https://images.hive.blog/0x0/https://files.peakd.com/file/peakd-hive/beaker007/23uFPdKf8W8ZX71NBX84EzrbuDWKc44PmSAcGwNRzkmS25BuzUm5ySwCMfrXuThayhsbT.png
Land Manager Update: Giving Players More Control
I wasn't planning another Land Manager post this quickly, but after releasing the feature and discussing it with users over the past few days, I've already made some significant changes.
One thing became clear almost immediately: people want to use the Land Manager in very different ways.
When building a feature, it's easy to design it around my own playstyle. But after talking with several users and especially after a conversation with @keeegs, I realized many players had completely different goals than I originally envisioned. Rather than pushing everyone toward a specific strategy, the Land Manager should provide flexible tools and let players decide how they want to manage their land.
That feedback led to two major changes in this update.
* First, I decided to completely remove the mandatory fee system and replace it with a fully configurable donation system that players can opt out of entirely.
* Second, I expanded the post harvest options to give players much more flexibility in deciding how their harvested resources should be sold, pooled, or accumulated.
That philosophy of giving players more control is what drives this update.
🙌 Support the Project
✅ Upvote this post – it really helps!
👉 Vote for My SPS Validator Node
💬 Ideas and feature requests are always welcome. No promises but I will take a look and try my best.
Rethinking the Service Fee
One of the biggest changes in this release is the removal of the mandatory 2% service fee.
When I initially launched the Land Manager, I introduced a 2% fee on harvested resources. My reasoning was simple. The feature puts additional load on my servers and requires ongoing development and maintenance. A small fee seemed like a reasonable way to support that.
After more discussions and after running some numbers myself, I started to become less comfortable with the implementation.
The problem wasn't the percentage itself.
The problem was scale.
The Land Manager should help players automate their land. It shouldn't become a mechanism that extracts resource payments from larger users simply because they happen to operate at scale.
So I decided to redesign the system completely.
The mandatory fee is gone.
Instead, players can now choose whether they want to support the project through donations.
The donation system is fully configurable:
* Enable or disable donations.
* Set your own donation percentage.
* Configure daily donation caps per resource.
* Keep complete control over what gets donated.
The default values remain available, but participation is now entirely voluntary.
This feels much more aligned with how I want the project to operate.
Daily Donation Caps
Another important part of the redesign is the introduction of daily donation caps per user.
Even if you choose to donate, there is now a maximum amount that can be transferred per day for each resource type.
Default caps are:
Resource Daily Cap Grain 40,000 Wood 10,000 Stone 4,000 Iron 1,000The goal is to make supporting the project predictable and fair, without making it feel like a burden for players.
Donation Enable / Disabled
Whether you have enabled / disabled the donation feature you can see that directly on the harvest page.
https://images.hive.blog/350x0/https://files.peakd.com/file/peakd-hive/beaker007/EopmbW5qvSCX8yxGFCNZTiZFuPMu3746cfwBfs5jpaunJJ2VADNfdTKDDqTW9WHD32t.png https://images.hive.blog/350x0/https://files.peakd.com/file/peakd-hive/beaker007/23wzdexXgidKhvzJSVEUgewt6ULPt3JXrqPKMrexdjjthLGDqWLvari3X1DuXx1EDzgLY.png
When you hove you can see your settings:
https://files.peakd.com/file/peakd-hive/beaker007/Eoe8A53GhwShjzuLzajrwvnF8RKM2jZ5dgjMZmeJSyAbXJKm58o8FKURvQZfoXRNmPn.png
More Flexible Post Harvest Strategies
The second major improvement comes from feedback about resource management.
Previously there were three separate strategies:
- Accumulate
- Sell for DEC
- Add to Pool
While functional, it was somewhat limiting because players had to choose a single approach.
In reality, many players want a combination of all three.
- Some resources should be sold.
- Some should go into liquidity pools.
- Some should simply be kept.
The new Sell & Pool strategy makes that possible.
You can now independently configure:
- Percentage to sell for DEC.
- Percentage to add to liquidity pools.
- Remaining percentage automatically accumulated.
This gives much more control over how resources are handled after harvesting.
One small tip from my own experience:
I would recommend setting your sell percentage about 5% higher than your pool percentage.
This usually ensures you generate enough DEC from the sale to cover the liquidity additions without needing extra DEC from your wallet.
Don't worry if the numbers don't line up perfectly. 👇
Protecting Your DEC Balance
One concern with automated pooling is accidentally spending more DEC than intended.
To avoid this, the Land Manager now includes DEC balance protection.
If there isn't enough DEC available in your wallet to complete all planned liquidity additions, the system automatically scales down the pool operations proportionally.
You'll receive a warning explaining what happened and how the split was adjusted.
Dry runs will also show:
- Estimated DEC required.
- Current wallet balance.
- Expected DEC proceeds from resource sales.
This should make planning and troubleshooting significantly easier before executing a harvest.
Recommended Harvest Frequency
While the system supports harvesting whenever you want, I would actually recommend harvesting only once or twice per week in most situations.
You can certainly harvest more frequently.
Nothing prevents you from doing so.
However, because of the donation cap structure and the way the system processes operations, harvesting constantly provides fewer benefits compared to batching your harvests together.
Less frequent harvesting is also friendlier for my servers and generally results in a smoother experience overall.
Looking Forward
This update is a great example of why community feedback matters.
Several of these changes were not things I originally planned to implement. They came directly from discussions with users and from seeing how people actually interact with the Land Manager.
The result is a system that is more flexible, fairer for stakeholders, and gives players much more control over how they manage their land.
As always, keep the feedback coming.
The Land Manager is still evolving, and many of its best improvements have come directly from the community.
Until next time,
Beaker
See you on your land journey or on the battlefield 😄
https://d36mxiodymuqjm.cloudfront.net/website/splinterlands_logo.png
Want to be part of this amazing play-to-earn game? Consider using my referral link!