red_Guy for Blockland. Includes fixes for known bugs and issues in the original.
Players have reported their stats reverting after a hard server crash. This should be investigated to see if it can be remedied. (The player reported losing about a minute worth of progress from gaining a large amount of money immediately before the server crash)
This would be useful, especially considering the fact that most experienced players end up using the mouseFire(1);
console command anyway
Optimally, would prefer to find a server-sided way to do this.
Currently, the game-mode can only do this automatically.
Players are able to encase the spawn in cement by placing it right outside the allowed distance. This could be remedied by increasing the range to a significant enough number that it would require a near impossible amount of work to pull off. The increased range could possibly only apply to inv cement and/or commands (/wall, /platform, etc).
Reported by a user, their ore value was meant to increase after mining a lotto block, however /checkore revealed that the value was allegedly unchanged.
Ways to resolve
An importer that can load a secondary user data save and combine the stats of every player. This enables hosts to port in old data without throwing out the existing set.
This would benefit the game because players would not lose their place if, for example, their game crashes. Existing data would, of course, need to be flushed completely whenever the server resets.
This would be an optional feature that does not apply if player persistence is disabled.
Optimally, we want to find a copy of the existing ruins. However, if need be, we can also rewrite it ourselves. Some info will be posted here later with more points of reference.
May consider uploading to Blockland Glass instead.
Adding a warning to /upgradejob. See the documentation on /upgradejob:
/upgradejob - starts a "job" on the server to upgrade your pick. There are no level limits, it runs until you run out of money, or cancel it with /cancelupgrade
I suspect that the command was removed for a reason. A couple steps that will be taken:
A preference to disable the "Server is overloaded" actions, where warning messages show up and drills/bombs are sometimes auto-disabled.
Need some command or method to override the old teleporter
A preference to shut down the server after a map reset in order to trigger an auto restart script.
Ideally, this should kick players to a loading screen, as if the game-mode is being changed.
Updating the hit effect of the pickaxe to be less jarring and flashy (currently it simply copies the default hammer). I'd like to modify this, just to remove the camera shake effect.
This leads to several exploits that can give players an advantage in gameplay.
Other mining game-modes have already fixed this issue. It may be best to refer to them for a method of solving this. Otherwise, a simple raycast check should suffice.
Player models and tools have a noticeable flickering effect due to the position of the spawn. While there is no way to fully fix this issue (it will always happen past a certain point), there may be some way to make it less noticeable by repositioning spawn. I'm not sure if this would cause other issues, though.
This is most noticeable when holding a paint can in first person.
Add a check to stop this from happening, and check other one-time-per-login purchases such as super turbo drill.
By default, the host and/or admins can bypass limits on bombs and drills, giving them an advantage in gameplay. They can also drill without using up any dirt. I'd like to change this so the limit bypassing has to be enabled via preference first. This way, hosts can have a more equal experience to other players.
Some players have shown interest in maintaining compatibility with version 20 of Blockland, In theory, we could unify the add-on to work in both v21 and v20. A similar thing was done in the Renderman mod and it worked well. One thing to note is that in order to do this, support for RTB's old pref functions will need to be maintained.
The game's version can be checked using the $Version
var.
Should clean up all of these.
Presumably this is caused by a recursive loop in attempting to destroy the blocks.
Unknown cause, will check all calls related to heatsuits.
Presumably caused by lotto blocks, but will do more digging to find out.
I'd like to consider re-balancing the pickaxe for the early game. Players that first join have to hit a single piece of dirt 10 times just to break it.
I'm going to test reducing this to 5--so players can get started with the game more easily, and are less put off by the amount of time it takes to mine in the beginning. I remember servers back in the day would change their timescale to 2, just to offset this early-game difficulty. I think this minor tweak would improve the game-mode for new and returning players, without drastically altering the gameplay.
See Drill.cs, serverCmdOreDrill
An item for players to activate the drill so they do not need to repeatedly type the command.
This should be an option just in case things get out of hand, so ore renaming can be temporarily disabled if needed.
Allow the host to save and re-load the mine, either by an autosaver, or manual save and load.
This will likely require hooks into the loading function, which can be referenced here: https://github.com/Electrk/bl-decompiled
Bricks could be parsed by matching them to a table of existing ores based on color and FX. If there is a conflicting ore (i.e. same color), replace the ore with dirt.
Insurance seems to be a feature that is little known because the game-mode does not mention it anywhere unless prompted. Players should be instructed to type /help insurance
after mining their first lotto to make them aware of the insurance system.
This would be a minor balancing change, but I think it makes more sense for players to have the player by default, for free. It already costs a negligible amount of money, and it only serves to dissuade players from using it by making them buy it explicitly.
The inv placer would still cost money to obtain.
The game-mode currently hard caps the brick limit at 350000 despite Blockland's new brick limit being one million. While this should probably be defaulted somewhere around 500,000 (too much higher uses a lot of memory and takes time for clients to ghost), hosts should have the option to increase it up to the game's limit.
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