[Mod] Locked Travelnet [locked_travelnet] (for PvP-servers)

Post Reply
Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

[Mod] Locked Travelnet [locked_travelnet] (for PvP-servers)

by Sokomine » Post

This is a special version of my travelnet mod, combined with my locks mod. It adds a shared locked travelnet similar to the shared locked chests from the locks mod - that is, you do need a key or keychain to use that particular travelnet. Also you either have to be the owner or given permission to use that box.

The travelnet has - in contrast to the normal one - a more orangeish color (thanks to VanessaE for that!). Elevator and elevator doors are not (yet?) available.
Image

Please do not use the mod on servers that are dedicated to building. It would be annoying there. This is purely for those servers that want to have PvP.

Version: 2.3.1
Liszence: GPLv3 for code; WTFPL for textures (done by VanessaE)
Depends: * travelnet
* locks
Download: https://github.com/Sokomine/locked_trav ... all/master
Browse code: https://github.com/Sokomine/locked_travelnet
Last edited by Sokomine on Sun Mar 10, 2019 15:27, edited 4 times in total.
A list of my mods can be found here.

User avatar
Topywo
Member
Posts: 1721
Joined: Fri May 18, 2012 20:27

by Topywo » Post

Nice combination!
Sokomine wrote: Please do not use the mod on servers that are dedicated to building. It would be annoying there. This is purely for those servers that want to have PvP.
Using it on a server dedicated to building might be useful to keep unwanted guests from an area 'under construction'.


Edit: Typo.
Last edited by Topywo on Tue Dec 17, 2013 13:30, edited 1 time in total.

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

by Sokomine » Post

Topywo wrote: Using it on a server dedicated to building might be useful to keep unwanted guests from an area 'under construction'.
There might be a few limited legitimate uses on a server dedicated to building. In the end, I'm afraid there would be people who'd abuse it by making everything private and by taking the spirit of a pvp server to those creative ones. Usually, a sign "under construction" ought to be enough at a construction site.
A list of my mods can be found here.

User avatar
Enke
Member
Posts: 469
Joined: Fri Nov 15, 2013 02:56
GitHub: NANOsoldierEnke
IRC: Enke
In-game: Enke
Location: The internet

by Enke » Post

Awesome!

Unfortunately, an "under construction" sign isn't enough to keep many people away. Maybe have it so that there is a special priv allowing people to access any locked travelnet?
Lush8
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate

User avatar
CraigyDavi
Member
Posts: 582
Joined: Sat Aug 10, 2013 13:08
GitHub: davisonio
IRC: davisonio
In-game: CraigyDavi
Location: Hampshire, UK
Contact:

by CraigyDavi » Post

Nice.

User avatar
stormchaser3000
Member
Posts: 422
Joined: Sun Oct 06, 2013 21:02
GitHub: stormchaser3000

by stormchaser3000 » Post

hmm mabey a priv with the name of the travel net network that is granted to the owner and only the owner and people admins with the alltnet priv can share or use the travelnet network

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

by Sokomine » Post

Enke wrote: Maybe have it so that there is a special priv allowing people to access any locked travelnet?
Such a priv exists already: Grant "openlocks" in order to use the travelnet, or "diglocks" (additionally allows to dig the protected travelnet). The priv extends to all shared locked objects from my locks mod.
A list of my mods can be found here.

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

Re: [Mod] locked_travelnet (for PvP-servers only!)

by Sokomine » Post

Re-added screenshot.
A list of my mods can be found here.

Danfun64
Member
Posts: 29
Joined: Wed Jun 05, 2013 01:22

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

by Danfun64 » Post

I know this is a necrobump, but I am having trouble configuring the locked travelnet. I can work the regular one just fine. I have a key, but when I right click on the private travelnet box all I get is the standard travelnet menu, which is useless. I once got it to work properly, but I don't remember how. Got any suggestions?

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

by Sokomine » Post

The locked travelnet does work again now and doesn't close its formspec prematurely. You'll need the current version of the travelnet mod as well in order for it to work.
A list of my mods can be found here.

User avatar
poikilos
Member
Posts: 67
Joined: Thu Feb 18, 2016 13:45
GitHub: Poikilos
In-game: Poikilos

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

by poikilos » Post

Now that minetest_game has keys, and node ownership is rather standardized, is there any chance you might:

use minetest_game's new keys (right click on teleporter with skeleton key to transform the key) instead of locks mod, if this is possible with custom nodes such as travelnet
* if behavior of locks can be customized, perhaps make all teleporters or elevator boxes in that specific network work with the key when you right-click with the skeleton key


OR

use protection (use whatever ownership checking method protector:door_* uses, which somehow works with both ShadowNinja's areas and protector:protect* nodes):

one way to do protected teleporter (permission to configure, & also to use either source or destination):
* only someone who has permission to the node can configure it.
* anyone can use it unless perhaps source OR destination is in an area to which the person does not have permission

another way to do protected teleporter (permission to configure; easier to program?):
* only someone who has permission to the node can configure it.
* users are instructed to put teleporter in protected area but not in enclosed area where they want to prevent entry

redblade7
Member
Posts: 316
Joined: Sun Feb 15, 2015 07:14
IRC: redneonglow redblade7
In-game: redblade7 redblade7_owner

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

by redblade7 » Post

After installing this on my The Valleys sandbox server, I'm having a problem where after using the travelnet, it automatically "removes" the location, and teleporting back and punching it "re-attaches" it. No matter how many times I do this, it always automatically removes the previous spot. Anyone know how to fix this?
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

by Sokomine » Post

redblade7 wrote: After installing this on my The Valleys sandbox server, I'm having a problem where after using the travelnet, it automatically "removes" the location, and teleporting back and punching it "re-attaches" it. No matter how many times I do this, it always automatically removes the previous spot. Anyone know how to fix this?
That ought not happen. If you've added a location you need to punch all other travelnets on the same network once so that they take notice of the new net. Stations are only deleted when the receiving travelnet is found missing. Does the error still occour?
A list of my mods can be found here.

redblade7
Member
Posts: 316
Joined: Sun Feb 15, 2015 07:14
IRC: redneonglow redblade7
In-game: redblade7 redblade7_owner

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

by redblade7 » Post

Sokomine wrote:
redblade7 wrote: After installing this on my The Valleys sandbox server, I'm having a problem where after using the travelnet, it automatically "removes" the location, and teleporting back and punching it "re-attaches" it. No matter how many times I do this, it always automatically removes the previous spot. Anyone know how to fix this?
That ought not happen. If you've added a location you need to punch all other travelnets on the same network once so that they take notice of the new net. Stations are only deleted when the receiving travelnet is found missing. Does the error still occour?
Nope, I've even tried removing them both, changing the network names, and putting them facing in different directions, and they always behave like that.

The mod is installed on The Valleys, if you want to take a look and you can't find mese, catch me on IRC.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve

by Sokomine » Post

locked_travelnet has been updated in order to work with the changed behaviour of the travelnet (=click on button to dig it). The buttons for "config" and "authorize" ought to show up in more situations now as well.

Please update locks and travelnet mod as well to get the new behaviour.
A list of my mods can be found here.

User avatar
Linuxdirk
Member
Posts: 3218
Joined: Wed Sep 17, 2014 11:21
In-game: Linuxdirk
Location: Germany
Contact:

Re:

by Linuxdirk » Post

Enke wrote:Unfortunately, an "under construction" sign isn't enough to keep many people away. Maybe have it so that there is a special priv allowing people to access any locked travelnet?
Have protection and place two steel doors facing each other then? Two doors because people can easily bug through one door on servers due to lag.

Post Reply

Who is online

Users browsing this forum: No registered users and 24 guests