[Mod]closed_by_key-first GIT[closed_by_key][0.6]

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pandaro
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by pandaro » Mon Feb 04, 2013 22:48

poll result for 1 or 99 stackable chest. votes:7

1 chest at a time in each slot.57%
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by pandaro » Sat Feb 09, 2013 19:49

closed_chest_v0.4:
-add:Only those who have the key can see the contents;
-add:key can return in steel ingot;
-change:stack max(1) and behavior of closed chest(the key is still valid after move a chest);
-improved:check player privilege(has key);
-improved:node definition;
-change: key and keyring now are craftitem;
-change:original chest tiles;
-test:improved:mod architecture, now node and item definition are store in chest.init;
Last edited by pandaro on Sat Feb 09, 2013 19:50, edited 1 time in total.
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4aiman
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by 4aiman » Sun Feb 10, 2013 14:29

I've found this: https://github.com/mormon/klchest
It's outdated, but maybe there is smth useful in that mod? (like key duplicator)

Also: maybe you need a nodebox for the key block?
 

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by rubenwardy » Sun Feb 10, 2013 14:33

Is the folder it is placed in called
closed_chest_0.4_you_can_not_see


That is a bad folder name. You should call it
closed_chest


The topic name should be

[Mod] Closed chests - you can not see inside [closed_chest] [0.4]
Last edited by rubenwardy on Sun Feb 10, 2013 14:34, edited 1 time in total.
 

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by pandaro » Sun Feb 10, 2013 15:09

4aiman wrote:I've found this: https://github.com/mormon/klchest
It's outdated, but maybe there is smth useful in that mod? (like key duplicator)

Also: maybe you need a nodebox for the key block?


well: I've never seen this normon klchest but, i have already a key duplicator. Bytheway, I think that in the final version maybe someone will implement my system in an anvil. For now, there is only an anvil in sda97 game, so I'll ask him if he wants to implement also this.

in this latest version keys and keyrings are no longer the blocks, but they are craftitem, I think it's lighter for the engine.

and yes! i need better textures fo all
Last edited by pandaro on Sun Feb 10, 2013 15:20, edited 1 time in total.
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by pandaro » Sun Feb 10, 2013 15:17

rubenwardy wrote:Is the folder it is placed in called
closed_chest_0.4_you_can_not_see


That is a bad folder name. You should call it
closed_chest


The topic name should be

[Mod] Closed chests - you can not see inside [closed_chest] [0.4]


correct it immediately
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by pandaro » Sun Feb 10, 2013 15:22

What do you think of a door closed by a key?
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by 4aiman » Sun Feb 10, 2013 16:29

pandaro wrote:What do you think of a door closed by a key?

Would be nice!
 

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by Topywo » Sun Feb 10, 2013 17:48

 

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by 4aiman » Sun Feb 10, 2013 17:53

Topywo wrote:It exists: Sokomine's locks mod

http://forum.minetest.net/viewtopic.php?id=3653

Isn't there only one key to rule 'em all?
Also this (from current thread) mod makes it more natural to share chests - a player doesn't need to write any commands - he just give a copy of a key to a player ;)
Last edited by 4aiman on Sun Feb 10, 2013 17:56, edited 1 time in total.
 

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by Topywo » Sun Feb 10, 2013 18:16

4aiman wrote:Isn't there only one key to rule 'em all?
Also this (from current thread) mod makes it more natural to share chests - a player doesn't need to write any commands - he just give a copy of a key to a player ;)


Yes, more or less. I didn't know so I just tried it out.

Giving a copy would indeed be more natural. So if possible it's a good idea. Only thing might be how to protect the area around the locked door and how to unprotect it for a key-holder that doesn't 'own' protection of that area.
 

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by pandaro » Sun Feb 10, 2013 19:09

Yesterday I learned that already exists Sokomine's locks mod. I can join my mod with that of sokomine, as with that of 0gb.us (more chest). expect them to be felt if they want.

Meanwhile, I continue on my way. My mod is a bit different from their
Topywo wrote: Only thing might be how to protect the area around the locked door and how to unprotect it for a key-holder that doesn't 'own' protection of that area.


Topywo:Can you explain better
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by 4aiman » Sun Feb 10, 2013 20:56

It seems that he's talking about possibility of the door removal by digging adjacent blocks. Door can't hang in the air (or can it?) and will be dug automatically.

But then I still don't understand why use protection - there are many more ways to get behind the door.
So, please, Topywo, explain yourself.
 

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by Topywo » Mon Feb 11, 2013 10:24

If a wall (for example cobble) next to a door isn't protected, someone can just dig away the wall and enter the building like that. (Even close it again). In that case a locked door would only be decorative.

If a player protects it's building (area protection or protection blocks) in most cases the door falls under the protection.

I actually don't know if one can open/close doors that are protected with any kind of protection mod. So there might be no problem like that at all.
 

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by pandaro » Mon Feb 11, 2013 10:29

Regarding the possibility that the door is automatically removed if removed the block below:

-The door of my house stands on its hinges, they are placed alongside, not under.

-Make sure that: the door will auto-remove requires an ABM (active block modification) I think. This should be reflected in the performance of minetest.

-The last but not the least: GAMEPLAY: why put a locked door if I just take a block to remove the door?
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by 4aiman » Mon Feb 11, 2013 16:32

My last post was not about possibilities, but about what I regarded as facts. Therefore, I didn't suggest anything by that post. I'm totally confused... It seems I misunderstood smth...

As for protection: If there is protection, then why use locked doors? One still can't go inside. So basically we need to disable protection for the "door" nodes and make our own implementation of "shared protection". Am I right?
 

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by Sokomine » Mon Feb 11, 2013 18:50

As far as keys go: I went for the "one key fits all" approach because it is more practical to handle who has access withhin the locked object and eliminiates the need to fill your inventory with thousands of keys for all the locked things you might have access to. Individual keys are more realistic but less practical in this kind of world.
Locked doors in an environment without protection are only smybolic. Anyone could dig around them. If there is protection, a locked door can be used to protect a building that's not yet finished and that you want to show in full to visitors. In some areas it might also be more fitting (i.e. a "private" area that is really equipped with a locked door).
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by pandaro » Mon Feb 11, 2013 19:28

Sokomine wrote:
Locked doors in an environment without protection are only smybolic.


I agree.

As far as keys go: I went for the "one key fits all" approach because it is more practical to handle who has access withhin the locked object and eliminiates the need to fill your inventory with thousands of keys


I do not agree:eliminate the problem with the keyring.

4aiman wrote:If there is protection, then why use locked doors?


depends on the type of protection.
At the moment we have some kind of protective blocks are useful for different purposes! example:
-firewall (by ricky in lulzpack): protects the area only if you are NOT online, a good idea for pvp but not the ultimate one.
-mod protector instead defends you always, this is perfect for servers creative type.

in both cases the doors are unnecessary.

However, I think that none of these strike a fair balance between ease and difficulty in protecting / griefing.
Last edited by pandaro on Mon Feb 11, 2013 20:29, edited 1 time in total.
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by 4aiman » Mon Feb 11, 2013 19:40

How about auto-ban feature?
Say, someone tried to break-in the protected house by
a) digging (not just punching) one of the protected blocks
b) spilling lava
c) spilling water

He did it once and get a hint not to do so.
He did it once again and get a warning of punishment.
He did it one more time and get a final warning about being banned if he will repeat that within next month.
If he still insists on breaking - ban him (maybe using the "future ban" mod).
Voila! 4 protected nodes in a month = automatic ban :)
Rather strict punisment.
Last edited by 4aiman on Mon Feb 11, 2013 19:40, edited 1 time in total.
 

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by pandaro » Mon Feb 11, 2013 19:56

In fact I always think: everyone should have fun. The griefer but also those who build. I believe we must provide the builder with sufficient arms to defend his home (the block protector must actually work effectively only if the player is NOT online: this at least on a PVP server.)
Those who just want to build must go to a dedicated server that has many tools for protect building, with administrators that control the behavior of the players.
If you feel like risking ... go to a PVP, it is not a walk in the countryside, is survival.
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by pandaro » Wed Feb 13, 2013 17:51

closed_chest v 0.5 - The doors:
add:closed door(thanks to PilzAdam for starting code)
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by pandaro » Thu Feb 14, 2013 10:35

current behavior of the chest (default and modified chest seem to behave the same way for now):
normal and locked chest: can not be dug if they contain at least one item.
if blown up with TNT
normal and locked chest (!!empty or full!!) are removed and in their place appears empty chest (open or closed).

this is due to the function adopted by PilzAdam in his TNT which removes anything that is walkable.

Now I do not think this is the behavior as hoped:
if the chest is done well (even my chest closed) should, if they can be removed, return with them also their content or any portion thereof.

so I start to develop a function that can make everything a bit 'better:
I think:
-An open wooden chest can always explode, but the content should be damaged in any way.

-Gold could burn everything contained in it and only return fire;
-Copper could destroy much of its content (more than 50%) and the rest may be vented in the form of objects;
-Steel could destroy only a small part (25%) and the rest (75%) may be vented in the form of objects;
-MESE may not be removed in any way, and the content should remain intact and accessible only to those who have the keys (or whoever owns it).

Ok tell me what you think!!
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by pandaro » Sat Apr 27, 2013 14:17

pushed to GIT.
Feel free to put your hands.

closed_by_key_v0.6
-rename my mod, now called: "closed by key";
-open door and chest with rightclick;
-add disguised chest and door: very mimetic, but destructable;
-add mese chest and door: you can not destroy them;
-add on explode drop item if the chest is destructable;
-texture update a little bit;
-push code on GITHUB;
-minor change.
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by rubenwardy » Tue Apr 30, 2013 17:49

How does this compare to sokomine's mod?

http://forum.minetest.net/viewtopic.php?id=3653
Last edited by rubenwardy on Tue Apr 30, 2013 17:50, edited 1 time in total.
 

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by pandaro » Tue Apr 30, 2013 22:38

rubenwardy wrote:How does this compare to sokomine's mod?

I think my mod and to sokomine are different, you seem to do the same thing?
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by Sokomine » Wed May 01, 2013 14:57

rubenwardy wrote:How does this compare to sokomine's mod?

To my knowledge, this mod here uses a more realistic approach to locks - that is, you do have several distinct keys that fit to one chest only. For a second chest, you do need the key for that chest and can't open it with a key from another chest.
My shared locked objects mod uses access control withhin the chests. The keys as such are more of decorative use - provided you have one key, you have access to all chests that you do have permission to use or know the password.
A list of my mods can be found here.
 

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by Likwid H-Craft » Thu May 02, 2013 13:21

Can you make a door, with a door keycard like Hotels have?
My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
 

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by pandaro » Thu May 02, 2013 16:34

Likwid H-Craft wrote:Can you make a door, with a door keycard like Hotels have?


yes i can but...it is sufficient for you to replace the texture of the key with one that looks like a tile, the concept remains the same.
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