jp wrote:Idea: Area staring.
Minetestforfun wrote:@ShadowNinja
I think also, we need a separate mod for this "stars idea" :)
ShadowNinja wrote:This seems like more of a "cool" feature than a "useful" one, so I think it would be better implemented with a separate mod using the Areas API.
ShadowNinja wrote: It wouldn't be as simple as your mockup though because you can be standing in multiple areas at a time and you'd have to explicitly pass an area ID.
Neizi wrote:sorry but it plain does not work. i was playign on a server with this mod installed, my lane was protected and people can still A: open your doors B: break anything they want on your property. i had 2 retards go onto my land, break my windows, walls, doors, steal my chicken eggs, steal diamonds out of my chests, and the list goes on. all in front of me to. sorry but a mod like this CANT have a way around it or im sorry, it may as well not exist, and no, im not going to be nice about it either. your mod stats it will keep people from breaking things built on your land and it doesn't.
disableclouds wrote:Hi, chickens from mod simple_mobs lay eggs in a protected area and only the owner can remove them.
Sokomine wrote:All those protection mods out there do have one or the other flaw/limitation. Some are fine for very small areas - and small houses are easier to build well for less skilled players than large projects - but do not work at all for middle-sized to huge projects.
node_ownership is the protection mod I like most: It works, it protects well, it's fast - so it makes every sense to improve that mod further.
One issue I have with it is the way areas are marked. That got improved a lot in this mod, but it's still not optimal. I'd like players to be able to mark their aras on their own (at least the smaller ones). Fiddling with coordinates is too confusing for most players. Marking all four corners of an area with nodes that are well visible seems to come more natural to people. Unfortionately, most players on Redcrabs server are utterly confused when I ask them to show me two diagonally opposite corners of their area. So perhaps letting them mark all four corners and offering a formspec on those marker nodes where the players can enter how deep they want to go their area into the ground and the sky respectively and how they want it called may help.
afflatus wrote:You can't have a protected area within an open one. Can this be changed?
fireglow wrote:As I'm sure you are aware, minetest suffers from an issue where high-latency players can sometimes move through doors, walls.
The expel function would be a great aid in those cases where people want intruders out of their home.
Sokomine wrote:I don't really like this idea. Players ought to be able to take a look at the buildings of others and go sightseeing. Else the houses could as well have been built in singleplayer. Theft of items out of furnaces can be avoided thanks to protection mods and recent changes to the furnaces. If players stalk others, and it's not just a young kid desperately seeking some attention, then it's a social problem and may require the intervention of a moderator or admin anyway.
Sokomine wrote:What might be far more intresting would be a "teleport me to the next one of my protected areas in sequence" so that players can check all the land they protected. Would also be helpful for admins. Maybe I ought to add a "teleport me there" command to my markers mod.
If you really want to keep players out of a certain area, you might create a special node which can be activated for a limited time or consume some sort of fuel (thus no way of keeping it running indefinitely) and which would scan for players around it and teleport those away which are not allowed to build there. There could be a safe player-collect-place nearby (i.e. a public road) where they could be beamed to. After all explorers who came out a long way might be less than pleased if an overprotective player sent them all the way back.
freakedenough wrote:/protect <areaname> requires areas privilege
everyone has to have areas privilege
but everyone with areas privilege can build within areas from others
...
???
PROFIT
this mod seems to be useless.
freakedenough wrote:you may tell me how to use it? the main post lacks information about the privileges.
freakedenough wrote:/protect <areaname> requires areas privilege
everyone has to have areas privilege.
23:05:20: ERROR[main]: The following mods could not be found: "locale" "mesecons_compatibility" "sounds" "textures512"
23:05:20: ERROR[main]: ...ames\minetest-0.4.12\bin\..\mods\areas\textures\init.lua:11: attempt to concatenate field 'modpath' (a nil value)
23:05:20: ERROR[main]: stack traceback:
23:05:20: ERROR[main]: ...ames\minetest-0.4.12\bin\..\mods\areas\textures\init.lua:11: in main chunk
TheMasterAnimatronic wrote:How would i protect the entire map by default?
CWz wrote:is it possible for a mod to get area id? or owner name
areas:getAreasAtPos(pos)
areas:getNodeOwners(pos)
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