[Mod] Protector [protector]

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Zeg9
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by Zeg9 » Thu May 30, 2013 15:11

Inocudom wrote:
Zeg9 wrote:
Inocudom wrote:The protector nodes in this mod don't replace the ones in the original mod by glomie.

Have you disabled glomie's mod before installing this one?


I never had glomie's mod installed.

How do you have their nodes then ??
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Inocudom
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by Inocudom » Thu May 30, 2013 15:15

The protectors left by Glomie's mod were unknown blocks when I got the map.

I can't find the protectors of your mod in the creative inventory. Are they meant to be there?
 

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by 12Me21 » Thu May 30, 2013 15:19

Can you make it so It will show the area that is protected by making the air inside the protected area turn into a transparent node when you punch the protector block, and then turn back into air in a few seconds?
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by Zeg9 » Thu May 30, 2013 15:26

Inocudom wrote:The protectors left by Glomie's mod were unknown blocks when I got the map.

I can't find the protectors of your mod in the creative inventory. Are they meant to be there?

Please type /mods and check if the protect mod has been loaded, I have a doubt now... ;)

12Me21 wrote:Can you make it so It will show the area that is protected by making the air inside the protected area turn into a transparent node when you punch the protector block, and then turn back into air in a few seconds?

I may borrow some code from 0gb.us's protector, if it's still available...
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by Inocudom » Thu May 30, 2013 15:28

When I typed /mods, I did not see your protect mod in that list.
Last edited by Inocudom on Thu May 30, 2013 15:29, edited 1 time in total.
 

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by Zeg9 » Thu May 30, 2013 15:44

Inocudom wrote:When I typed /mods, I did not see your protect mod in that list.

Is there anything about the mod in debug.txt ? also, please try redownloading it if you didn't do already.
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by Inocudom » Thu May 30, 2013 16:49

It turns out that with the version of Minetest that I am using, I have to remember to activate mods after I install them. After activating your protect mod, it worked fine.
 

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by vktRus » Sat Jun 01, 2013 11:47

I have «delprotect» privilege. But I can't delete a foreign protection block.
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by Zeg9 » Sat Jun 01, 2013 11:48

vktRus wrote:I have «delprotect» privilege. But I can't delete a foreign protection block.
minetest stable version.

You need to press sneak (shift) while digging
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by hdastwb » Sun Jun 23, 2013 01:40

As a note to anyone using protection mods of this sort on servers, it is still possible for hostile players invade buildings by getting on top of their roofs and digging the block under their feet, falling in in the time that it takes for the server to replace the block. Because this is a client-side issue, I foresee absolutely no way to fix this in a mod.

However, I do believe that an effective fix for builders may be to build another layer filled with lava onto the roof of any building one doesn't want infiltrated.
 

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by Zeg9 » Sun Jun 23, 2013 08:35

hdastwb wrote:As a note to anyone using protection mods of this sort on servers, it is still possible for hostile players invade buildings by getting on top of their roofs and digging the block under their feet, falling in in the time that it takes for the server to replace the block. Because this is a client-side issue, I foresee absolutely no way to fix this in a mod.

However, I do believe that an effective fix for builders may be to build another layer filled with lava onto the roof of any building one doesn't want infiltrated.

It's more likely to be server-side, so even people with modified clients wouldn't be able to do it.
but for the moment the anticheat is a bit useless...
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by Dan Duncombe » Sun Jun 23, 2013 10:33

I love this mod! I use it on my private server with friends.
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by hdastwb » Mon Jun 24, 2013 13:55

Zeg9 wrote:
hdastwb wrote:As a note to anyone using protection mods of this sort on servers, it is still possible for hostile players invade buildings by getting on top of their roofs and digging the block under their feet, falling in in the time that it takes for the server to replace the block. Because this is a client-side issue, I foresee absolutely no way to fix this in a mod.

However, I do believe that an effective fix for builders may be to build another layer filled with lava onto the roof of any building one doesn't want infiltrated.

It's more likely to be server-side, so even people with modified clients wouldn't be able to do it.
but for the moment the anticheat is a bit useless...


I could probably have been clearer; the problem is client-side in the sense that it's with the way that Minetest clients work in general. The Minetest client has no concept of protection, so the client assumes that any block is fair game to be dug. The client is also in charge of physics, so when the block is dug the player that was standing on top of it falls through as if they had dug the block, because, as far as the client is concerned, they have. Only after a second or two (or more with appropriate lag), does the server veto the digging action and replace the block that the player dug, but by that time the player is already in the building and can already steal from unlocked chests, dump stuff from buckets, terrorize the residents, and such as they please.

I spend most of my time on Menche's server; there have been reports of people using this exploit to get into the stockroom of a shop and my self-proclaimed neighbor used it extensively to get into mine and bug me while I was trying to set it up. I feel sorry for posting this because I might just be allowing more people to use this exploit, but I think people ought to know so that they can protect their buildings from being infiltrated this way.

In terms of actually fixing the problem, I still can't think of any way to do it short of incorporating some sort of protection feature into the engine itself. Though, since protection is so common and such a necessity on servers, it may well be generally-applicable enough to warrant implementation in the engine.
 

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by Zeg9 » Mon Jun 24, 2013 14:32

Anticheat should catch that the player has gone through the node, send the client to get back to where they were before "breaking" that node, and until the client says that it was teleported back, ignore the player's moves and other actions.
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by BrandonReese » Mon Jun 24, 2013 14:37

hdastwb wrote:
Zeg9 wrote:
hdastwb wrote:As a note to anyone using protection mods of this sort on servers, it is still possible for hostile players invade buildings by getting on top of their roofs and digging the block under their feet, falling in in the time that it takes for the server to replace the block. Because this is a client-side issue, I foresee absolutely no way to fix this in a mod.

However, I do believe that an effective fix for builders may be to build another layer filled with lava onto the roof of any building one doesn't want infiltrated.

It's more likely to be server-side, so even people with modified clients wouldn't be able to do it.
but for the moment the anticheat is a bit useless...


I could probably have been clearer; the problem is client-side in the sense that it's with the way that Minetest clients work in general. The Minetest client has no concept of protection, so the client assumes that any block is fair game to be dug. The client is also in charge of physics, so when the block is dug the player that was standing on top of it falls through as if they had dug the block, because, as far as the client is concerned, they have. Only after a second or two (or more with appropriate lag), does the server veto the digging action and replace the block that the player dug, but by that time the player is already in the building and can already steal from unlocked chests, dump stuff from buckets, terrorize the residents, and such as they please.

I spend most of my time on Menche's server; there have been reports of people using this exploit to get into the stockroom of a shop and my self-proclaimed neighbor used it extensively to get into mine and bug me while I was trying to set it up. I feel sorry for posting this because I might just be allowing more people to use this exploit, but I think people ought to know so that they can protect their buildings from being infiltrated this way.

In terms of actually fixing the problem, I still can't think of any way to do it short of incorporating some sort of protection feature into the engine itself. Though, since protection is so common and such a necessity on servers, it may well be generally-applicable enough to warrant implementation in the engine.


In my landrush protection mod I added features to try to prevent people from using this "feature". If they dig in a protected area they receive damage, and there is also a counter so if they have tried to dig several times in a protected area they are temp banned for 10 minutes, then 20, then 30, then permanently. People used to steal stuff from the furnaces in my shop and the auto crafters in my factory and I think this has cut out a lot of the riff raff. My auto crafters and shop furnaces have not been pillaged in several weeks. I used to have well meaning players break into my shop to find me so they could get my attention, but that hasn't happened in a while either. Serious players learn quickly to pay attention to where they dig. Maybe other protection mods could adopt a similar system. I log on in the morning and I have several chatplus messages telling me the people who were banned while I was sleeping and it is rarely my regulars and rarely escalates beyond the 10 minute temp ban.
 

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by Zeg9 » Mon Jun 24, 2013 15:20

BrandonReese wrote:[snip]

In my landrush protection mod I added features to try to prevent people from using this "feature". If they dig in a protected area they receive damage, and there is also a counter so if they have tried to dig several times in a protected area they are temp banned for 10 minutes, then 20, then 30, then permanently. People used to steal stuff from the furnaces in my shop and the auto crafters in my factory and I think this has cut out a lot of the riff raff. My auto crafters and shop furnaces have not been pillaged in several weeks. I used to have well meaning players break into my shop to find me so they could get my attention, but that hasn't happened in a while either. Serious players learn quickly to pay attention to where they dig. Maybe other protection mods could adopt a similar system. I log on in the morning and I have several chatplus messages telling me the people who were banned while I was sleeping and it is rarely my regulars and rarely escalates beyond the 10 minute temp ban.


I thought about adding this behaviour in this mod; however I feel banning is a bit severe, and hurting is annoying when you don't know that the node you're digging is protected (especially in caves); maybe I'll add it, but it would just hurt on the second try.
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by Zeg9 » Wed Jun 26, 2013 19:09

Updated: better gui, also you can see the protected area by punching the nodes.
...and screenshots are back !
EDIT: Now uses minetest.find_nodes_in_area, so the mod should be faster.
Last edited by Zeg9 on Thu Jun 27, 2013 11:49, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by keyxmakerx » Tue Jul 02, 2013 01:52

Hey Zeg, could you make an update to provide more ranges of protection, kinda lke protector plus? But make the build requirments much harder to obtain? Just a thought, BTW Awesome update, I didn't read the changelog and saw purple areas everywhere and it was freaking me out XD
 

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by Zeg9 » Tue Jul 02, 2013 07:30

keyxmakerx wrote:Hey Zeg, could you make an update to provide more ranges of protection, kinda lke protector plus? But make the build requirments much harder to obtain? Just a thought, BTW Awesome update, I didn't read the changelog and saw purple areas everywhere and it was freaking me out XD

The purple texture will be modified since alpha support in minetest is bad.
And, now that minetest.find_nodes_in_area is used, probably more protection ranges will be possible.
I'll try to implement that the next time I update this mod.
Last edited by Zeg9 on Tue Jul 02, 2013 07:30, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by keyxmakerx » Tue Jul 02, 2013 21:55

Zeg9 wrote:
keyxmakerx wrote:Hey Zeg, could you make an update to provide more ranges of protection, kinda lke protector plus? But make the build requirments much harder to obtain? Just a thought, BTW Awesome update, I didn't read the changelog and saw purple areas everywhere and it was freaking me out XD

The purple texture will be modified since alpha support in minetest is bad.
And, now that minetest.find_nodes_in_area is used, probably more protection ranges will be possible.
I'll try to implement that the next time I update this mod.
Zeg9 wrote:
keyxmakerx wrote:Hey Zeg, could you make an update to provide more ranges of protection, kinda lke protector plus? But make the build requirments much harder to obtain? Just a thought, BTW Awesome update, I didn't read the changelog and saw purple areas everywhere and it was freaking me out XD

The purple texture will be modified since alpha support in minetest is bad.
And, now that minetest.find_nodes_in_area is used, probably more protection ranges will be possible.
I'll try to implement that the next time I update this mod.



Thank you! ^^ Sorry to bother you with it.
 

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by TenPlus1 » Mon Jan 06, 2014 19:10

It seems that cactus, tree blocks and doors can be placed in a protected areas without any problems, any idea why ??
Last edited by TenPlus1 on Sun Feb 16, 2014 09:57, edited 1 time in total.
 

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by RavonTUS » Thu Jan 23, 2014 13:49

Greetings,

I like this mod, but the menu doesn't want to go away some times. Any one know a quick fix or how to add a "close menu" button?

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by TenPlus1 » Sat Feb 15, 2014 22:17

Their seems to be a bug when adding a name to the protector block, once you add the name you cannot exit the interface properly, it keeps reappearing even after spamming the ESC key... Could you add a BACK button like your other mods please ?

NOTE: I've managed to fix the above problem by adding my own BACK button to the init.lua file, please find it attached...
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[The extension lua has been deactivated and can no longer be displayed.]

Last edited by TenPlus1 on Sun Feb 16, 2014 14:20, edited 1 time in total.
 

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by Achilles » Mon Apr 07, 2014 08:47

Nice mod...

Would be good if you could add other protection blocks that would protect a larger area and have a more expensive recipe.
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by Achilles » Mon Apr 07, 2014 08:58

Erm... When i kept placing a normal cobblestone block on someones protected area in order get to the top of their house, The cobblestone block i kept placing at the start stayed in there protected area. When i tried to remove the cobble block it just said 'This are is owned by .....'. I don't know if this is a bug or what.
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by CraigyDavi » Mon Apr 07, 2014 09:21

Achilles wrote:Erm... When i kept placing a normal cobblestone block on someones protected area in order get to the top of their house, The cobblestone block i kept placing at the start stayed in there protected area. When i tried to remove the cobble block it just said 'This are is owned by .....'. I don't know if this is a bug or what.

Was the cobblestone a stair/slab?
 

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by TenPlus1 » Wed Apr 09, 2014 19:09

is their a way to stop users from placing rotatable blocks in this mod as things like doors, tree and stairs get through the protection... Water especially because griefers tend to water bomb protected areas for a laugh...

This is the current init.lua for the mod that I'm testing with if it helps anyone...
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[The extension lua has been deactivated and can no longer be displayed.]

Last edited by TenPlus1 on Wed Apr 09, 2014 19:11, edited 1 time in total.
 

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by Krock » Wed Apr 09, 2014 19:17

TenPlus1 wrote:is their a way to stop users from placing rotatable blocks in this mod as things like doors, tree and stairs get through the protection... Water especially because griefers tend to water bomb protected areas for a laugh...

This is the current init.lua for the mod that I'm testing with if it helps anyone...

How about fixing the bucket? There were serval fixes in minetest_game about those things.
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by CraigyDavi » Wed Apr 09, 2014 19:18

This mod should be updated and use the minetest.is_protected feature.
 

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by 4aiman » Thu Apr 10, 2014 08:38

CraigyDavi wrote:This mod should be updated and use the minetest.is_protected feature.

Would it be faster then?
 

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