[Mod] Protector Redo [3.4] [protector]

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Re: [Mod] Protector Redo [2.8] [protector]

by FreeGamers » Post

I'm aware of the bottom left text. Its a nice function and works well.

When I first started playing this game in a server, it had protection_redo and the only way to figure out a build radius was to figure out where the server stopped giving the "This area is protected message". I think I may have been unaware of the text in the bottom left at the time, But some visual indication of the area would have been helpful, I suppose.

I used to play Minecraft and there was a GriefProtection mod that would show the highlighted area of builds as light blocks that would outline the 2d are that was protected.
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Re: [Mod] Protector Redo [2.8] [protector]

by Jhalman » Post

Hay i got a question

I need to have the blocks Unbreakable until a Protection block is placed and then the owner of that protection block can break the blocks as normal

Is this possible if so do you know how i can do it?

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Re: [Mod] Protector Redo [2.8] [protector]

by Lone_Wolf » Post

Jhalman wrote:Hay i got a question

I need to have the blocks Unbreakable until a Protection block is placed and then the owner of that protection block can break the blocks as normal

Is this possible if so do you know how i can do it?
'unbreakable' as in 'you can't dig' or 'you can't start to dig'?
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Re: [Mod] Protector Redo [2.8] [protector]

by Jhalman » Post

Lone_Wolf wrote:
Jhalman wrote:Hay i got a question

I need to have the blocks Unbreakable until a Protection block is placed and then the owner of that protection block can break the blocks as normal

Is this possible if so do you know how i can do it?
'unbreakable' as in 'you can't dig' or 'you can't start to dig'?
both would work

i am making a plot world server and new players can just break the blocks in a unprotected plot so if i could make then blocks unbreakable then the plot could not get griefed until it was protected

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Re: [Mod] Protector Redo [2.8] [protector]

by auouymous » Post

Jhalman wrote:if i could make then blocks unbreakable then the plot could not get griefed until it was protected
What is to stop them from placing a protector, griefing the plot, picking up the protector and moving on to the next plot?

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Re: [Mod] Protector Redo [2.8] [protector]

by TenPlus1 » Post

Yeah, sounds problematic, am sure there are actual plot mods available that are tailored to just that.

viewtopic.php?f=9&t=19915&hilit=protected+plot

viewtopic.php?f=9&t=22422&hilit=protected+plot

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Re: [Mod] Protector Redo [2.8] [protector]

by Jhalman » Post

TenPlus1 wrote:Yeah, sounds problematic, am sure there are actual plot mods available that are tailored to just that.

viewtopic.php?f=9&t=19915&hilit=protected+plot

viewtopic.php?f=9&t=22422&hilit=protected+plot
the first link would be ideal but does not work in MT 5
the second link i am not sure how this could be of any use to me in this situation

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Re: [Mod] Protector Redo [2.8] [protector]

by Jhalman » Post

And the fact that the mod owner of the first link says this about it

"But this mod is very broken. You shouldn't use it on servers. When you play private with your family it's ok. I need to update the mod first. There are to much bugs in the current version. I already started, but there are other mods and ideas, I want to follow first."

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delme

by TenPlus1 » Post

delme
Last edited by TenPlus1 on Fri Feb 28, 2020 16:12, edited 1 time in total.

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Re: [Mod] Protector Redo [2.9] [protector]

by universales » Post

Hi.
I'm a beginner in this, but ...
Could you add the Spanish language?
I could collaborate on that, in fact I tried, but the mod does not translate.
Don't you have to create an "es.po" file in "/locale/" to load the language?
By the way, would it be possible in mineclone 2 to put the same graphical interface (white background and sites for objects) in the chests menu?
regards

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Update:

by TenPlus1 » Post

- Added spanish translation (thanks universales)
- Wuzzy's MineClone2 is not officially supported by this mod
Last edited by TenPlus1 on Sat Apr 25, 2020 08:10, edited 1 time in total.

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Updated to Version 3.0

by TenPlus1 » Post

- Added PlayerFactions support
- Added mod settings into Advanced Settings area
- Added 'protector_hud_interval' setting (0 to disable)

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Updated to Version 3.1:

by TenPlus1 » Post

Added ability for players to hide their protection blocks within the protected area:

Code: Select all

/protector_hide
/protector_show
/protector_show_area

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Updated to Version 3.1:

by TenPlus1 » Post

- Mod now defaults to Minetest 5.x translation libraries
- Intllib still supported through .po files as fallback
- Translations updated for both :)

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Re: Updated to Version 3.1:

by firefox » Post

TenPlus1 wrote:
Fri Jun 12, 2020 10:45
Added ability for players to hide their protection blocks within the protected area:

Code: Select all

/protector_hide
/protector_show
/protector_show_area
does this only make protection blocks see-through or also walk-through?
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Re: [Mod] Protector Redo [3.2] [protector]

by TenPlus1 » Post

both :)

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Re: [Mod] Protector Redo [3.2] [protector]

by sorcerykid » Post

How do I check whether an area is protected in a callback without flooding the end-user's chat with status messages? Is there an option to make minetest.is_protected silent with Protector Redo? I don't see anything in the Lua docs.

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Re: [Mod] Protector Redo [3.2] [protector]

by TenPlus1 » Post


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Re: [Mod] Protector Redo [3.2] [protector]

by sorcerykid » Post

I thought minetest.is_protected is the officially accepted method of checking whether a node is protected, because it allows for multiple protection mods.

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Re: [Mod] Protector Redo [3.2] [protector]

by TenPlus1 » Post

@sorcerykid - Heh, I assumed you wanted something for testing :P will check protector redo and maybe add a setting for silent protection where possible :)

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Re: [Mod] Protector Redo [3.2] [protector]

by sorcerykid » Post

Ah coolies. Yeah, I'm finishing work on a library mod so that the inventory of bookshelves can be protected. For now, I simply added a third parameter to minetest.is_protected(pos, player, is_silent) in Protector Redo that if set to true, suppresses the chat messages. I'll probably open a PR to update the Minetest API docs as well, since this seems to be the cleanest workaround.
Last edited by sorcerykid on Mon Jul 27, 2020 16:42, edited 1 time in total.

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Re: [Mod] Protector Redo [3.2] [protector]

by TenPlus1 » Post

@sorcerykid - I've added 'protector_msg' to settings which allows you to disable player text when interacting with someone else's area :) It will not silence tool information though when using a protection block to locate others, or when placing a protector within specific areas.

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Update:

by TenPlus1 » Post

- Added limiter to protection radius of 22 so that node volume of 4096000 isn't exceeded
- Minetest 5.x translation files added

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Re: [Mod] Protector Redo [3.2] [protector]

by Hybrid Dog » Post

minetest.is_protected is called by mods, so the position argument may be invalid. A mod could, for example, pass coordinates which are outside the map to test if it should set a node there. In minetest.set_node the coordinates then overflow and are suddenly inside the map, as mentioned in that issue. A player may be able to exploit this behaviour in a specific situation.
The protector mod could test if the coordinates are in the 16 bit signed integer domain, but I don't know if this belongs to the scope of the protector mod.

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Re: [Mod] Protector Redo [3.2] [protector]

by auouymous » Post

The protector tool appears to scan the 3x3 area below the player, would it be possible to first check the single node below the player before doing the area scan? Multiple adjacent protectors cause incorrect placement because it scans SW, W, NW and S neighbors before checking the node below the player.

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