[Mod] markers - gui for areas mod [0.2][markers]

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afflatus
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Re: [Mod] markers - gui for areas mod [0.2][markers]

by afflatus » Thu Apr 09, 2015 15:11

I'm a bit sleep deprived, so I'm going to post this here first:

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
14:44:44: ERROR[main]: ERROR: An unhandled exception occurred: /home/tim/.minetest/mods/markers/areas.lua:7: attempt to perform arithmetic on global 'factor' (a nil value)
14:44:44: ERROR[main]: stack traceback:
14:44:44: ERROR[main]:    /home/tim/.minetest/mods/markers/areas.lua:7: in function 'interpolate'
14:44:44: ERROR[main]:    /home/tim/.minetest/mods/markers/areas.lua:116: in function </home/tim/.minetest/mods/markers/areas.lua:115>
14:44:44: ERROR[main]:    [C]: in function 'sort'
14:44:44: ERROR[main]:    /home/tim/.minetest/mods/markers/areas.lua:119: in function 'get_area_list_formspec'
14:44:44: ERROR[main]:    /home/tim/.minetest/mods/markers/areas.lua:683: in function 'form_input_handler_areas'
14:44:44: ERROR[main]:    /home/tim/.minetest/mods/markers/init.lua:486: in function '?'


'factor' appears not to be defined anywhere. This is the nearsorter function.
Um ... ?
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Re: [Mod] markers - gui for areas mod [0.2][markers]

by Sokomine » Thu Apr 09, 2015 15:34

afflatus wrote:I'm a bit sleep deprived, so I'm going to post this here first:

It got introduced with the sort-areas-by-distance pull request. VanessaE has reported it as well, and I've fixed it now. So, if you use markers: Please update!
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Re: [Mod] markers - gui for areas mod [0.2][markers]

by afflatus » Sun Dec 13, 2015 15:53

Quick sit rep.

Still using markers on my server.
No problems apart from my own stupidity in configuring areas properly.
This mod makes it possible for newer / younger players to protect their buildings. My server doesn't (and will not) use money and I don't find land-grabbing an issue, in fact I tend to have to encourage players to think ahead and protect large enough areas, so they don't bust their quota.

Thanks.
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Re: [Mod] markers - gui for areas mod [0.2][markers]

by fireglow » Sun Jan 24, 2016 18:29

I'm wondering:
Why does the setting "markers.MAX_SIZE" exist?
A similar setting is already present in areas: self_protection_max_size in areas/settings.lua
Since this mod is to be understood as a GUI/extension for areas, shouldn't markers use the settings in areas?
I've stumbled across this because I've tried to increase the max_size for my players, and found that there are two settings for adjusting this value.
 

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Re: [Mod] markers - gui for areas mod [0.2][markers]

by mgl » Wed Aug 24, 2016 11:45

I've seen the markers being used for grief : a player left a trail of them on his path to nowhere and it seems another one used them like unbreakable cobble in PvP to prevent the escape of his prey. You can craft tens of them easily and other players can't destroy them for a long time. You have to use WorldEdit to remove them.

I think moderators (i.e people with the "kick" privilege") should be able to destroy them immediately. And for other players, it shouldn't be days before they can destroy someone else's markers. You need unbreakable markers only for a few minutes when you're doing an area. And maybe it should be faster to break them by hand because they are as hard as tree.
 

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