Enhance FTB Ranks Progressive Claim Chunks With Math Functions

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Introduction

Hey guys! Today, we're diving deep into a crucial aspect of FTB modpack development: enhancing player progression through FTB Ranks. Specifically, we're tackling the challenge of managing claim chunks in a way that feels both rewarding and dynamically adjusts to a player's achievements and playtime. The current system, while functional, has limitations when it comes to combining the benefits of multiple ranks. Imagine a scenario where a player earns ranks based on both donation status and playtime. We want their claim chunk allowance to reflect both contributions, not just the higher of the two. This article explores the problem, proposes a solution using condition math functions, and discusses alternatives, ensuring a robust and engaging player experience.

The Problem: Overlapping Rank Benefits

The core issue lies in how FTB Ranks currently handles claim chunks. Let's illustrate with an example. Suppose we have three ranks: Rank A (Donor), Rank B (based on player time), and Rank C (also based on player time, but a higher tier than Rank B). A player might achieve Rank A and Rank B simultaneously. Rank A grants 100 claim chunks, while Rank B grants 10. Currently, the player only receives 100 claim chunks because Rank A's value overrides Rank B's. This is because the system typically assigns claim chunks based on the highest rank a player holds, effectively ignoring the additive potential of multiple ranks. This can feel underwhelming for players who invest time and effort to achieve multiple ranks, as they don't fully realize the cumulative benefits of their progress. The incentive to strive for additional ranks diminishes if the rewards don't stack in a meaningful way. So, how can we make this system more rewarding and progressive?

The Desired Solution: Additive Claim Chunks

What we really want is a system where the benefits of different ranks stack. In our example, a player with Rank A and Rank B should have 110 claim chunks (100 + 10). If they later achieve Rank C, which grants an additional 20 claim chunks (or +10 more than Rank B), their total should increase to 120. This creates a sense of progressive reward, where players feel a tangible benefit from each rank they earn. To achieve this, we need a way to add claim chunks based on rank, rather than simply setting a maximum value. This requires a shift from a static, overriding system to a dynamic, cumulative one. This approach aligns with the core philosophy of progressive gameplay, where players are continuously rewarded for their investment and achievements within the game.

To implement this, the suggestion is to introduce an additive property to the ftbutilities.claims.max_chunks configuration. Instead of just having:

ftbutilities.claims.max_chunks: 10

We'd introduce an add property:

ftbutilities.claims.max_chunks.add: 10

This seemingly small change unlocks a world of possibilities for creating a truly progressive claim chunk system. It allows us to define incremental rewards for each rank, ensuring that players feel a consistent sense of progression as they climb the ladder. This additive approach not only enhances the feeling of accomplishment but also provides a strong incentive for players to continue engaging with the game and striving for higher ranks.

Diving Deeper: Condition Math Functions

The magic behind this additive system lies in the concept of condition math functions. These functions allow us to dynamically calculate a player's claim chunk allowance based on their current ranks. Imagine a system where each rank grants a specific additive bonus to the player's total claim chunks. These bonuses could be small at lower ranks, providing a gentle initial boost, and gradually increase as players progress to higher tiers. This creates a sense of continuous growth and encourages players to strive for the next rank, knowing that it will bring a meaningful increase to their claim chunk allowance.

For example, we could define a series of ranks, each with an associated claim chunk bonus:

  • Rank 1: +5 claim chunks
  • Rank 2: +10 claim chunks
  • Rank 3: +15 claim chunks
  • Rank 4: +20 claim chunks

And so on. The condition math function would then sum up the bonuses from all the ranks a player currently holds. This ensures that players with multiple ranks receive the combined benefits of their achievements, fostering a sense of accomplishment and driving continued engagement with the game. The beauty of this system is its flexibility. We can tailor the bonus values to perfectly balance the game economy and reward players in a way that feels fair and satisfying.

Benefits of an Additive System

The shift to an additive system offers a multitude of benefits for both players and server administrators. Firstly, it creates a more rewarding progression system for players. Each rank earned provides a tangible benefit, encouraging continued engagement and a sense of accomplishment. Players feel that their time and effort are directly translating into increased power and capabilities within the game world. This fosters a positive feedback loop, where players are motivated to continue striving for higher ranks and exploring new content.

Secondly, it simplifies rank management for server administrators. Instead of meticulously calculating and setting maximum claim chunk values for each rank, administrators can focus on defining additive bonuses. This reduces the complexity of rank configuration and makes it easier to fine-tune the system to achieve the desired balance. The additive approach also makes it easier to introduce new ranks and adjust the reward curve without disrupting the existing system. This flexibility is crucial for maintaining a dynamic and engaging game environment.

Finally, an additive system allows for more nuanced control over claim chunk distribution. Administrators can carefully balance the rewards associated with different ranks, ensuring that the system aligns with the overall goals and gameplay of the modpack. For example, they might choose to reward playtime-based ranks with smaller bonuses, while rewarding donation-based ranks with larger bonuses, or vice versa. This level of control allows for a highly customized and balanced progression system that perfectly suits the needs of the server and its player base.

Exploring Alternatives: Condition Logic and Limitations

Before settling on the additive system, it's important to consider alternative approaches. One alternative is to use more complex AND conditions for ranks. For example, we could create separate ranks like