[Mod] Creative Areas [creative_areas]

lumberJack
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[Mod] Creative Areas [creative_areas]

by lumberJack » Mon Feb 19, 2018 21:38

Creative Areas is a minetest mod allowing areas defined by the Areas mod to be designated as creative/sandbox areas adjusting players privliges and inventory formspecs appropriately as they leave or enter these areas. Items mined or taken from creative inventory inside creative area will be removed from players inventories upon leaving creative areas.

Players with the 'privs' priv will not have privileges or inventories affected moving in and out of these areas.

  • Use /creative_area <area ID number> to add area to list of areas where creative mode is enabled.
  • Use /rm_creative_areas <area ID number> to remove an area from the list.
  • Use /ls_creative_areas to see a list of creative areas and respective area IDs.
  • Areas removed by Areas mod are cleaned up automatically from the creative list.
Depends on Advanced Areas Mod by Shadow Ninja and the Creative mod included in Minetest Game 0.5.0-dev.

Supports SFINV or Unified Inventory.

The creative mod from minetest_game 0.5.0-dev is included in this modpack for convenience of users on Minetest 0.4.16. It is not necessary to enable the creative mod for users of 0.5.0-dev.

Github: https://github.com/kakalak-lumberJack/creative_areas
Download: https://github.com/kakalak-lumberJack/creative_areas/archive/creative_areas-0.1.2.zip

MIT License:
Copyright 2018 kakalak-lumberJack

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Last edited by lumberJack on Fri Feb 23, 2018 04:44, edited 6 times in total.
 

hajo
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Re: [Mod] Creative Areas [creative_areas]

by hajo » Mon Feb 19, 2018 21:55

lumberJack wrote:creative/sandbox areas adjusting players privliges and inventory formspecs
.. as they leave or enter these areas.

Combine this mod with towercrane ?
 

lumberJack
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Posts: 26
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Location: North Carolina, US
GitHub: kakalak-lumberJack
IRC: lumberJack lumberJuice
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Re: [Mod] Creative Areas [creative_areas]

by lumberJack » Mon Feb 19, 2018 22:00

hajo wrote:Combine this mod with towercrane ?

Glancing at the code, I don't see any glaring reasons these mods can't be used together. If a compatibility issue comes up, please submit an issue on github and i'll do my best to make the mod compatible.
 

xisd
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Re: [Mod] Creative Areas [creative_areas]

by xisd » Sun May 20, 2018 14:13

Hi ! Great Idea, I would love to add some creative zones into a survival server !
I tested this mod today and it doesn't work for me.
I am using the 0.4.16-backport branch of minetest game with the creative mod from 0.5 and I tested I on a new game without any other mods (except area of course).

The first thing that happened was a server crash when typing the command `/creative_area <ID> <privs>`

It turns out "<ID> <privs>" was treated as a single string.
I checked the code and "param" from chat command is sent to function make_cr_area as AreaID

So as a workaround I set some of the privs to true in the "privtbl" variable and used `/creative_area <ID>`

Now I do get the privileges when entering the area as a regular player,
And they seem to be removed when I leave (If I type /privs I get only "interact, shout"), but the inventory hasn't changed, I still have access to the creative inventory, I still can dig stone with my bare hands, and the stuff I picked while in the creative area are still there.

It would seem that something should be updated somewhere and isn't.
 

lumberJack
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Posts: 26
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Location: North Carolina, US
GitHub: kakalak-lumberJack
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Re: [Mod] Creative Areas [creative_areas]

by lumberJack » Tue May 22, 2018 19:49

xisd, thanks for the comment. I'll take a look over the next couple days and see if i can reproduce these issues. Last time I worked on it, I ended up over-complicating things by adding handling of multiple privs and a GUI, so I'm sure there are a few bugs floating around. As I recall i had the inventory issue sorted out but that may be getting handled different in 0.4 for some reason. I'll post when I get a chance to update the mod.

EDIT: BTW if you are primarily interested in creative priv, check out version 1.1: https://github.com/kakalak-lumberJack/c ... reas-0.1.1

As i recall it was working fairly well as it was much simpler product. Let me know if you find any problems there, and I'll follow back up when i get the more full featured version a little more polished.
 


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