[Mod] Locked Travelnet [locked_travelnet] (for PvP-servers)
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
[Mod] Locked Travelnet [locked_travelnet] (for PvP-servers)
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.
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
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.
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.
Nice combination!
Edit: Typo.
Using it on a server dedicated to building might be useful to keep unwanted guests from an area 'under construction'.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.
Edit: Typo.
Last edited by Topywo on Tue Dec 17, 2013 13:30, edited 1 time in total.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
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.Topywo wrote: Using it on a server dedicated to building might be useful to keep unwanted guests from an area 'under construction'.
A list of my mods can be found here.
- Enke
- Member
- Posts: 469
- Joined: Fri Nov 15, 2013 02:56
- GitHub: NANOsoldierEnke
- IRC: Enke
- In-game: Enke
- Location: The internet
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?
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
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
- CraigyDavi
- Member
- Posts: 582
- Joined: Sat Aug 10, 2013 13:08
- GitHub: davisonio
- IRC: davisonio
- In-game: CraigyDavi
- Location: Hampshire, UK
- Contact:
- stormchaser3000
- Member
- Posts: 422
- Joined: Sun Oct 06, 2013 21:02
- GitHub: stormchaser3000
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
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.Enke wrote: Maybe have it so that there is a special priv allowing people to access any locked travelnet?
A list of my mods can be found here.
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] locked_travelnet (for PvP-servers only!)
Re-added screenshot.
A list of my mods can be found here.
Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve
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?
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve
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.
Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve
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
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
-
- 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
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)
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve
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?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?
A list of my mods can be found here.
-
- 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
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.Sokomine wrote: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?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?
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)
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] Locked Travelnet [locked_travelnet] (for PvP-serve
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.
Please update locks and travelnet mod as well to get the new behaviour.
A list of my mods can be found here.
- Linuxdirk
- Member
- Posts: 3219
- Joined: Wed Sep 17, 2014 11:21
- In-game: Linuxdirk
- Location: Germany
- Contact:
Re:
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.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?
Who is online
Users browsing this forum: No registered users and 31 guests