TenPlus1 wrote:If digging protected areas are slow to return then lagg is to blame for that, the more lagg the longer the wait...
TenPlus1 wrote:Ok, if this is in singleplayer mode then check your privs, you will have 'delprotect' priv which means you can bypass protection blocks... you cannot turn this OFF on standalone, it's always on unless you make a standalone server and connect via a separate minetest client to become a normal player...
sometimes slowly because of lag (even on standalone)...
TenPlus1 wrote:game does seem to be getting slow in areas...
TenPlus1 wrote:and who owns spawn area ? they should be on server cleaning up errant blocks and keeping an eye on the server ?
local old_node_dig = minetest.node_dig
function minetest.node_dig(pos, node, digger)
local ok=true
if node.name == "bones:bones" then
ok=true
else
if node.name ~= protector.node then
ok = protector.can_dig(3,pos,digger)
else
ok = protector.can_dig(3,pos,digger,true)
end
end
if ok == true then
old_node_dig(pos, node, digger)
end
end
could you please fix that protector bug where you can place cactus, wood, trunks, sand, gravel, dirt and possibly other blocks in protected areas? I already see it on your server.
TenPlus1 wrote:Version 1.1 just released with a new feature inspired by denaid, a protector_pvp switch added to minetest.conf and set to true stops other players from hurting you inside of your own protected areas, giving players a safe zone from pvp.
Addition: also added protector_pvp_spawn to set radius around spawn area to disable pvp for new starts...
TenPlus1 wrote:Personally I wouldn't give anyone the 'delprotect' privelage apart from the most trusted of admin, so the map in question would be safe anyhoo. Anyone else who needs access to an area can have their names added to the protection blocks.
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