daydream reports: let's make a node that you get ... #6397

Open
opened 2024-03-05 07:30:30 +00:00 by yourland-report · 13 comments

daydream reports a bug:

let's make a node that you get one when you join and you can go out into wilderness and put it down and it does the /protect_this for you and gives warnings and advice too.

Player position:

{
	x = -7053.4428710938,
	y = 20,
	z = -9827.5712890625
}

Player look:

{
	x = 0.24866916239262,
	y = -0.71325045824051,
	z = 0.65531474351883
}

Player information:

{
	max_rtt = 2.9470000267029,
	protocol_version = 42,
	lang_code = "",
	minor = 8,
	ip_version = 6,
	min_rtt = 0.15700000524521,
	avg_rtt = 0.16799999773502,
	min_jitter = 0,
	max_jitter = 2.7799999713898,
	avg_jitter = 0.0010000020265579,
	connection_uptime = 43916,
	serialization_version = 29,
	patch = 0,
	formspec_version = 7,
	state = "Active",
	version_string = "5.8.0",
	major = 5
}

Player meta:

{
	fields = {
		yl_commons_thankyou = "836",
		xp = "2901238",
		["petz:werewolf_clan_idx"] = "1",
		["petz:werewolf"] = "0",
		["petz:lycanthropy"] = "0",
		["hud_manager:spawnit:hud_enabled"] = "n",
		partychat = "party",
		["petz:werewolf_vignette_id"] = "19",
		placed_nodes = "494194",
		died = "355",
		yl_commons_player_created = "1650064821",
		yl_commons_player_joined = "1709579934",
		["unified_inventory:bags"] = "return {\"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\"}",
		arenalib_infobox_arenaID = "0",
		repellant = "0",
		inflicted_damage = "9198584",
		hud_state = "on",
		hotbar_size = "16",
		["stamina:exhaustion"] = "21",
		["stamina:poisoned"] = "no",
		["signslib:pos"] = "(2002,-30911,1487)",
		bitten = "0",
		yl_church = "return {[\"last_death\"] = {[\"x\"] = 4166, [\"y\"] = 1, [\"z\"] = 1755}, [\"last_heal\"] = 1673944229, [\"last_death_portal\"] = 1709604079}",
		["ocean_build.last_warning"] = "1.65235e+09",
		played_time = "37969491",
		["ocean_build.ocean_built"] = "8",
		["3d_armor_inventory"] = "return {\"petz:prince_crown 1 4400\", \"shields:shield_rainbow 1 352\", \"petz:silk_dress_coat 1 4400\", \"3d_armor:leggings_nether 1 1760\", \"nether_mobs:dragon_boots 1 880\", \"\"}",
		["petz:old_override_table"] = "return {[\"speed\"] = 2, [\"sneak\"] = true, [\"jump\"] = 1.5, [\"gravity\"] = 1, [\"new_move\"] = true, [\"sneak_glitch\"] = false}",
		jointime = "1650064821",
		["stamina:level"] = "4",
		digged_nodes = "2796309",
		punch_count = "527707",
		crafted = "223002",
		xp_redo_hud_color = "0xFFC001"
	}
}

Log identifier


[MOD] yl_report log identifier = tbUH0MwPqlmw2L1eV0gBKAEOq7QMjYGC

Profiler save:

profile-20240305T073030.json_prettyEE

Status:

# Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 1d 17h 10min 13s | max lag: 0.606s | clients (13/52): AliasAlreadyTaken, Babr, Bailiff, Craftsman, DanteLeo, daydream, Deathwing, flux, JinnyC, Murmel, Service, testmineweirdo, whosit

Teleport command:

/teleport xyz -7053 20 -9828

Compass command:

/give_compass Construction tbUH0MwPqlmw2L1eV0gBKAEOq7QMjYGC D2691E -7053 20 -9828
daydream reports a bug: > let's make a node that you get one when you join and you can go out into wilderness and put it down and it does the /protect_this for you and gives warnings and advice too. Player position: ``` { x = -7053.4428710938, y = 20, z = -9827.5712890625 } ``` Player look: ``` { x = 0.24866916239262, y = -0.71325045824051, z = 0.65531474351883 } ``` Player information: ``` { max_rtt = 2.9470000267029, protocol_version = 42, lang_code = "", minor = 8, ip_version = 6, min_rtt = 0.15700000524521, avg_rtt = 0.16799999773502, min_jitter = 0, max_jitter = 2.7799999713898, avg_jitter = 0.0010000020265579, connection_uptime = 43916, serialization_version = 29, patch = 0, formspec_version = 7, state = "Active", version_string = "5.8.0", major = 5 } ``` Player meta: ``` { fields = { yl_commons_thankyou = "836", xp = "2901238", ["petz:werewolf_clan_idx"] = "1", ["petz:werewolf"] = "0", ["petz:lycanthropy"] = "0", ["hud_manager:spawnit:hud_enabled"] = "n", partychat = "party", ["petz:werewolf_vignette_id"] = "19", placed_nodes = "494194", died = "355", yl_commons_player_created = "1650064821", yl_commons_player_joined = "1709579934", ["unified_inventory:bags"] = "return {\"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\"}", arenalib_infobox_arenaID = "0", repellant = "0", inflicted_damage = "9198584", hud_state = "on", hotbar_size = "16", ["stamina:exhaustion"] = "21", ["stamina:poisoned"] = "no", ["signslib:pos"] = "(2002,-30911,1487)", bitten = "0", yl_church = "return {[\"last_death\"] = {[\"x\"] = 4166, [\"y\"] = 1, [\"z\"] = 1755}, [\"last_heal\"] = 1673944229, [\"last_death_portal\"] = 1709604079}", ["ocean_build.last_warning"] = "1.65235e+09", played_time = "37969491", ["ocean_build.ocean_built"] = "8", ["3d_armor_inventory"] = "return {\"petz:prince_crown 1 4400\", \"shields:shield_rainbow 1 352\", \"petz:silk_dress_coat 1 4400\", \"3d_armor:leggings_nether 1 1760\", \"nether_mobs:dragon_boots 1 880\", \"\"}", ["petz:old_override_table"] = "return {[\"speed\"] = 2, [\"sneak\"] = true, [\"jump\"] = 1.5, [\"gravity\"] = 1, [\"new_move\"] = true, [\"sneak_glitch\"] = false}", jointime = "1650064821", ["stamina:level"] = "4", digged_nodes = "2796309", punch_count = "527707", crafted = "223002", xp_redo_hud_color = "0xFFC001" } } ``` Log identifier ``` [MOD] yl_report log identifier = tbUH0MwPqlmw2L1eV0gBKAEOq7QMjYGC ``` Profiler save: ``` profile-20240305T073030.json_prettyEE ``` Status: ``` # Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 1d 17h 10min 13s | max lag: 0.606s | clients (13/52): AliasAlreadyTaken, Babr, Bailiff, Craftsman, DanteLeo, daydream, Deathwing, flux, JinnyC, Murmel, Service, testmineweirdo, whosit ``` Teleport command: ``` /teleport xyz -7053 20 -9828 ``` Compass command: ``` /give_compass Construction tbUH0MwPqlmw2L1eV0gBKAEOq7QMjYGC D2691E -7053 20 -9828 ```
AliasAlreadyTaken was assigned by yourland-report 2024-03-05 07:30:30 +00:00
AliasAlreadyTaken added the
1. kind/enhancement
label 2024-03-06 07:15:58 +00:00
Member

this exists: https://content.minetest.net/packages/cheapie/areasprotector/

we had it on blocky survival, and that's how i got introduced to the idea of protection. i don't miss it in terms of how i interact with protection these days, but it was certainly useful for starting players.

pro: it's meant to integrate naturally with the areas mod that we already use.

cons: it had some bugs. block/area ID desyncs were possible, allowing people to occasionally delete other players areas. it allowed players to subvert some rules about protection areas (though those issues might all be fixed now?).

integration: by default there's 2 sizes of protection areas, neither of which align to /protect_this. it also doesn't give the advice and warnings that are requested in the bug report.

overall: worth testing

this exists: https://content.minetest.net/packages/cheapie/areasprotector/ we had it on blocky survival, and that's how i got introduced to the idea of protection. i don't miss it in terms of how i interact with protection these days, but it was certainly useful for starting players. pro: it's meant to integrate naturally with the areas mod that we already use. cons: it had some bugs. block/area ID desyncs were possible, allowing people to occasionally delete other players areas. it allowed players to subvert some rules about protection areas (though those issues might all be fixed now?). integration: by default there's 2 sizes of protection areas, neither of which align to `/protect_this`. it also doesn't give the advice and warnings that are requested in the bug report. overall: worth testing
Member

cons: it had some bugs. block/area ID desyncs were possible, allowing people to occasionally delete other players areas. it allowed players to subvert some rules about protection areas (though those issues might all be fixed now?).

It just stores area id in block's meta, and when block is dug, calls areas:remove(id). Since ids are reused, you can place these blocks, remove areas via command, then wait for people create new areas and remove theirs.

Maybe areas could have a timestamp or something (although it's uniqueness would depend on timer resolution and frequency of area creation/removal...)

> cons: it had some bugs. block/area ID desyncs were possible, allowing people to occasionally delete other players areas. it allowed players to subvert some rules about protection areas (though those issues might all be fixed now?). It just stores area id in block's meta, and when block is dug, calls `areas:remove(id)`. Since ids are reused, you can place these blocks, remove areas via command, then wait for people create new areas and remove theirs. Maybe areas could have a timestamp or something (although it's uniqueness would depend on timer resolution and frequency of area creation/removal...)

We could just make a new item that, when placed, executes protect_this. Should be easier to integrate than changing the mod in question.

We could just make a new item that, when placed, executes `protect_this`. Should be easier to integrate than changing the mod in question.
Member

another con of areasprotector: it requires a steel pick to break the node, meaning that new players couldn't move the area until they'd mined for a while.

another pro: if you punched the node, it would show you the outline of the area (similar to a WE area outline)

another con of areasprotector: it requires a steel pick to break the node, meaning that new players couldn't move the area until they'd mined for a while. another pro: if you punched the node, it would show you the outline of the area (similar to a WE area outline)

another con of areasprotector: it requires a steel pick to break the node, meaning that new players couldn't move the area until they'd mined for a while.

That should be an easy fix though

> another con of areasprotector: it requires a steel pick to break the node, meaning that new players couldn't move the area until they'd mined for a while. That should be an easy fix though

Perhaps name it "The Miocene Totem"

Perhaps name it "The Miocene Totem"
AliasAlreadyTaken added the
2. prio/good first issue
3. source/art
4. step/approved
labels 2024-03-10 14:25:59 +00:00

Wouldn't such a block be more or less a feature dupe of the markers (exept that you have to place two markers)...

Before joining YL I have tested some servers with these protection blocks enabled... I'm not really a fan of those (It was actually the absence of these mods which showed me how much more one can do with areas)...

I'd prefer a tool that guides you through the whole process (so you can protect multiple areas with it).


If no one else steps foreward, I can imagine to implement this.

Might be the wrong place to ask, but what are the oldest clients YL aims to support (eg. what's the formspec_version such a mod should work with?)

Wouldn't such a block be more or less a feature dupe of the markers (exept that you have to place two markers)... Before joining YL I have tested some servers with these protection blocks enabled... I'm not really a fan of those (It was actually the absence of these mods which showed me how much more one can do with areas)... I'd prefer a tool that guides you through the whole process (so you can protect multiple areas with it). --- If no one else steps foreward, I can imagine to implement this. Might be the wrong place to ask, but what are the oldest clients YL aims to support (eg. what's the formspec_version such a mod should work with?)
Member

I'd prefer a tool that guides you through the whole process (so you can protect multiple areas with it).

Some GUI solution could be nice, or integration into unified inventory (or our variation of it).
Also, showing borders with particles (that could be sent to specific player only) would make it even better.

> I'd prefer a tool that guides you through the whole process (so you can protect multiple areas with it). Some GUI solution could be nice, or integration into unified inventory (or our variation of it). Also, showing borders with particles (that could be sent to specific player only) would make it even better.

Perhaps name it "The Miocene Totem"

How does that name have anything to do with adding a block to help with area protection ?

> Perhaps name it "The Miocene Totem" How does that name have anything to do with adding a block to help with area protection ?
Member

I've seen markers used improperly so many times but I love how markers work... for newbies the best part of markers is easily choosing y+/y- values - so nice and simple... but the whole protection this is just a lot for newbies... honestly tho? If someone has some knowledge they do understand it within a day and helping people that play for under a day really isn't worth our time... have seen such things in other games tho... the thing is if you wanna move it would remove it also - and THAT is key for me - because while everyone tells newbies how to /protect_this I rarely see anyone mention /remove_area

I've seen markers used improperly so many times but I love how markers work... for newbies the best part of markers is easily choosing y+/y- values - so nice and simple... but the whole protection this is just a lot for newbies... honestly tho? If someone has some knowledge they do understand it within a day and helping people that play for under a day really isn't worth our time... have seen such things in other games tho... the thing is if you wanna move it would remove it also - and THAT is key for me - because while everyone tells newbies how to /protect_this I rarely see anyone mention /remove_area

How does that name have anything to do with adding a block to help with area protection ?

Miocenes can protect things right? Also, they have things to do with our lore.

> How does that name have anything to do with adding a block to help with area protection ? Miocenes can protect things right? Also, they have things to do with our lore.

A new player does not know anything about our lore. Such an item needs an unmistakable name that blatantly says what it does.

A new player does not know anything about our lore. Such an item needs an unmistakable name that blatantly says what it does.

started writing a GUI for the areas mod (https://codeberg.org/tour-ist/areas-gui) Not too much to see there yet, I will call here once I think this is in a state where I need testers.

If I can get access to yl_areas_addons, I'll try to build up an optional dependency and add yl features (too close warnings, area upvote, ...) too.

started writing a GUI for the areas mod (https://codeberg.org/tour-ist/areas-gui) Not too much to see there yet, I will call here once I think this is in a state where I need testers. If I can get access to yl_areas_addons, I'll try to build up an optional dependency and add yl features (too close warnings, area upvote, ...) too.
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Reference: your-land/bugtracker#6397
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