
Offering theoretically "easy" and "hard" solutions to an age old issue with "Areas".
ProducerMZ opened this issue ยท 2 comments
Information (? This is unclear as to what you want me to enter here...)
Minecraft version: 1.21.1
Modloader: Forge / Fabric / Neoforge (Your MO these days)
Mod name: Areas
...Okay. Please hear me out.
One of most frustrating problems of the Areas mod is that even a semi-logical person (such as myself) sees that the text in the wood sign informs the mod based on a radius system from the sign. Unfortunately, the signs are placed by the mod seemingly at random in villages, and hardly ever near the center of the village where a radius based detection system SHOULD be placed to accommodate the area of the entire village accurately.
So, naturally, I endeavoured to move the sign (!) to an estimated center of the village that I chose to stay at. I did this by either copying the sign's code before breaking it, then pasting the code back in at the new sign's location, OR by using the "Carry-On" mod to crouch right-click, and pick the sign up intact, then place it elsewhere with the code untouched.
The problem with all of this effort is that on reloading the world (for some reason I am ignorant of) the Areas mod replaces a sign back in the first sign's original location with a brand new random name, and the whole area gets messed up.
Apparently, editing the text is the only customization allowed presently.
I offer you two possible solutions to this issue, of which you are welcome to use, pick at, pull apart or ignore at your pleasure:
1 - "Easy" (hypothetically) - You put an option in the config to turn off sign placement entirely. this would allow users to manually label village signs and make sure they are within approximate centrally locations without interference from Areas. They could visually estimate a fairly accurate central placement location, based on what size of village was generated for their specific world, and then they could adjust the radius size to properly surround the area they want included.
( As a bonus, a sprite "ghost ring" could finally lets us SEE the radius for accurate inclusion, but that clearly raises the difficulty.)
2 - "Hard" - Make a proprietary white sign (I say 'white' only because it will make it much easier to find than a wood sign in a wood village with wood trees in tall grass, etc). This sign would be slightly larger than a standard wood sign, with 8 specific boxes for text: 1 box for the randomly generated area name, 1 blank box for a label of the area that the individual can enter (ie: 'village' of, 'hamlet' of, 'town' of, 'burrow' of, 'suburb' of etc... whatever they want), and then two rows of 3 small boxes to accommodate opposite corner coordinates. Areas could estimate these corner coordinates on spawn, and it wouldn't matter how inaccurate they are, as the user can walk around, get the coordinates they want, and input them in the sign. Moving the sign become irrelevant now as long as the sign stays within the inputted coordinates. If the sign is placed outside the signs inputted coordinates, the sign resets and the area is nameless again. The only reason now to want to move the sign at all would be for theoretical aesthetic reasons, but as long as the sign stays within the inputted coordinates, Areas won't have any need to replace the sign with a new one, and the sign could be placed wherever the user wants inside the bounds of the village. (sign<coordinates=good. lol)
This coordinate system would accommodate retrieving the exact bounding coordinates of an area that the user wants to name, allowing for much more creativity... such as designating named suburbs for a large city, or accommodating a few extra blocks around the outside of a village for an imposing defensive wall where the village name is announced on screen as you ride you horse through the portcullis! The accuracy and shear user control of this coordinate system makes me thrilled to think about all the creative possibilities.
I realize I am suggesting a lot of time consuming work, but my hope is you can see the potential of it, and might be excited to inject this irreplaceable, unique mod with some fresh new capabilities for all (me) to enjoy. :)
Thank you for you time reading this and your consideration. I eagerly await your normal, automated reply bot. lol
Take care - PMZ (Mike)
I eagerly await your normal, automated reply bot. lol
Not a bot, but it is a copypaste ๐ . Appreciate the suggestion, and I'll definitely keep it in consideration. Unfortunately just way too little time to keep up with everything. It's a good idea!
Hey!
I appreciate the suggestion! While I'd love to add all features submitted on the issue-tracker, I've got to prioritize working on them due to having limited time. In order to see which features users would like to see most, I've created https://serilum.com/mods/requests, which shows a table with all feature request submitted.
I'm aware that this is not the reaction you were looking for, but the reality is that I can't keep up with the demand. I try to do as much as I can.
Users are able to upvote requests by reacting to the first issue comment on this GitHub page with one of the ๐ ๐ ๐ โค๏ธ ๐ ๐ emoji's. The request with the most unique reactions, will be shown at the top. You can of course add the reactions yourself too, but don't have to :). The author of the feature is already counted as +1.
I won't only focus on popular features in the upcoming years, but it does help with prioritizing. I'll probably work on a combination of popular and interesting/needed/fun submissions.
I'll close this issue with "not planned" as a way to separate an open feature request from an actual completed issue. This does not actually mean it's not planned! Incompatibilities and bug reports will still remain open.
When the feature is implemented, I'll again post a comment and close it as "completed".
Thank you for taking the time to submit the suggestion! โค๏ธ