alexandre2005 reports: you can take out and put stuff ... #2680
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Reference: your-land/bugtracker#2680
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alexandre2005 reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
that's the way it's always been.
it's easy to override though, see e.g. https://github.com/BlockySurvival/bls_custom/blob/master/node_inventory_protection.lua
Maybe we should create a unified protection API. One doesn't need much more than a public chest, a locked chest and a protected chest. Every other "storage" block should get a public, locked and protected version as well IMO. Bookshelves, chests, ...
Opinions?
i'm currently implementing something like this for my cottages update, but it's a something that's controlled by clicking a button in the formspec. one thing it doesn't do is handle different appearances for nodes w/ different protection levels - there's no way to apply texture overlays to "variants" of a node w/out creating new node IDs.
so you could easily have chests that you could toggle between "private, protected, and public", but they'd all look the same, or they'd all have to have separate node IDs.
https://gitea.your-land.de/your-land/locks
IMO that mod makes the situation worse and should be gotten rid of. the mechanic of sharing keys to share protection is entirely orthogonal to the public/private/protected model.
for chests that don't have special function (digilines, mese), we currently have
IMO
shared_chest:shared_chest
andlocks:shared_locked_chest
should be aliased tochesttools:shared_chest
, andyl_tools:chest_protected
shouldn't be craftable and should benot_in_creative_inventory
.We should gather all named block, protected chest, locked something here:
your-land/administration#172
minor omission on the rubric
what happens when you place the chest in another's protected area at the time you have a sub-area protection to do so, and the sub-area protection is removed? i.e.
yl_tools:chest_protected
the player that placed the chest retains access to it (violating area protections?)sure i can add that. it seems that all chests allow the owner to use them even if they don't control the area.
Have been using
smartshop:storage
instead of chests, and it has the interesting benefit of being able to dynamically mark private/protected. If you can dig in the area and it is un-marked private, and you mark the checkbox private again, it is (correctly) no longer accessible to non-owners that can build in the area. Perhaps worth adding to the rubric ; there's a lot of storage nodes that could be added.