[Mod] Protector Redo [2.6] [protector]

User avatar
Lone_Wolf
Member
 
Posts: 1895
Joined: Sun Apr 09, 2017 05:50
Location: You wouldn't believe me
GitHub: LoneWolfHT
IRC: Lone_Wolf
In-game: Lone_Wolf or Somebody

Re: [Mod] Protector Redo [2.5] [protector]

by Lone_Wolf » Mon Jan 08, 2018 19:28

SaKeL wrote:Hi, how can i override is_protected with my mod so protector.flip will be disabled only from my mod - normally its enabled. Right now im flipping every time i check for is_protected :/

set protector_flip = false in your mods.conf
or issue the command /set -n protector_flip false ingame
 

User avatar
SaKeL
Member
 
Posts: 504
Joined: Tue Apr 14, 2015 18:39
GitHub: JurajVajda
IRC: SaKeL
In-game: SaKeL

Re: [Mod] Protector Redo [2.5] [protector]

by SaKeL » Mon Jan 08, 2018 19:41

Lone_Wolf wrote:
SaKeL wrote:Hi, how can i override is_protected with my mod so protector.flip will be disabled only from my mod - normally its enabled. Right now im flipping every time i check for is_protected :/

set protector_flip = false in your mods.conf
or issue the command /set -n protector_flip false ingame


thanks but thats not what i am asking, i have protector_flip enabled in my minetest.conf and i want to keep it that way, but i dont want to flip when i am calling minetest.is_protected - since the flip logic is overwriten in protector redo mod it applies each time i am calling is_protected from any other location/mod
Follow my Collection for more Minetest creations found on my server or join the Community for the latest Server updates and news.

SaKeL
 

User avatar
KatzEyez
Member
 
Posts: 22
Joined: Tue Aug 08, 2017 18:24
Location: (IG: Banana Land) (RL: USA)
In-game: LadyK

Re: [Mod] Protector Redo [2.5] [protector]

by KatzEyez » Sun Jan 21, 2018 04:25

Sometimes people stop by to visit my spaces. While there, they set it as their home. Is there a way to prevent unwanted guests from teleporting back anytime they want?

(I would like a checkable option to disable "sethome" options for my protected areas for anyone who is not added to the protection, please.)

Also, a side request. Could you make bookcases protected? As they are now, they are not protected nor lockable. I would love to share my books with friends without having just anyone be able to help themselves to take them. Which is why I was wondering if it could be protected and not locked.

Thank you in advance.
I like checking out other servers, however, my main server is Banana Land.
We don't actually have bananas there, but the players are a bit bananas!
 

User avatar
scottwolff
Member
 
Posts: 124
Joined: Sat Apr 30, 2016 06:15
Location: Central Illinois
In-game: scottwolff or some variant of iasiney

Re: [Mod] Protector Redo [2.5] [protector]

by scottwolff » Wed Feb 14, 2018 22:20

I remember when I had a server on minetest 0.4.13 and I had Protector and Areas mod together. Mainly because areas even with markers players are like what. How it work?
But most everyone doesn't have as much a problem with Protector.
I remember when it was a steel bar to craft it.
Good esssential mod without errors that I recommend for server protection baselines.
 

redblade7
Member
 
Posts: 207
Joined: Sun Feb 15, 2015 07:14
IRC: redneonglow redblade7
In-game: redblade7 redblade7_owner

Re: [Mod] Protector Redo [2.5] [protector]

by redblade7 » Thu Feb 15, 2018 18:30

scottwolff wrote:I remember when it was a steel bar to craft it.


When they changed Protector Redo from steel bar to gold bar I went along with it, since it's too easy for people to just dump them everywhere and never finish things.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)
 

hajo
Member
 
Posts: 592
Joined: Thu Oct 13, 2016 10:45
Location: DE

Re: [Mod] Protector Redo [2.5] [protector]

by hajo » Thu Feb 15, 2018 19:09

redblade7 wrote:Protector .. steel bar to gold bar .. it's too easy for people to just dump them everywhere

how about allowing each player to only place a max. number of protector-blocks ?
 

redblade7
Member
 
Posts: 207
Joined: Sun Feb 15, 2015 07:14
IRC: redneonglow redblade7
In-game: redblade7 redblade7_owner

Re: [Mod] Protector Redo [2.5] [protector]

by redblade7 » Thu Feb 15, 2018 19:14

hajo wrote:
redblade7 wrote:Protector .. steel bar to gold bar .. it's too easy for people to just dump them everywhere

how about allowing each player to only place a max. number of protector-blocks ?


Why discourage players from building more elsewhere or expanding existing buildings?
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)
 

Dan2018
Member
 
Posts: 22
Joined: Mon Mar 12, 2018 15:07

Re: [Mod] Protector Redo [2.5] [protector]

by Dan2018 » Wed Jun 20, 2018 11:38

Is there any way to protect items?

Things like carts, and stuff from the vehicles mod.
 

User avatar
Stix
Member
 
Posts: 1216
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: Stix + Stix_
In-game: Stix

Re: [Mod] Protector Redo [2.5] [protector]

by Stix » Wed Jun 20, 2018 14:19

Dan2018 wrote:Is there any way to protect items?

Things like carts, and stuff from the vehicles mod.

This should be pretty obvious, but you can store your items in locked chests.
Ignore this.
Need to know something? "Google it" --GreenDimond
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

Astrobe
Member
 
Posts: 137
Joined: Sun Apr 01, 2018 10:46

Re: [Mod] Protector Redo [2.5] [protector]

by Astrobe » Wed Jun 20, 2018 16:39

If they are implemented as MobRedo mobs (I don't think carts are, though), then maybe try the protection rune on them.
 

Dan2018
Member
 
Posts: 22
Joined: Mon Mar 12, 2018 15:07

Re: [Mod] Protector Redo [2.5] [protector]

by Dan2018 » Fri Jun 22, 2018 13:54

Stix wrote:
Dan2018 wrote:Is there any way to protect items?

Things like carts, and stuff from the vehicles mod.

This should be pretty obvious, but you can store your items in locked chests.


Yeah, we have a bunch of students that like to nick younger students vehicles.
Looking at the rune code it would prob be up to the vehicle mods creator to add something.
 

User avatar
TenPlus1
Member
 
Posts: 2357
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [2.5] [protector]

by TenPlus1 » Sat Jun 23, 2018 07:09

Once a vehicle is placed using a spawn egg, like a mob animal it will have self.owner set to the players name, so if the mod maker checks against this and the player trying to ride the vehicle it wont allow them to be stolen :)
 

Mardarth
Member
 
Posts: 17
Joined: Thu Jun 21, 2018 16:37

Re: [Mod] Protector Redo [2.5] [protector]

by Mardarth » Mon Jun 25, 2018 13:11

I have installed this mod, and all of the features are working great except when I right click an object (like the chests) it shuts the server down with this error:

2018-06-25 13:08:47: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnPlace(): ...minetest-0.4.16-linux/bin/../mods/protector/init.lua:111: attempt to concatenate field 'gui_slots' (a nil value)
2018-06-25 13:08:47: ERROR[Main]: stack traceback:
2018-06-25 13:08:47: ERROR[Main]: ...minetest-0.4.16-linux/bin/../mods/protector/init.lua:111: in function 'protector_formspec'
2018-06-25 13:08:47: ERROR[Main]: ...minetest-0.4.16-linux/bin/../mods/protector/init.lua:407: in function 'on_rightclick'
2018-06-25 13:08:47: ERROR[Main]: ...t/minetest-0.4.16-linux/bin/../builtin/game/item.lua:347: in function <...t/minetest-0.4.16-linux/bin/../builtin/game/item.lua:340>
2018-06-25 13:08:47: ERROR[Main]: (tail call): ?

I'm not sure what would cause this, the protection feature works great for protecting an area, but not for the chests for some reason.

Is there a fix for this? Or would it be my server conflicting somehow with the mod?

I am running LOTT game, with no other mods except protector and the mods in that game.
 

User avatar
TenPlus1
Member
 
Posts: 2357
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [2.5] [protector]

by TenPlus1 » Mon Jun 25, 2018 19:22

Mardath: Two things come to mind as I cannot reproduce the error you are getting, it works ok here, but...

1. Are you using a custom [game] to play on your server ?
2. Are you using the latest version of Protector Redo as the error you've shown points to a weird line in the code.
 

Mardarth
Member
 
Posts: 17
Joined: Thu Jun 21, 2018 16:37

Re: [Mod] Protector Redo [2.5] [protector]

by Mardarth » Mon Jun 25, 2018 20:26

Hi tenplus., yes I am using the LOTT game, lord of the test.

I am using the latest version of Protector Redo

I am right now using the blocks to protect land mainly, which is the main reason I desired this mod. That feature is working great.

The locked chest part is not a very big concern right now, as the server has zero players so far, but will be something I will need to add later so that future players will have a secure place to store their items when they build their homes.
 

User avatar
csirolli
Member
 
Posts: 129
Joined: Mon Jan 15, 2018 21:46
Location: Florida, USA
GitHub: ChristianSirolli
IRC: CSirolli
In-game: CSirolli

Re: [Mod] Protector Redo [2.5] [protector]

by csirolli » Tue Jun 26, 2018 05:35

@TenPlus1 It looks like the error is actually coming line 107.

@Mardarth It may be possible that the LOTT game does not have default.gui_slots defined for whatever reason. Do you still get this error while in another world using MTG instead of LOTT?

EDIT: I reviewed the code for the MTG default mod and the LOTT mods. `default.gui_slots` is not defined at all in LOTT, thus making LOTT currently unsupported by this mod. The only reference to `gui_slots` (without `default` prefix) was in LOTT's armor mod. However, in 2014, `default.gui_slots` was first defined globally in this commit. Being that LOTT was first made in 2013, it seems that they are not using the latest default mod and who knows what other mods break while being run in LOTT.

Perhaps add a backup definition, such as
Code: Select all
if default.gui_slots == nil then
    default.gui_slots = "bgcolor[#080808BB;true]"
end

That way, you can support games that contain default mods based off of pre-2014 versions of the MTG default mod. Seems ridiculous, but I suppose it is necessary.
Last edited by csirolli on Tue Jun 26, 2018 14:40, edited 1 time in total.
Jesus is the only Way to heaven, the only saving Truth, and the only Life that is worth living.
 

User avatar
TenPlus1
Member
 
Posts: 2357
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [2.5] [protector]

by TenPlus1 » Tue Jun 26, 2018 08:48

The default.gui_slots is part of the default variables used for many mods and formspecs, if anything Lord of the Test should include this so that they work properly as it's a given the variable should be found instead of every mod accounting for it missing...

Issue added to LOTT github page: https://github.com/minetest-LOTR/Lord-o ... issues/132
 

Amaz
Member
 
Posts: 343
Joined: Wed May 08, 2013 08:26
GitHub: Amaz1
IRC: Amaz
In-game: Amaz

Re: [Mod] Protector Redo [2.5] [protector]

by Amaz » Tue Jun 26, 2018 10:13

TenPlus1 wrote:The default.gui_slots is part of the default variables used for many mods and formspecs, if anything Lord of the Test should include this so that they work properly as it's a given the variable should be found instead of every mod accounting for it missing...

Issue added to LOTT github page: https://github.com/minetest-LOTR/Lord-o ... issues/132

Fixed in LOTT: https://github.com/minetest-LOTR/Lord-o ... f7bb0175fb
 

Mardarth
Member
 
Posts: 17
Joined: Thu Jun 21, 2018 16:37

Re: [Mod] Protector Redo [2.5] [protector]

by Mardarth » Tue Jun 26, 2018 11:21

Thank you Tenplus, Christian and Amaz!!!

It's working fabulously now, no problems at all!
 

User avatar
TenPlus1
Member
 
Posts: 2357
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Protector Redo [2.6] [protector]

by TenPlus1 » Tue Jul 03, 2018 13:36

Updated to version 2.6:

- Added protection checks against CSM tampering (thanks Krock & Rubenwardy)
 

Darkwar
Member
 
Posts: 30
Joined: Fri Aug 17, 2018 18:28
GitHub: Darkwar
IRC: Darkwar
In-game: cooljar10

Re: [Mod] Protector Redo [2.6] [protector]

by Darkwar » Fri Aug 31, 2018 22:57

hi i need help how do i enable prototection_pvp i dont know witch one to change :/ can u help me out
 

User avatar
TenPlus1
Member
 
Posts: 2357
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1
 

Darkwar
Member
 
Posts: 30
Joined: Fri Aug 17, 2018 18:28
GitHub: Darkwar
IRC: Darkwar
In-game: cooljar10

Re: [Mod] Protector Redo [2.6] [protector]

by Darkwar » Sun Sep 02, 2018 01:41

TenPlus1 wrote:Darkwar, check out the readme (at bottom) it shows you what each setting does:

https://notabug.org/TenPlus1/protector/ ... /README.md

ok thx i little new at this and alot people wont help me :/ soo i have to ask
 

BuckarooBanzay
Member
 
Posts: 62
Joined: Tue Apr 24, 2018 05:58
Location: Switzerland
GitHub: thomasrudin-mt
In-game: BuckarooBanzai

Re: [Mod] Protector Redo [2.6] [protector]

by BuckarooBanzay » Mon Sep 03, 2018 13:59

Any chance you could match the rotation of the protector logos if they are copied with the protector-tool?
My logos get flipped if i try to copy them with the tool...
 

Previous

Return to Mod Releases



Who is online

Users browsing this forum: Chibi ghost, Majestic-12 [Bot] and 4 guests