rarkenin wrote:This is just my personal opinion, but I think we need a permission, something like `nobones` which can be granted to none, some, or all players.
jojoa1997 wrote:I say a nobones priv would be nice if it was added to the default. Then people could choose what they want.
Sokomine wrote:How about a permission that allows players to change gamemode amongst those the server offers? Something not limited to the bones mod but useful for other mods as well. A server could offer anything from creative to PvP. There is enough room in Minetest worlds for all kind of players. A "nobones" priv would be too specific. Make it a more global solution that can be used by other mods as well. Even though that might be a small mod of its own. And please don't force players to play in a specific way (i.e. either full survival or full creative). I got Minecraft to run and was very annoyed by the monsters that where running around at night and kept interfering with my building. These creepers are like griefers on the loose...Minetest can do better than that. Make it (within the boundaries given by the server) the choice of the player.
Chinchow wrote:Sokomine wrote:How about a permission that allows players to change gamemode amongst those the server offers? Something not limited to the bones mod but useful for other mods as well. A server could offer anything from creative to PvP. There is enough room in Minetest worlds for all kind of players. A "nobones" priv would be too specific. Make it a more global solution that can be used by other mods as well. Even though that might be a small mod of its own. And please don't force players to play in a specific way (i.e. either full survival or full creative). I got Minecraft to run and was very annoyed by the monsters that where running around at night and kept interfering with my building. These creepers are like griefers on the loose...Minetest can do better than that. Make it (within the boundaries given by the server) the choice of the player.
I don't know what minecraft was thinking with creepers probably something like this
Guy one:Hey lets discourage griefing!
Guy two:Yeah and then make a mob that does it for them even in singleplayer
Guy one:Brilliant!
Chinchow wrote:I don't know what minecraft was thinking with creepers probably something like this
Guy one:Hey lets discourage griefing!
Guy two:Yeah and then make a mob that does it for them even in singleplayer
Guy one:Brilliant!
PilzAdam wrote:jojoa1997 wrote:I say a nobones priv would be nice if it was added to the default. Then people could choose what they want.
No, I dont want to add it to default. Only server admins should use this.
jojoa1997 wrote:I say a nobones priv would be nice if it was added to the default. Then people could choose what they want.
Casimir wrote:jojoa1997 wrote:I say a nobones priv would be nice if it was added to the default. Then people could choose what they want.
That should be included in the bones mod itself.
This discussion brings an idea to my mind: A GUI for privs.
A lot of mods use them and even more could use privileges. You don't need to turn of and on certain mods themselves, don't need to delete them from minetest_game if you use privileges. They act a little bit like a settings menu.
So why don't make an ingame menu that provides easy access to them. You can keep track of all of them and don't need to type it all by hand.
So bones could be an optional thing without coding it in the default game, just privs added to the bones-mod. And when playing you press esc, click on "priv settings" and check "don't loose inventory at death".
xavier108 wrote:I dont like this mod many people are nerd stacking(people who make a pole out of dirt,cobble,gravel or any other stuff)just to get the bones.I remember I was adventuring for some ores but then i die in a lava.Know my diamonds that i collected and also the ores are gone.For short I got to go to no
PilzAdam wrote:Thats not a bug. Polite players can go underground to die so that other players dont have to make a funeral ;-)
PilzAdam wrote:Yea, its better this way.
0gb.us wrote:PilzAdam wrote:Yea, its better this way.
Better which way? Your comment sounds like it's better if bones can be harvested while they still have items in them, but Github says you switched the code to disallow that as I had suggested.
0gb.us wrote:EDIT: Also, this sort of replacing the nodes could be used to vandalize people's property, even if the vandal has no interact privilege.
PilzAdam wrote:If people want to die to grief peoples homes. And its also not very easy to die inside a node.
Splizard wrote:Wow at the time of writing exactly 50% votes each.
I voted no as I don't like bones being a node I wouldn't mind if it was an
entity with the appearance of a dead player. Though I don't think that is possible yet...
0gb.us wrote:Okay, further testing showed some issues.
First, anything in the crafting grid is lost when you die. In the code, it looks like things in your crafting grid are supposed to be added to the bones' inventory, but for whatever reason, it doesn't work as expected.
0gb.us wrote:Second, it turns out using bones for vandalism is viable after all. Try to break someone's locked chest, and stand where the chest is, before the server responds saying the chest is still there. Next, dump lava on your head. The chest keeps you safe if you stand still, but with short jumps, you can get the lava to kill you while you are considered to be in the chest, and the victim's locked chest and gear are destroyed. I tested this, and it CAN be done. I imaging something similar can be done with steel doors, but have not tested.
As you said, taking out large portions of buildings this way would take forever, but taking out large amounts of stored items is actually quite easy.
PilzAdam wrote:Okay, seems like it needs some work.
What should happen if the player dies in an not buildable_to node? Should all items just be lost?
0gb.us wrote:Okay, further testing showed some issues.
First, anything in the crafting grid is lost when you die. In the code, it looks like things in your crafting grid are supposed to be added to the bones' inventory, but for whatever reason, it doesn't work as expected.
Second, it turns out using bones for vandalism is viable after all. Try to break someone's locked chest, and stand where the chest is, before the server responds saying the chest is still there. Next, dump lava on your head. The chest keeps you safe if you stand still, but with short jumps, you can get the lava to kill you while you are considered to be in the chest, and the victim's locked chest and gear are destroyed. I tested this, and it CAN be done. I imaging something similar can be done with steel doors, but have not tested.
As you said, taking out large portions of buildings this way would take forever, but taking out large amounts of stored items is actually quite easy.
0gb.us wrote:Fixed several issues
* Increased bones inventory to accommodate full player main inventory and full player crafting grid, preventing lost items
* Altered bones formspec to accommodate this change
* Fixed error where bones would replace half a door, but the other half would remain in place
* Fixed issue where owned objects (locked chests and steel doors) could be removed by bones
* Fixed issue where nodes with inventories could be replaced by bones, which previously allowed chest inventories to be lost
* Added node drops for replaced node (excluding nodes that are buildable_to) to bones inventory, preventing lost nodes
Pull request: https://github.com/PilzAdam/bones/pull/1
PilzAdam wrote:I dont like the checking for chests or owned nodes, because just some random meta strings are tested.
PilzAdam wrote:I have talked to VanessaE about the crafting grid. People shouldnt use crafting grid as transport space so we decided to try to add the content but when there is not enough space its simply lost.
PilzAdam wrote:I also dont like to add the replaced nodes to the bones inventory because it should only contain the players items. Otherwise it would be possible to dig mese without any tools.
PilzAdam wrote:Changing minetest.env:remove_node() to dig_node() is a nice idea and I will maybe add it. But a problem here is (mesecons has this problem too) that this calls minetest.handle_node_drops(). If item_drop mod is used this causes the node to be dropped there, so mining mese without tools is possible.
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