Page 1 of 1

[Mod] Locked Sign [20130216] [locked_sign]

PostPosted: Mon Jul 02, 2012 17:43
by kotolegokot
This mod adds locked signs in Minetest.
Only placer, main admin and sign editors (players, who have "sign_editor" privilege) can dig and edit it.

Image

Code: GPLv3, textures: CC BY-SA

Mod dependencies: default

Download

Github repository

PostPosted: Mon Jul 02, 2012 18:18
by redcrab
+1000 : great

PostPosted: Mon Jul 02, 2012 18:36
by sfan5
Very nice!

PostPosted: Mon Jul 02, 2012 19:01
by Menche
Does the (owned by user) message at the end use some of the limited space for the sign's contents?

PostPosted: Mon Jul 02, 2012 19:07
by kotolegokot

PostPosted: Mon Jul 02, 2012 19:09
by JackieFoxDude
Which version are you playing?

PostPosted: Mon Jul 02, 2012 19:14
by kotolegokot
0.4.dev-20120606

PostPosted: Tue Jul 03, 2012 10:36
by Calinou
Idea for recipe: keep 6 planks but replace the stick with a steel ingot instead.

PostPosted: Sat Jul 07, 2012 22:44
by Menche
Could you include a 16x16 texture? The one you have looks out of place with default resolution packs.

PostPosted: Sat Jul 07, 2012 23:01
by Gambit
Nice texture pack. I could draw up a proper one for MineToon 2.0. Perhaps a Plaque?

PostPosted: Sun Jul 08, 2012 07:08
by kotolegokot
Menche wrote:Could you include a 16x16 texture? The one you have looks out of place with default resolution packs.

16x16 textures named "locked_sign_sign_wall_lock16x16.png" is in the textures folder.

PostPosted: Sun Jul 08, 2012 07:16
by kotolegokot
Gambit wrote:Nice texture pack. I could draw up a proper one for MineToon 2.0. Perhaps a Plaque?

I would be very grateful.

PostPosted: Sun Jul 15, 2012 13:11
by Jordach
Gambit wrote:Nice texture pack. I could draw up a proper one for MineToon 2.0. Perhaps a Plaque?

That's Minetoon 1.0, how could you forget your own pack?

PostPosted: Mon Jul 16, 2012 02:17
by Temperest
I assume Gambit means the next version of MineToon.

PostPosted: Mon Jul 16, 2012 03:14
by Mallot1

PostPosted: Sun Dec 09, 2012 18:50
by Orby
Is line 39 of init.lua

return player:get_player_name() == owner or sender:get_player_name() == minetest.setting_get("name")

Supposed to be

return player:get_player_name() == owner or player:get_player_name() == minetest.setting_get("name")

? Because I'm getting sender == nil errors otherwise.

PostPosted: Mon Dec 10, 2012 12:36
by kotolegokot
Orby wrote:Is line 39 of init.lua

return player:get_player_name() == owner or sender:get_player_name() == minetest.setting_get("name")

Supposed to be

return player:get_player_name() == owner or player:get_player_name() == minetest.setting_get("name")

? Because I'm getting sender == nil errors otherwise.

Fixed, thanks.

PostPosted: Tue Dec 18, 2012 00:05
by Kryuko
My server crashed and i think the problem is this mod.
Here's a screenshot of the crash:
http://i.imgur.com/qIvNB.png

PostPosted: Tue Dec 18, 2012 05:10
by kotolegokot
This bug already is fixed. Download the mod again. Download

PostPosted: Mon Dec 24, 2012 15:12
by rubenwardy
You should make a privilage called "sign_editor" which means they can edit and remove locked signs

PostPosted: Wed Feb 13, 2013 04:26
by Gambit
Image Image

Sorry for the long wait, but I figured I pass on some MineToons texture for 2.0 to some of the mods that may need it. MineToon 2.0 is very near and I'm in a good mood because of it.

The first sign with the chain is the normal sign, whereas the plaque sign is the locked sign. Cheers.

PostPosted: Wed Feb 13, 2013 07:23
by BorisGrishenko
The idea is nice on servers that have no protection, but in the servers that has protection systems, its kinda useless but more less its great!

PostPosted: Fri Feb 15, 2013 03:31
by kotolegokot
Gambit wrote:Image Image

Sorry for the long wait, but I figured I pass on some MineToons texture for 2.0 to some of the mods that may need it. MineToon 2.0 is very near and I'm in a good mood because of it.

The first sign with the chain is the normal sign, whereas the plaque sign is the locked sign. Cheers.

Oh, this is super!

PostPosted: Sat Feb 16, 2013 06:54
by kotolegokot
rubenwardy wrote:You should make a privilage called "sign_editor" which means they can edit and remove locked signs

I like this idea.

Re: [Mod] Locked Sign [20130216] [locked_sign]

PostPosted: Fri Jun 20, 2014 14:24
by TenPlus1
Certain changes to the latest 0.4.9 dev versions of minetest now crash your game when using hack:sign_text_input so if you change the following line in your mod:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
meta:set_string("formspec", "hack:sign_text_input")


..to..

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
meta:set_string("formspec", "field[text;;${text}]")


..then it will work fine again :)

Re: [Mod] Locked Sign [20130216] [locked_sign]

PostPosted: Fri Jun 20, 2014 15:05
by Krock
TenPlus1 wrote:Certain changes to the latest 0.4.9 dev versions of minetest now crash your game when using hack:sign_text_input so if you change the following line in your mod:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
meta:set_string("formspec", "hack:sign_text_input")


..to..

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
meta:set_string("formspec", "field[text;;${text}]")


..then it will work fine again :)

Good point. I created a merge request, so not everybody needs to change that manually ;)

Re: [Mod] Locked Sign [20130216] [locked_sign]

PostPosted: Wed May 11, 2016 21:45
by Fixerol
Reuploaded it here with fix by TenPlus1