Vampirism - Become a vampire!

Vampirism - Become a vampire!

16M Downloads

Rework villages. Allow players to take over villages (hunter/vampire)

maxanier opened this issue ยท 6 comments

commented

Very basic system (currently cheat only) implemented in 8d18718. Likely to be extended

commented

Thank you for your suggestions :) but I think it is better to do the discussion on the forums and only use this for implementation specific notes. Keeps the discussion in one place and this thread more clear.

Edit. Moved your comments to the forums

commented

Closed with #386

commented

This should also include a completely rewritten spawning systems for hunters and villagers.
Calculating the number based on doors, limiting it to a maximum number per village and per day does not seem to work out at all.

Possible reasons why the current system is not working:

  • Hunters somehow die immediately
  • Hunters are somehow moved out of the recognized village area
  • Village area is somehow reduced
  • Somehow one acmtual (blocks) village is recognized as two separate villages in "code"
  • Other mods do strange things

If we were to use the "totem" as integral part of the concept we could use it to keep track of spawned and alive hunters. Furthermore, we should consider area and villager count in addition to number of doors. We should also think about where exactly we want to spawn the entities and consider spawn preventing blocks
Last but not least, any logging should be limited to a single print out or only done if village debug mode is enabled.

commented

Should also try to keep memory footprint low by caching bounding boxes, avoid creating unnecessary lists (of undefined sizes) [Sometimes we don't really need an actual list, counting certain elements, or using one of googles Filtered lists should suffice]
We should also make sure we are not preventing chunk unloading and villages in unloaded chunks are actually unloaded