01-15-2016, 11:31 PM
Or instead of reset, we maintain a 2 tier set of worlds where good behavior and building a money pot (voting) on the commercial world gets you access to a much *smaller* trusted town-builder world. This would allow much stricter environmental laws on the town-builder world to avoid ugly strip mining and ugly builds (well that excludes most of my builds, lol ). This would be a small easily explored "build-exhibition" world where players bring materials in from the commercial and resource worlds to craft the best city, town and country homes.
Maybe use world guard to divide the town-builder world into healthy size "country estate"/"town" plots separated by guarded greenbelts plus have a city where players have a small plot to create a "city" house and can buy stalls in the central market area. Gives players the choice of creating a town or a nice country estate from their plot. World guard allows the beginner players to visit without being able to grief. Rank would give you a free city home, money would let you buy plots of different sizes outside the city.
Town-builder world could be adjusted with MCEdit to have NO ores to mine and we insist all farming, mining and tree plantations be done on the commercial world. Maybe block all mobs except pets -- makes a 'horse' pet very valuable if you don't have fly. This world is much like creative BUT you have to acquire the building blocks from the commercial and resource worlds. Then as MC adds more minerals and animals in new versions, we simply update the world to allow new minerals to be brought in.
If multiple smaller worlds work, then maybe create specific mob XP farm worlds that work well and tune the other worlds to ban or greatly reduce lag inducing XP farms. Keep at least one good type of XP farm on the commercial world.
Then we end up with a frequently reset resource world, a rarely reset end & nether, a never reset commercial world (today's 40000x40000 world), and a never reset city/main-market/town/estate builder world (much smaller) plus possible specialty XP farming worlds.
Maybe use world guard to divide the town-builder world into healthy size "country estate"/"town" plots separated by guarded greenbelts plus have a city where players have a small plot to create a "city" house and can buy stalls in the central market area. Gives players the choice of creating a town or a nice country estate from their plot. World guard allows the beginner players to visit without being able to grief. Rank would give you a free city home, money would let you buy plots of different sizes outside the city.
Town-builder world could be adjusted with MCEdit to have NO ores to mine and we insist all farming, mining and tree plantations be done on the commercial world. Maybe block all mobs except pets -- makes a 'horse' pet very valuable if you don't have fly. This world is much like creative BUT you have to acquire the building blocks from the commercial and resource worlds. Then as MC adds more minerals and animals in new versions, we simply update the world to allow new minerals to be brought in.
If multiple smaller worlds work, then maybe create specific mob XP farm worlds that work well and tune the other worlds to ban or greatly reduce lag inducing XP farms. Keep at least one good type of XP farm on the commercial world.
Then we end up with a frequently reset resource world, a rarely reset end & nether, a never reset commercial world (today's 40000x40000 world), and a never reset city/main-market/town/estate builder world (much smaller) plus possible specialty XP farming worlds.
/Rowebot