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Home Page: https://SettleScape.org
License: Other
The configuration for SettleScape™, a high-quality, community-minded Minecraft server.
Home Page: https://SettleScape.org
License: Other
Jobs aren't well-balanced or evenly distributed. We use jobs as a kind of class mechanism on this server. I would like to make jobs match single actions -- so, all blocks that are broken with a pick pay the miner, and placing all non-farm block pays the builder.
This will eventually require job name changes, which will require a database update.
Players that die during or shortly after the long voyage from Spawn respawn with no boat. While it might be ideal to have new players with no home to always respawn with their starting gear; I don't think this is something that can be done.
What we can, do, though, is add a couple chests with infinite supplies of boats in them, like what Tyler added back in Settlers MC.
(Yes, it means anyone can always get a free boat by just visiting spawn; but we decided at the beginning of the server that that was quite okay.)
Paper is a fully open-source fork of Spigot with more-active development and tons of performance enhancements that Spigot lacks. SettleScape should consider switching.
While GitHub does technically have a "wiki" feature, it's extremely limited, lacking templating and -- of all things -- categories! We need to move to a proper wiki farm.
Also, having some of the more-"user-friendly" "features" of Fandom could encourage contribution. Also, just the fact that users are more-likely to have or make a Fandom account than a GitHub one could help with contribution rates, too.
Dispensers can be crafted with the same recipe as droppers. This is an exploit and needs to be fixed.
This would give players more things to do.
https://www.spigotmc.org/resources/advanced-achievements.6239
The /logs
directory is filling up, and is currently never getting cleared. We should delete old logs to save disk space.
Currently, all chat formatting is achieved at Traveller; but this leaves the other ranks a little sparse, and something as annoying as "magic" formatting should probably be reserved for a higher rank. We should spread this out a bit.
Specific suggestion that in filling-in missing blocks from the github jobs folder, we establish a ratio between crafter and builder. I suggest a 1 : 1.5 builder to crafter ratio, since crafting takes more time than placing, but not quite twice as long. Having a rule of thumb like this would make estimating the worth of missing blocks more efficient, and may be applied more broadly to establish thematic linkage between thematically aligned processes. For example (making up these numbers): killing a zombie = $9.5 @ 1 : 0.25 -> crafting leather = $2.38 or something to that effect. Might need more explaining, but the gist is here.
Currently, SettleScape is a poor hat simulator, since hats don't give stats. If we could combine our helmets with mob heads in the crafting window, then people would be able to enjoy cosmetics without losing stats.
Storing data in a centralized client-server database instead of individual SQLite databases will make database management easier, although it may result in more ongoing maintenance responsibilities.
We're a little over a month out-of-date -- the server's plugins need to be updated.
A fun recipe that would have 0 impact on game balance, would be to allow crafting 9 Eggs into one Chicken Spawn Egg.
(For those wondering, if you were to throw 10,000 Eggs vs 10,000/9 Chicken Spawn Eggs, you'd actually spawn more chickens with the bare eggs!)
Patreon is very expensive (about 1/4 the cost of the server itself!), and GitHub/Discord is where our community is, anyway. Switching to GitHub Donors will save us money and get more donors on the issue board and wiki.
Moderators are unable to open things locked with LWC. Need to test some more -- might only affect things locked by admins.
The CommandLog plugin is ancient -- it hasn't been updated since 2016! We need to find a replacement in case CommandLog ever becomes incompatible with modern Minecraft or in case it contains an unpatched security flaw.
We should add a recipe for crafting clay blocks to clay, like we have with other such blocks (glowstone, bookcases, etc).
TownyChat and partychat are cool, but VentureChat offers way more features and can fully replace at least TownyChat. Might as well look into it.
https://www.spigotmc.org/resources/venturechat.771
Would finally make them useful. Doesn't hurt game balance, either.
Players are unable to found outposts at what seems like a reasonable distance.
Describe the bug:
Town ranks appear lowercase in /t
, in contrast to "Mayor" and "Resident", which start with a capital letter.
While the jury is still out on restricting teleportation in general; we're agreed that new players should not have access to commands like /tpa
and /t spawn
, since this allows them to basically skip half the game by teleporting to a well-developed town and gearing up.
Forcing new players to undergo the long voyage away from spawn will also help weed out trolls.
The Jobs config is ridiculously large. We cannot hope to properly manage it as it is. If we could create a template file, then we could create a script that would perfectly generate most of the Jobs config for us.
The co-mayor rank (assistant) is unable to claim new plots.
Minus the collateral wood planks
What you'd like changed:
/fly
should only be usable within towns.
This plugin will allow us to do this.
Why you want this change:
Many players, and I myself, find fly indispensable for complex construction; but too cheaty to use in the Wilderness. /fly
everywhere also seriously devalues most modes of transportation, and almost completely eliminates the risk of taking fall damage or falling into lava. The TownyFlight plugin will finally allow this restriction to be a reality.
While our server is targeted at adults, sometimes adults have children, and it's reasonable that they would want to be able to play with theirs. We need to implement some features to make the server child-safe without making it any less-ideal for adults. A good first step would be to implement a word blocklist that can be applied to only certain players.
Plugins haven't been updated in quite some time, and need to be updated in order to support 1.16.
Currently, the donation model is that donors are a small group of elites who get a handful of perks, and a say in the project's direction. The goal is to always be revenue neutral.
However, when we go public, people are going to want to become donors in such numbers that turning a profit will be inevitable, because we can't reasonably lower the donor price below a dollar. As such, we need to answer some questions.
With 1, I'm thinking no? I mean, if someone is a core member of the community, we'd generally always want them to be able to donate.
Maybe a good middle-ground is to require a certain minimum rank to be able to donate? I don't know how to actually hard-restrict that, though, and giving refunds sucks.
Maybe just make it so you have to have a certain rank, in addition to donating, to be able to vote on the project's future. That would prevent someone from sockpuppetting the server, since it takes effort to rank up. It would rightly upset low-rank donors, though.
The lowest we could do is Traveller; but actually I think Settler might be better. Not only is it the server's namesake, but it is also the rank at which we trust you with lava.
Maybe project governance should not be a perk of donating; but rather that donating is a requirement for it.
For 2, we shouldn't set it too low, since donating does provide tangible benefits. If it's only a dollar, then someone can easily sockpuppet server governance (This can be mitigated by restricting voting to certain rank; see above.). Maybe $3 is reasonable?
For 3, the ethical thing is to invest the profits first into the server, then to plugins we depend on (so, we would donate to, for example, Towny), and then to project contributors (probably in proportion to number of commits?). In this way, not only would we be able to give back to the open source projects that made our server a success, but we'd also be able to incentivize future development.
A requirement to receive dev money would be to have a GitHub Sponsors account.
Wiki contributors should be counted for this purpose.
We should create a budget and percentage allocations for different purposes; this will be discussed later.
Players should have access to /tpacancel
if they have access to /tpa
.
Builder should be paid for placing all non-farm blocks.
What you'd like changed:
Add minigames. Maybe do minigame islands, like RuneScape does.
Why you want this change:
We're running out of things to do lol
It would be nice to be able to automatically run certain commands at certain times on the server. While we could look for a plugin to do this, it would be better if we could just pipe commands to the GNU screen
that the server is running in; then, we could make any such automations part of cron.
In particular, I'd like the server to auto-restart once a day; and I'd like to refresh the Dynmap once a week.
One way to encourage players to rank up and add spawn eggs to the game, is to give players a harmless spawn egg as a prize for ranking up. Each spawn egg can be themed per the challenges completed to achieve that rank.
A number of items in Minecraft are unavailable during normal play. There's no reason we can't offer these for purchase with in-game currency at spawn, for steep prices, of course. This would add new gameplay elements to the game, and if things are priced right, shouldn't harm balance.
It would be cool to have some Discord integration. I'd like to get the #game
channel could sync with global chat on the server; and it might be neat to get some additional Discord bot features.
We should find a way to implement a GUI for commands, like we had in the days of Settlers MC. This will make it way easier for new players to get into the game.
Dynmap is exposing player chat to the open Internet. We need to stop this ASAP.
When you use up a stack of blocks, if you have another stack of blocks, automatically place those blocks in the same inventory space.
While the server is currently nowhere near its player limit, it wouldn't be a bad idea to add a queue, just to be ready for the future. We could have a queue for veteran/core players, a queue for donors, a queue for vetted players (ie, friends of friends), and a queue for randos who just happened to figure out how to join the server without an invitation.
It may be possible to automatically update most of our plugins with Maven. We should try writing a POM file.
Some custom recipes don't work. Seems like an upstream issue?
Recent heated discussions have revealed that the ambiguity about where power lies and the proper procedures for change within the server is causing problems. We need to draft a constitution that clearly delineates roles, rights, powers, etc.
Players and admins are unable to invite new people to towns, in a way that is unrelated to the Wanderer rank being unable to join towns.
In order to open up to the public, we will need a proper anti-cheat plugin.
There's an incomplete list here: https://www.spigotmc.org/wiki/anti-cheat-list-bukkit-and-spigot-1-16-x
Add and configure the BeaconPlus plugin to give the game more objectives after you finish Pathfinder.
1.15.2 is the last patch release for 1.15. As well, most of our plugins now explicitly support 1.15, and some no longer support 1.14. This all means it's finally time for us to upgrade.
The prices for new townblocks are clearly high-enough that limitless expansion isn't really a concern, so we can go ahead and remove the maximum.
These are annoying and players complain about them. If it's possible to remove them, we should.
Dynmap v3.0-beta-9, the version to which we updated last night, has broken water lighting. According to webbukkit/dynmap#2702, we need to revert to beta-6 or earlier in order to have a chance at resolving this.
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