Wuzzy wrote:I am not really happy about the chest refilling feature, I have many issues with it.
First, the game could now possibly go on forever.
Until now, the game was always guaranteed to end at some point because, even if players avoid fighting all the time, sooner or later one party *must* run out of food.
One particular example: Two players get stuck in a hole and can't fight. The game is still not a draw, basically it all boils down to which player has more food left. Hunger and thirst come now pretty fast, so the waiting time for the next round is not terribly high.
But now the game could potentionally go on forever in a rare situation where 2 players are stuck in a hole, but both players have access to chests. This means they could be provided with new food for a long time.
There is the possibility that a game could go on for quite some time or even forever, and that is one of the flaws of my current implementation of chest refilling. I was thinking about this, and a feature that forces a draw after a certain period of time doesn't seem all that hard to implement, and a rather simple and effective fix for this, say maybe 10 minutes default. I'm also probably going to increase the interval at which chests are refilled. It is currently 2.5 minutes and I think that 3.5-4 minutes would be more appropriate.
Wuzzy wrote:I also think the chest refill is done in a really dumb manner:
The chests are not actually refilled, but instead the chest contents are simply replaced; the previous content is gone.
I agree that this isn't ideal. To refill all chests, I'm simply calling random_chests.refill, which seems to replace rather than add items to each chest. I'll have to take a look at and rework that function if this is to be fixed.
Wuzzy wrote:If you are in a chest formspec while the chest is refilled, the formspec breaks (you have to re-open the chest). Very annoying! (Maybe this is because the refill function also replaces the formspec as well? That should not be needed IMO).
This is due to the fact that chests are actually replaced rather than having their inventories modified. (
https://github.com/GunshipPenguin/hungr ... ts.lua#L42).
This is also not ideal, and something that looks like it would be rather easy to fix, I'll get to the bottom of it in the next few days.
Wuzzy wrote:Another thing: The chests should not get refilled right at the end of the grace period. The timer should only start at the end of the grace period, and only after that, the first refill happens. That's because at the end of the grace period, the game should get going and players should start fighting; refilling chests just gives them an incentive to loot even more chests ...
As soon as I played an actual round, I didn't exactly like how this felt :P This is due to the fact that the code in engine.lua looked a bit more elegant to me this way, although looking at it now, it isn't the best. I'll fix this so that the timer starts after the grace period.
Wuzzy wrote:Oh, I also noticed this server has a mod which disallows the placement of ladders …
This is really annoying, if you don't want to have ladders, you should remove the crafting recipe, not just wait until the player crafts and places it and then remove it (and thereby stealing the player's resources).
This is due to the fact that I've disallowed the placement of ladders with my serveressentials mod, and didn't get around to reallowing placement after your recent PR. This has been fixed.
Wuzzy wrote:You should place a sign in the lobby saying that it is forbidden to spam and flood the chat. So that nobody can claim they haven't been warned. ;-)
Will do :)