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Add the ability to change protection settings #56

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CLtheman1 opened this issue Mar 13, 2022 · 1 comment
Open

Add the ability to change protection settings #56

CLtheman1 opened this issue Mar 13, 2022 · 1 comment

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@CLtheman1
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There should be a way to change what kind of protection you get. Currently, if someone puts a light switch in a protected area, nobody else can use the light switch, but if they place a mesecons lever or button, others can use it. Players should be able to change protection settings, like:

  • if people can use things that involve use by right-clicking(like light switches or mesecons, but not including chests or storage blocks),
  • if people can place/break blocks(already implemented with the open/close area feature),
  • if people can access block inventories(chests or other storage blocks),
  • if people can place entities(I will make another issue about placing entities in protected areas).

This could be done by adding the ability to edit "flags" or settings, perhaps though a command like /area_settings [area ID].

This would be useful in allowing people to choose what kind of protections they want, and should also enhance protection experience.

@S-S-X
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S-S-X commented Jun 2, 2022

Consider #60 (comment)

Some mods do have configurable nodes to set exact protection behavior.

Technic for example can allow certain inventory slot use but still protect digiline configuration, tube configuration, upgrade inventory slots and such things.
This for example cannot be reliably done in areas mod, it is simply impossible to make it consistent across different mods because there's just too many possibilities.

There's many other ways how mods can fairly easily implement this.

Then again common downside if this would be implemented in areas mod: it will cause confusing conflicts with other protection mods.

To some degree I could however see area flags to be used by other mods in protection checks to change behavior based on flags, however it should still be just flags and mod should decide how to implement behavior based on those flags instead of areas mod attempting to guess what should be done.

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