Areas is a advanced area protection mod based on node_ownership.
Features:
Players with the 'areas' privilege can dig and place in protected areas without having to grant themselves control over it.
Areas can be named.
Simpler to use.
Players that have a certain privilege will be able to protect a set number of areas within a size limit by themselves using the /protect command. (If the server administrator enables it)
Areas made with node_ownership can be converted with one simple command.
Areas can intersect.
Area owners are displayed on the HUD.
Players do not have to be online for you to grant them areas.
Cleaner and faster code. :-)
To convert the area data from a node_ownership installation run /legacy_load_areas 0
All those protection mods out there do have one or the other flaw/limitation. Some are fine for very small areas - and small houses are easier to build well for less skilled players than large projects - but do not work at all for middle-sized to huge projects.
node_ownership is the protection mod I like most: It works, it protects well, it's fast - so it makes every sense to improve that mod further.
One issue I have with it is the way areas are marked. That got improved a lot in this mod, but it's still not optimal. I'd like players to be able to mark their aras on their own (at least the smaller ones). Fiddling with coordinates is too confusing for most players. Marking all four corners of an area with nodes that are well visible seems to come more natural to people. Unfortionately, most players on Redcrabs server are utterly confused when I ask them to show me two diagonally opposite corners of their area. So perhaps letting them mark all four corners and offering a formspec on those marker nodes where the players can enter how deep they want to go their area into the ground and the sky respectively and how they want it called may help.
Last edited by hoodedice on Wed Sep 18, 2013 12:36, edited 1 time in total.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
jojoa1997 wrote:Maybe you could have areas protected by mapblock.
That is what 0gb.us's landclaim_0gb_us mod does.
Unfortunately that makes it impossible to protect a precise area and very difficult to protect a large area.
Why not mixin the landrush mod then? (which is a modified fork of landclaim_0gb_us) but instead of dividing the map into chunks, let the user decide what area to use. About storage: Just detect the outermost corners of the area protected and save all four points (if only horizontal coordinates are taken into account) of this area. How you solve the protections is your task, but i suggest to let the user set a node which has a formspec within where one can define the size of the area to be protected (as long as it doesn't intersect with another area) up to a specific limit ( we don't want users to claim the entire map ). As a visualization help, there could be a button within the formspec to show an entity ( /showarea in the landrush mod for example ) which shows the boundaries of the area to be protected. Its simple to use for new players ( due to visualization ) and it allows dynamic size settings. About the node: Once the user presses 'Proceed', the node disappears and the area is protected. Sounds intuitive enough for me.
Interesting about new things is, to figure out how it works ...
The showarea command of the landrush mod is indeed very helpful for checking the area. It also seems pretty easy to use for players. I personally do not like the landrush mod as such because it is bundled with attacking the player upon trying to dig/build in protected aeras which are not always recognizable as such. Both mods are very diffrent in implementation.
Perhaps "mark four corners and enter height, depth and region name in a formspec" would really be easiest? How do players want to mark their regions?
I like this mod but there is a bug:
If I execute /area_pos1 or /area_pos2 it crashes the server and says: "ServerError: LuaError: error: ...\minetest-0.4.7\minetest-0.4.7\bin\...\mods\areas\pos.lua:62 attempt to index a global 'vector' (a nil value)"
Can you fix this bug please? Seems to be in pos.lua, line 62
Cooper97 wrote:I like this mod but there is a bug:
If I execute /area_pos1 or /area_pos2 it crashes the server and says: "ServerError: LuaError: error: ...\minetest-0.4.7\minetest-0.4.7\bin\...\mods\areas\pos.lua:62 attempt to index a global 'vector' (a nil value)"
Can you fix this bug please? Seems to be in pos.lua, line 62
You need a dev version of Minetest, this mod doesnt work with 0.4.7 stable.
I have added a owners display to the HUD, inspired by the landrush mod by Brenaweb.
This will only work on very recent servers (from today). Otherwise moving from one area to another will just change the color of the text to black.
I have attempted to add a /show_area command, and it almost worked. The issue is that Minetest only accepts X and Y values for visual_scale, Z is ignored. For now you will have to use the /select_area command, which places markers at the opposite corners of the area.
The protection management node is a good idea, I will see if I can implement it in a way that makes things easier for players. Perhaps it would only have settings for width, height, and depth.
Thanks for further developing the mod! I hope a way can be found so that it is really easy to use. The node_ownership mod was already very good as far as protection and ressource efficency go. With that code cleaned up and improved where needed, plus some easy handling that can be done by players, there's hope for a really good protection mod.
A few things i would like to mention too:
( i didn't take a closer look into your code )
Keep in mind what TNT and Technic stuff does. On landrush we fixed already problems with TNT (somehow) and the screwdriver which had a really annoying security issue. But still the problem with constructers remain. Also stuff from the circular are not behaving correctly, so many stuff to workaround.
Last edited by fairiestoy on Sat Sep 28, 2013 02:23, edited 1 time in total.
Interesting about new things is, to figure out how it works ...
Shadow, since you are ( iirc ) also working on technic, you should then consider updating the cans. Griefing with them is still possible, when we are talking about the responsibility of this specific mods
Interesting about new things is, to figure out how it works ...
Probably your minetest version is outdatet. Since the minetest.is_protected interface is not that old. Consider updating your minetest and it should work then.
Interesting about new things is, to figure out how it works ...
Thanks ShadowNinja, Using this mod now to replace node_ownership, it works fine. Thank you!
ShadowNinja wrote:Areas is a advanced area protection mod based on node_ownership.
Features:
Players with the 'areas' privilege can dig and place in protected areas without having to grant themselves control over it.
Areas can be named.
Simpler to use.
Players that have a certain privilege will be able to protect a set number of areas within a size limit by themselves using the /protect command. (If the server administrator enables it)
Areas made with node_ownership can be converted with one simple command.
Areas can intersect.
Area owners are displayed on the HUD.
Players do not have to be online for you to grant them areas.
Cleaner and faster code. :-)
To convert the area data from a node_ownership installation run /legacy_load_areas 0