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Re: [Mod] Advanced area protection [areas]

Posted: Mon May 08, 2017 21:11
by ShadowNinja
ratmix wrote:Is it, or could it be, possible to allow building in a protected area while making blocks in that area unbreakable?
Use case: PVP islands where players are given blocks to get between islands.
Do you mean:
  • You want the original map nodes to be permanent, but want players to be able to place and remove other nodes, or
  • you want players to be able to place nodes, but then be unable to remove them?
Either way, you could do it, but not with the areas mod without modification.

Re: [Mod] Advanced area protection [areas]

Posted: Thu May 18, 2017 07:29
by ratmix
Do you mean:
  • You want the original map nodes to be permanent, but want players to be able to place and remove other nodes, or
    you want players to be able to place nodes, but then be unable to remove them?
Sorry I missed your reply. I want to do the first of the two. To have permanent nodes. I have this working in a mod I wrote but it is lengthy and probably not efficient. I am removing the node if it is outside my area using minetest.override_item. The problem is I have to override every type of item in the area I want to protect. And there are many. Being my first mod I am probably doing this backwards.

Re: [Mod] Advanced area protection [areas]

Posted: Thu May 18, 2017 14:47
by ShadowNinja
ratmix wrote: I am removing the node if it is outside my area using minetest.override_item. The problem is I have to override every type of item in the area I want to protect. And there are many. Being my first mod I am probably doing this backwards.
Yeah, that's definitely not a good way to do it. If your area is inside a defined region (or regions), then you could just protect them with the areas mod.

Re: [Mod] Advanced area protection [areas]

Posted: Thu May 18, 2017 17:21
by ratmix
If your area is inside a defined region (or regions), then you could just protect them with the areas mod.
Is there a way to make only certain blocks removable & placeable within an area?

Re: [Mod] Advanced area protection [areas]

Posted: Thu May 18, 2017 18:34
by ShadowNinja
Not by default, but you could probably make modifications to make it work.

Re: [Mod] Advanced area protection [areas]

Posted: Thu May 18, 2017 19:10
by ratmix
ShadowNinja wrote:Not by default, but you could probably make modifications to make it work.
Thanks. I have tried overriding the node to make it unbreakable within the area but all nodes outside the area are overridden as well.

Re: [Mod] Advanced area protection [areas]

Posted: Fri Jul 28, 2017 09:43
by Bookkc
How to make the private areas automatically selected by height ??? (from sky to deep underground)

Re: [Mod] Advanced area protection [areas]

Posted: Thu Aug 31, 2017 14:40
by BirgitLachner
Bookkc wrote:How to make the private areas automatically selected by height ??? (from sky to deep underground)
Yes that' s a good idea to make it simpler.

Re: [Mod] Advanced area protection [areas]

Posted: Thu Aug 31, 2017 14:59
by BirgitLachner
Can soomeone help me how to solve the following problem:

I want to create a situation where student become automatically owners of an previously defined area.

The idea is to protect the whole world and inside of the protected area (that is surrounded by a wall) there are areas where the student are allowed to build. But only in their own Area.

It is planned to start at a sky-plattform, devide the pupils in groups with the use of the "gates"-mod and then teleport them to their area with a command-block. With the same command-block I wanted to give the ownership of a sub-area to the teleported person. I tried different commands but it does not work as wanted.
I wanted to use the add-owner command, but I'm not sure, if it is possible.
If I use the existing sub-area to select the wanted area I always get a new area with "add_owner".
Everything should work just with the command-blocks ... hopefully ... that even every teacher can use it without knowing how to use text commands.

I hope that I described what I want/need. Hopefully it is possible and someone can give me a hint how to doe it all
Thanks, Birgit

Re: [Mod] Advanced area protection [areas]

Posted: Sun Sep 10, 2017 06:23
by Sokomine
BirgitLachner wrote: I want to create a situation where student become automatically owners of an previously defined area.
Do you want to set up the areas for the students manually or automaticly?
BirgitLachner wrote: It is planned to start at a sky-plattform, devide the pupils in groups with the use of the "gates"-mod and then teleport them to their area with a command-block. With the same command-block I wanted to give the ownership of a sub-area to the teleported person. I tried different commands but it does not work as wanted.
Which gates mod in particular? Shall groups of pupils be allowed to build in the same place or shall everyone have their own area? Why make use of a command-block? Doesn't that make things more complicated?
BirgitLachner wrote: Everything should work just with the command-blocks ... hopefully ... that even every teacher can use it without knowing how to use text commands.
My markers mod might be helpful there. It allows to define areas by placing markers and then "buy" the defined area. For your purpose, it seems that an extra mod might be a better solution. You probably don't want to have teachers having to run around and define the areas manually.

Re: [Mod] Advanced area protection [areas]

Posted: Sun Sep 10, 2017 07:11
by BirgitLachner
Thanks for your interest :-)
Sokomine wrote:
BirgitLachner wrote: I want to create a situation where student become automatically owners of an previously defined area.
Do you want to set up the areas for the students manually or automaticly?
Well, the areas are prepared. Rectangles that are marked by a one block stonebrick-wall. And I want the pupils to be able to build 50 blocks high and down. So the size is defined. There are 8 of these areas at the moment.
Sokomine wrote:
BirgitLachner wrote: It is planned to start at a sky-platform, divide the pupils into groups with the use of the "gates"-mod and then teleport them to their area with a command-block. With the same command-block I wanted to give the ownership of a sub-area to the teleported person. I tried different commands but it does not work as wanted.
Which gates mod in particular?
This one viewtopic.php?t=9897. It is just a help to separate the players. It does not have any other effect than building walls and open other wall with one click.
Sokomine wrote: Shall groups of pupils be allowed to build in the same place or shall everyone have their own area?
Well, the world I'm using is more or less just a test it is possible to do all the things. Sometimes it might be useful that only player per area is the owner. In other cases on other worlds may be there can be more owners to let them build something together.
Sokomine wrote: Why make use of a command-block? Doesn't that make things more complicated?
For me, it will be more difficult but this is thought as a model to prepare worlds for other teachers, social or educational workers that want to use Minetest but are not "willing" to learn all the commands for the area mod. Me and the group of other german people want to make Minetest more interesting as a replacement of Minecraft Education Edition. It is of cause well known and some think that it is the only solution to "play" with kids in an educational context.

But if you don't need a very special feature Minetest can be used to build something together as well. As I already told in other threads there an interface in preparation to help "Newbies" to control players. https://github.com/zeuner/edutest
And if we can offer a possibility to divide groups and give them the right to build just by having a step on a pressure plate, it would be another very useful thing for the "Newbie" teachers.

One example: a colleague that is an Arts teachers wants a group of pupils to build something. I can tell him: okay, here is the server name. This is the password for the pupils to get on the server (the will automatically have the privilege "student" so they can be controlled by the teacher) and if you log in with this account you are the teacher. You just need to click on the button for the gate to seperate them and then the pupils can begin to build.

Here is an example where Minetest was used in an cultural context with the EDUTest Mod.
Sokomine wrote:
BirgitLachner wrote: Everything should work just with the command-blocks ... hopefully ... that even every teacher can use it without knowing how to use text commands.
My markers mod might be helpful there. It allows to define areas by placing markers and then "buy" the defined area. For your purpose, it seems that an extra mod might be a better solution. You probably don't want to have teachers having to run around and define the areas manually.
That's it. And a predefined command block - for every area one - is what I want to have. The kids should not use the markers. They just need to build.

Birgit

Re: [Mod] Advanced area protection [areas]

Posted: Fri Nov 24, 2017 05:28
by AccidentallyRhine
After using "add_owner" is there any way to prevent those new owners from adding yet more owners? I would like to share a sub-area with only one person without them being able to add others (a bit of a security flaw, IMO).

Re: [Mod] Advanced area protection [areas]

Posted: Mon Dec 11, 2017 05:28
by AccidentallyRhine
Sokomine wrote:Protection mods - of which advanced area protection is one - protect player's buildings against unwanted modification, against griefing. It is not their purpose to keep players out of certain areas. Why would you want that anyway? Your items go into locked chests. Placed blocks are protected thanks to the areas mod.
Spoiler
You keep citing this argument "it's not to keep players out/why would you want to?" and while you are not wrong, I just want to provide some counterpoints.

On a PvP server, a player's protected area may be their only sanctuary. If he or she is being pursued by much stronger players or a group and his or her home isn't even a safe refuge, the only other option is to logoff. Lame. (And I don't mean harassment which is indeed a moderation issue but legit PvP interactions and balancing of areas of engangement vs areas of denial etc)

Also, there may be non-node things to protect in an area. For example, mobs being farmed (not all mobs have protection), or players making money by charging for entry to a site. Though, admins looking to provide players a bit of privacy or room to breath from others should consider some basics as setting player_transfer_distance=<not unlimited> or restricting teleportation.
OT: When self protection is enabled, and a player has exhausted his/her allotted areas, can they still define child-areas within the ones they already own? And if so, how?

Edit: After some testing, as long as they stay at least one below the limit, players may define a child area then add an owner to it, then remove the parent (sub)area to free up a slot again.

Re: [Mod] Advanced area protection [areas]

Posted: Sun Jan 21, 2018 04:45
by KatzEyez
Is there a way to prevent someone who is not currently an owner of that area from having access to your area after visiting your place and having set home options there?

I was thinking if there could be a way to make a command such as:
/select_area <area number>
/set_nonmember_nohome

Under the Areas owner list would appear a brightly colored text that reads:
Owners only.
(or something to that effect, so people will know if their area is protected from being able to be used as a home location by anyone who isn't part of the ownership)

Sometimes we protect areas but we don't want them invaded by people or perhaps you were pvping someone and don't want them to just be able to set home there and be able come back to your space to pvp you again. :) I'm not sure if it can be done, but it's a thought. (I'm thinking it would be similar to making the mod send a /tpn to anyone who isn't the space owner if they try to use home commands.)

Re: [Mod] Advanced area protection [areas]

Posted: Sun Jan 21, 2018 12:09
by hajo
KatzEyez wrote:prevent someone .. from having access to your area .. having set home ?
What about a user that had set home there before ? What about teleporting ?
There are several travel-mods that do similar things.

AFAIK, all mods for area-protection guard against building/digging,
not against moving/teleporting.

Re: [Mod] Advanced area protection [areas]

Posted: Mon Jan 22, 2018 18:20
by KatzEyez
hajo wrote:
KatzEyez wrote:prevent someone .. from having access to your area .. having set home ?
What about a user that had set home there before ? What about teleporting ?
There are several travel-mods that do similar things.

AFAIK, all mods for area-protection guard against building/digging,
not against moving/teleporting.
KatzEyez wrote:I'm not sure if it can be done, but it's a thought. (I'm thinking it would be similar to making the mod send a /tpn to anyone who isn't the space owner if they try to use home commands.)
Basically, if they aren't on the list, then their previous "home" wouldn't work until they were added to the ownership or until the land was unowned once again. I don't know how else to explain this, but when you get sent a /tphr or /tpr request, you can choose /tpy or /tpn. The game should also have that feature for home settings in protected areas. It's like the coordinates gets sent the /tpr and they send back a /tpn. >.< It makes sense in my head altho I can't explain it very well atm.

Re: [Mod] Advanced area protection [areas]

Posted: Sat Feb 03, 2018 23:16
by AndroBuilder
Hello, maybe someone can help me :)

i am looking for three things ...

1.) mark an area where a group of students can / cannot build (maybe also a faster way to add all those users)
(connection to the groups of the faction mod)

2.) have groups and subgroups of the class build together on certain areas (5 teams of each 5 students)

3.) have an area where every student can pick one or two spots of a predefined max-size of area for their personal little house.

Hope to get some ideas and feedback of you :)
Thanks

Re: [Mod] Advanced area protection [areas]

Posted: Mon Feb 05, 2018 07:26
by mnh48
I have some questions:

1. Can this mod be made for custom text in place of "Areas:"?
Some people might want to change from default text to others, but changing the text directly in the code make it difficult when people want to update the mods later (like had to re-edit, or git pull complains).

2. Would this mod be made to support translations?
Not the commands themselves but the descriptions that appear on /help, of course we could change the text directly but see question no.1. Translations could be supported via intllib or similar mods.

Re: [Mod] Advanced area protection [areas]

Posted: Mon Feb 05, 2018 15:20
by LemonFox
Could a way be added to prevent players from entering areas.
So you could mark an area and if a foe wants to come he is repeled.
This would be good on servers

Thanks

Re: [Mod] Advanced area protection [areas]

Posted: Mon Feb 05, 2018 23:02
by hajo
LemonFox wrote:prevent players from entering areas.
How about building 'good old' walls & doors ?
Also: worldedit.

Re: [Mod] Advanced area protection [areas]

Posted: Tue Feb 06, 2018 12:11
by BirgitLachner
LemonFox wrote:Could a way be added to prevent players from entering areas.
So you could mark an area and if a foe wants to come he is repeled.
This would be good on servers

Thanks
Have a look at the mod MapTools. It offers different kinds of invisble Blocks and players not able to move throught.
https://github.com/minetest-mods/maptools

Re: [Mod] Advanced area protection [areas]

Posted: Mon Feb 12, 2018 11:26
by LemonFox
im thinking more along the lines that some players like to break into/cause trouble inside certain areas
i want all other players apart from some specific players to get in

Re: [Mod] Advanced area protection [areas]

Posted: Wed Feb 14, 2018 22:08
by scottwolff
This is my go to mod if I want to protect a large area fast. Thank you for this.

Re: [Mod] Advanced area protection [areas]

Posted: Mon Jun 25, 2018 14:37
by kurktu
Can I define public areas within an owned area?

Re: [Mod] Advanced area protection [areas]

Posted: Mon Jun 25, 2018 15:00
by orwell
LemonFox wrote:Could a way be added to prevent players from entering areas.
So you could mark an area and if a foe wants to come he is repeled.
This would be good on servers

Thanks
This is something my "denaid" mod can do (now "tyrant" and "tyrant_denaid").
However, I haven't updated this mod since 2016 and don't know if it still works properly.
(but I know Lejo is using it on his subgame server)
viewtopic.php?f=11&t=12754