There is no expel ability to prevent unwanted guests' access to your home, no way to toggle PvP damage within your rooms, and no way to remove the /sethome and Unified Inventory teleports that a player killer might abuse against you. Additionally;
Area boundaries should act as barriers to flowing liquids, damaging spread, or deadly radiant sources from realism mods. One example - if the owner of a grief does not have rights in your area, then there is no reason the lava should have flown down into your house. Once unauthorized liquids reach the edge of an area, they should stop updating to prevent you getting entombed. This mechanic also can prevent liquids and sources from escaping outside of personal areas, enabling players to freely place moats and farms and whatever they want inside their own base.
Low network latency allows clients to abuse and take advantage of block rollback lag, where the client has no idea it wasn't supposed to be able to break through someone's wall before the server snaps them back into place. Running a validation check on the client before ever allowing the action would prevent nearly all wall-phasing and base-stalking on all servers. Along with the boundaries enhancements, this would be a major step forward for the whole Minetest community.
Finally, and honestly, since both this mod and the Areas mod are used ubiquitously, contributors should consider reduxed versions of both be implemented into the base game, where it doesn't have to rely on slower LuaJIT addon systems for such a critical component of the gameplay and player experience.
@GetMeSumADat - If a player positions his protectors in certain ways they can easily create spaces within their builds that allow for PVP or crop farming and the like. Protector Redo isn't a be all and end all mod, it won't stop every single thing from happening to your build, water/lava will flow, /sethome will still work but can easily be thwarted by a little clever thinking.
Update: Protector chests having a toggle settable by the owner to fail securely to a locked state when protection is removed or non-existant, or failing safely to an open and shared state when protection is removed or not used would be an enhancement to this mod's mechanics.
There is no expel ability to prevent unwanted guests' access to your home, no way to toggle PvP damage within your rooms, and no way to remove the /sethome and Unified Inventory teleports that a player killer might abuse against you. Additionally;
Area boundaries should act as barriers to flowing liquids, damaging spread, or deadly radiant sources from realism mods. One example - if the owner of a grief does not have rights in your area, then there is no reason the lava should have flown down into your house. Once unauthorized liquids reach the edge of an area, they should stop updating to prevent you getting entombed. This mechanic also can prevent liquids and sources from escaping outside of personal areas, enabling players to freely place moats and farms and whatever they want inside their own base.
Low network latency allows clients to abuse and take advantage of block rollback lag, where the client has no idea it wasn't supposed to be able to break through someone's wall before the server snaps them back into place. Running a validation check on the client before ever allowing the action would prevent nearly all wall-phasing and base-stalking on all servers. Along with the boundaries enhancements, this would be a major step forward for the whole Minetest community.
Finally, and honestly, since both this mod and the Areas mod are used ubiquitously, contributors should consider reduxed versions of both be implemented into the base game, where it doesn't have to rely on slower LuaJIT addon systems for such a critical component of the gameplay and player experience.
Thank you for reading.
accidental comment
bump anyway, this is next-level stuff
@GetMeSumADat - If a player positions his protectors in certain ways they can easily create spaces within their builds that allow for PVP or crop farming and the like. Protector Redo isn't a be all and end all mod, it won't stop every single thing from happening to your build, water/lava will flow, /sethome will still work but can easily be thwarted by a little clever thinking.
I agree, theres a long way to go. 🙂
Update: Protector chests having a toggle settable by the owner to fail securely to a locked state when protection is removed or non-existant, or failing safely to an open and shared state when protection is removed or not used would be an enhancement to this mod's mechanics.