[Mod] Node ownership [node_ownership]

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Zeg9
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by Zeg9 » Post

ssieb wrote:It would be nice if the client had some concept of the permissions. As it is (especially if the server is lagging), it's possible to dig through a wall to get inside a protected area. Sure, the server makes the blocks go back, but the player is already inside.
The anticheat needs to be fixed... The current one is just useful about teleporting you and removing your nodes when you're actually not cheating...
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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Sokomine
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by Sokomine » Post

What's the problem if the player is inside the building? The building itshelf is save, and that's what's important.
A list of my mods can be found here.

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mike
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by mike » Post

Its bad if people can cheat through walls and see everything.

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Zeg9
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by Zeg9 » Post

mike wrote:Its bad if people can cheat through walls and see everything.
e.g. hidden mesecons system; or hidden furnace or whatever that isnt locked.
Last edited by Zeg9 on Sat Jun 08, 2013 15:25, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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Sokomine
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by Sokomine » Post

The mod is very useful on servers but not particulary userfriendly when it comes to setting up areas. I'd like to use marker blocks so that areas can be marked by placing a block ingame or by using worldedits //p set command.

Maybe areas ought to get a name/title parameter so that it gets easier to distinguish them.

/list_areas ought to take a player name as an optional argument and show the areas of that player.
A list of my mods can be found here.

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mike
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by mike » Post

Currently the MOD needs to be adapted to some API changes.
The old way functions are overwritten (on_*) does not work with new MODs anymore.

Suggestions?

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Sokomine
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by Sokomine » Post

Can you be more specific? To my knowledge, VanessaE runs an only slightly modified version on her server, and that's as cutting-edge as possible and has so many mods installed it recently exceeded the old 4k limit. The lua api still lists the on_*-functions as existing. It just says "not recommended" and asks to use the functions inside the node definition - which is fine for nodes, but would be useless for protection mods of all kinds.
A list of my mods can be found here.

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mike
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Re: [Mod] Node ownership [node_ownership]

by mike » Post

mod deprecated use areas instead!

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Krock
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Re: [Mod] Node ownership [node_ownership]

by Krock » Post

mike wrote:mod deprecated use areas instead!
This doesn't mean, you shouldn't use this mod. It should still work as when it got created.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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mike
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Re: [Mod] Node ownership [node_ownership]

by mike » Post

i dont think so. since api/defaultmods changed this mod is unsupported since 0.4.4+.

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