[mod] Land Claim [0.7.1] [0gb_us]

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0gb.us
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by 0gb.us » Wed Dec 26, 2012 18:49

II don't remember what all has been added. /showarea now puts a box around a map chunk, so you can see the edges. The box will disappear in 16 seconds.

Kryuko wrote:And it's possible create a special claim land block, to use only in the spawn areas?


This is now possible. Build a plugin that depends on 0gb_us. Then call us_0gb.regester_claimnode(node, image), where node is the name of the custom node, and image is a single image to use on all sides of the node.

VanessaE wrote:Mese has changed:


Experimental support has been added for crystal mese. People running the stable version of the game will have the regular recipe defined.

default:cobble default:cobble default:cobble
default:cobble default:mese default:cobble
default:cobble default:cobble default:cobble

People running a version with crystal mese will have the following recipe defined instead. Not in addition to.

default:cobble default:mese_crystal default:cobble
default:cobble default:desert_stone default:cobble
default:cobble default:stone default:cobble

EDIT: Oh, yeah. If you try to unclaim an area, but there is no room in your inventory to replace the claim item, the area will no longer be unclaimed anyway.

EDIT: Zeg9 fixed the entity generated by /showarea. Now, it can be seen from the INSIDE, as well as the outside. Thank you Zeg9!
Last edited by 0gb.us on Wed Dec 26, 2012 19:06, edited 1 time in total.
 

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by 0gb.us » Wed Jan 09, 2013 01:03

I'm just about to release the next version of this (mostly just usability and efficiency fixes), but before I do, I need a new craft recipe. I'd like to move away from a mese-based system, and into an iron-based one. This actually has nothing to do with the change in mese to mese crystals, although I was one to protest that at first. It has to do with the fact that I've noticed some people on my server refusing to use mese picks, because they want to save their mese for land claiming. So instead, they waste precious iron on picks.

Iron has always been more valuable than mese, however. Just look at what you can do with it: buckets, locked chests and doors, tools of all types, steel blocks, et cetera. But from mese, all you can craft is a pick. I used mese in the recipe to give more value to mese, but instead, I ended up devaluing iron.

I thought about crafting nine locked chests together to make a land claim (the craft would be reversible), but as someone pointed out, that would require boat loads of wood. I also can't use nine iron ingots, as that recipe is already taken by steel blocks, and I'd rather not make steel blocks unobtainable. Other than that, the other recipes I've come up with have seemed hacky. I could use four iron ingots, but I'm not sure I like that recipe.

If anyone has any ideas, they would be much appreciated.

EDIT: I forgot to list some preferences ...

* I would prefer the land claim be somehow decraftable, as the new land claims do not stack.
* Use of iron is a must, and must be the main source of the value of the land claim
* Use of mese is discouraged, as it doesn't help solve the problem
Last edited by 0gb.us on Wed Jan 09, 2013 01:08, edited 1 time in total.
 

rarkenin
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by rarkenin » Wed Jan 09, 2013 01:26

As suggested in-game over chat:

I=steel ingot
C-cobble

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
CIC
I I
CIC


Iron at edges represents security, cobble acts as land boubdary "markers" in the recipe.
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by 0gb.us » Wed Jan 09, 2013 07:30

I'm not sure that's the recipe I'm after, but I tried it out, and it does look surprisingly good in the crafting grid. I've switched it to your recipe for now.
 

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by rarkenin » Wed Jan 09, 2013 13:26

0gb.us wrote:I'm not sure that's the recipe I'm after, but I tried it out, and it does look surprisingly good in the crafting grid. I've switched it to your recipe for now.

Thanks! I just thought of it on a whim, and realized the meaning of the cobble and iron afterwards.
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by 0gb.us » Sat Feb 23, 2013 19:27

Development of 0gb_us as a single plugin will no longer continue. If anyone is still interested in this, it is still being developed as part of 0gb.us_game, the game used at 0gb.us:30000.

Topic: http://forum.minetest.net/viewtopic.php?id=3808
Github: https://github.com/0gb-us/0gb.us_game/tree/master/0gb.us_game

Note: In the game directory, it is not called 0gb_us, but landclaim_0gb_us
 

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by jordan4ibanez » Sun Feb 24, 2013 20:00

I had to dig this out of your game mode to get it to work, but this, this is a fantastic protection plugin, I highly recommend this if you're scared of someone being able to grief with sand in a protected area, this fights everything! I don't know if it works against pistons and tnt though, but if you claim far enough from where you're building, that shouldn't be a problem. Fantastic plugin.
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by 0gb.us » Mon Feb 25, 2013 08:10

jordan4ibanez wrote:I had to dig this out of your game mode to get it to work, but this, this is a fantastic protection plugin, I highly recommend this if you're scared of someone being able to grief with sand in a protected area, this fights everything! I don't know if it works against pistons and tnt though, but if you claim far enough from where you're building, that shouldn't be a problem. Fantastic plugin.


It does not protect against pistons or TNT (or anything non-default). I do take support requests though, so if you have something you need protection against, let me know. I assume you are referring to mesecons pistons, but there are so many TNT plugins available, you'll need to provide a link to the one you use if you want support for it.
 

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by jordan4ibanez » Tue Feb 26, 2013 02:33

0gb.us wrote:
jordan4ibanez wrote:I had to dig this out of your game mode to get it to work, but this, this is a fantastic protection plugin, I highly recommend this if you're scared of someone being able to grief with sand in a protected area, this fights everything! I don't know if it works against pistons and tnt though, but if you claim far enough from where you're building, that shouldn't be a problem. Fantastic plugin.


It does not protect against pistons or TNT (or anything non-default). I do take support requests though, so if you have something you need protection against, let me know. I assume you are referring to mesecons pistons, but there are so many TNT plugins available, you'll need to provide a link to the one you use if you want support for it.

I request mesecons pistons and pilzadam tnt
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by 4aiman » Tue Feb 26, 2013 04:42

0gb.us, can you tell me about you mod?
I mean, as far as I understand (didn't try to read all your explanation), you operate with chunks but set meta for every block inside "owned" chunk. Isn't it simpler to operate with areas? Or you have to switch to meta because of some performance issues?
I asking because, if you'll use areas, you won't have to worry about "supporting" blocks from any mod, so there should be a good reason to not use areas.
 

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by 0gb.us » Tue Feb 26, 2013 12:27

jordan4ibanez wrote:
0gb.us wrote:
jordan4ibanez wrote:I had to dig this out of your game mode to get it to work, but this, this is a fantastic protection plugin, I highly recommend this if you're scared of someone being able to grief with sand in a protected area, this fights everything! I don't know if it works against pistons and tnt though, but if you claim far enough from where you're building, that shouldn't be a problem. Fantastic plugin.


It does not protect against pistons or TNT (or anything non-default). I do take support requests though, so if you have something you need protection against, let me know. I assume you are referring to mesecons pistons, but there are so many TNT plugins available, you'll need to provide a link to the one you use if you want support for it.

I request mesecons pistons and pilzadam tnt


Okay. I'll work on that when I have time. Keep in mind that if the claim protects against pistons, pistons will basically have no effect inside claimed areas, as the piston won't be able to push any block within a claim. I'll make it configurable.

Come to think of it, I need to make the rest configurable as well.

4aiman wrote:gb.us, can you tell me about you mod?
I mean, as far as I understand (didn't try to read all your explanation), you operate with chunks but set meta for every block inside "owned" chunk. Isn't it simpler to operate with areas? Or you have to switch to meta because of some performance issues?
I asking because, if you'll use areas, you won't have to worry about "supporting" blocks from any mod, so there should be a good reason to not use areas.


"Support" is what to protect AGAINST. As in, TNT operates outside the node digging methods, and therefore requires separate functions be modified. Otherwise, TNT can blow things up if placed just outside the claimed area. Same with pistons. They can be placed just outside the claimed area, and push things that are just inside. If a piston is placed INSIDE, no one can steal it, as it itself would be protected.

I do not set node meta data. I *WANT* to set map chunk meta data, but to the best of my knowledge, there is no such thing.

This plugin does some simple math to find the map chunks, and saves claims to an external file. Unfortunately, this means the entire list of claims is loaded at all times. If I had map chunk meta data to work with, only the data for loaded chunks would be loaded. Maybe one day, once I learn C++, I can get that feature added.

The reason for working with the chunks is that they can be found with math. That makes it so unlike protector, it doesn't have to check a bunch of nodes for a claim each time a node is placed or dug. While saving data to every node would have benefits, it would make working with chunks pointless, and would have problems with falling nodes and flowing liquids. Both could wipe out air nodes (I think without any callbacks), wiping out the claim on those air nodes as well.
 

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by Ragnar » Tue Feb 26, 2013 13:32

12,060th post in Mod Releases!!!
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

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