Reset Residence(With a temporary vault)?

Discussion in 'Suggestion Box Archives' started by bennygoatgruff, Feb 23, 2018.

  1. Hello,

    I don't know if this has been previously discussed.

    I had an idea, and don't know how it would interfere with programming/devs but, I am wondering if it would be possible, when resetting a residence, the system gathers all items(Placed by the owner) on the property, and puts these items into a temporary holding vault(Pertaining to just this instance). Maybe the owner has a set amount of days to remove these blocks from the temporary vault before it permanently deletes them.

    Unless wear on tools(Pickaxe, shovel, etc.) to undo is essential to economical flow.(You break a tool, you either have to buy it or obtain materials to replace). In this case, I understand.

    I find it would be useful to new players, who started off and continued to use space, making something irreversibly ugly(Pointing a finger at my grotesque face) or unorganized and time consuming to undo.

    Could this be accommodated?

    Thank you,
    bgg
    ItsMeWolffpack likes this.
  2. Well, I know that it has been decited that this won't be the case: the thing with a reset is that you don't get back what you got, this would be a system that can easyly be explaited, and, next to that, It would also remove the need of removing what you have just done. This is ment to be vanilla+ if you want to get your items back, you'll have to dig it all up yourself, but, if you just got a hole and some random block floating, or if you just don't care about losing what is there, you can use the reset, it isn't too-game changing, that's the way it is ment to be.
    As this would be too far from vanilla and game-changing I'd say -1
    bennygoatgruff likes this.
  3. O think this is a great idea but it kinda defeats the purpose of RESETTING a res
    bennygoatgruff likes this.
  4. I think this was mentioned before but at the same time it was denied so I will have to say -2 sorry :(
    FadedMartian likes this.
  5. Well I can see why someone would like this and as a resource hoarder I will and have spent a ton of time taking down my own res builds to get back all my resources before doing the reset.

    I believe this is a fair way to handle it as is because this now makes you rethink if and when to do a reset as well as taking other options like paid res to res moves and such. Also, I would like to see more people doing the open residence option for allowing others to gather stuff off of residences that will be reset. I remember someone had built one of the snow globes and later let people gather from it for a couple days before they reset it. I recall a few others as well but just another option people may want to keep in mind.

    Likely not going to happen anyway and I'm neither + nor - on this. It would have saved me a ton of time in a few instances but I also made the decision to regather those blocks and not let them turn to vapor on the reset.
  6. The reason for denial in the past is primarily based on ability. You are asking the system to catalog all items on the residence, then automatically transfer those items into a stored location for you to access. What about items in the chests, etc? Now you have to read what is IN those chests as well. That kind of system is not something that is easily done, and is definitely heavy on any system abilities.

    So while it seems like a good idea, it's a tad too fancy for us right now.
    bennygoatgruff, mjnoe70 and 607 like this.
  7. So... The main intent of resetting a res is to "start fresh"? with nothing? This was not the intent I had expressed. I personally want to do it because I want rearrange structures on my property. I don't want to lose everything.
    607 likes this.
  8. But, does the system not already catalogue items on properties? It logs a players residence, why not everything within it?
  9. Your answer is already there. Reading what is in a res is heavy on system resources.
    607 likes this.
  10. Yet the system can contain residences of over 510648 unique players? How does that make it "System heavy"?
  11. There is not 510648 residences. Many of them have left.
    607 likes this.
  12. The 510648 players have their data saved on the server and those are only accessed when needed, which means no resources are needed until then. Plus not everyone has a residence, they can be erased when they go derelict. Yes this idea is a good idea, but what you’re asking of the system is to go through your entire residence, grab the items out of the chest and dismantle all the buildings and put all the materials into chests, that can definitely be very heavy on server resources.
    607 and bennygoatgruff like this.
  13. I'm honestly curious about this. Again, I'm not saying it's as easy as 1-2-3.

    I obviously have no programming experience. I just have a hard time believing that if someone owns a property, how are the items not saved in a separate data file -specific to that player?

    I'm fine digging up all my stuff albeit time consuming, it doesn't matter to me. Some could suggest that you could hire other players to help move items(If you trust them).
  14. Even if that is not a correct number(I did quote it from the about page), if the system can handle such a large scale that is EMC. How can it NOT handle an item dump specific to a players residence?
  15. Okay, but those "resources" not being used are still stored, correct? What difference does it make then if the server can bring data in and out from isolated repositories?
  16. All the players keep their inventories on all the servers and they keep their vault if they go inactive for a while, their residence gets deleted to make room for new players. We only have 18951 residences (960 on utopia and 1999 per smp). We’re talking hard drive space there. The resources we’re talking about is processor usage.
    607, FadedMartian and bennygoatgruff like this.
  17. I appreciate the responses. Would it really come down to hardware for this task? A single residence only uses about what? 17mb? about 4 chunks? And items in chests, don't they take up less memory because they aren't physical objects(Placed in game)? It's not like people are going to be using this feature 24/7.(Especially if you have to pay some currency to use it).

    Processor wise, would it really make complications given the amount of NPCS(Livestock, villagers, mobs, etc.) that are consistently moving around?

    You've seen how the server runs, as smooth as Jeff brand Peanut butter. I don't understand how it couldn't.
    607 likes this.
  18. She has already spoken. It isn't feasible right now. Though I do like how persistent you are, there's already been a valid response to this idea.
  19. The way I see this, you can dismantle an entire res (minus dirt) and put all of it it in a vault for a large amount of tokens. If you go off for some time and your res gets claimed, only items with a “§” (for colors on promos and other special items) will be saved, and put in a vault. When claiming items, if there is no space, you will get notified and the items will be mailed to you.

    When this is possible, this is the best way I see to do it. Having EVERYTHING saved is a bit of a stretch when your res is claimed.
    bennygoatgruff and FadedMartian like this.
  20. I Understand that. Have I not made it clear enough? Since Jelle68 and Kryysyy first posted, I have come to conclusion that it's something that can't possibly be done(Easily anyway).

    I'm now just trying to understand analytically why the server couldn't handle the process- or maybe it's not necessarily the server and more of a programming nightmare?
    FadedMartian and 607 like this.