Comments (11)
how would a P2P system with key pairs prevent bots anyway?bots dont care about secure keys so they can reuse some of the primes and randomness to make generating new key pairs faster
if you put the peers list globally on the internet with (probably) no way to get new peers it isnt going to help against censorship, if you can easily add new peers they can look at the traffic and then block it
what are you going to do with my ip?learn in which country i live?
scan ports to only find out that only mindustry port is opened?
well i love storing 2048 bytes(min secure rsa key length) or 256 bytes(ed25519 key size) instead of 8(uuid size)+8(usid size) bytes for each user
piracy?yes thank you i will just save this map its this easy
preventing vpns and privacy in the same sentence?youre insane
from mindustry-suggestions.
to be able to access the server you must have access to a key, you would just need to create an individual key system and confirmation with discord for example or any other means of verification to prevent anyone from joining the server too easily
the wireguard system is made to be very easy to use and very secure, even the creator of the server does not even know the ip addresses of its users
from mindustry-suggestions.
the wireguard system is made to be very easy to use and very secure, even the creator of the server does not even know the ip addresses of its users
wireguard works as a man in the middle, it is secure, thats not a doubt, the problem is, this all falls back to a "login system" or "verification system" and honestly, i don't really remember any suggestion about any of those being added. (it would require cloud infrastructure in some way or another)
from mindustry-suggestions.
The wireguard network can just secure the network, to be safe we need to found who is not a bot
We can create a protocol to promote the players and delete the bots :
every client has a perssonnal key
For the first time, News client can just play on a level of security one, after they play 2 hours inside his server, they can acces to the 2 level server, inside the second level they are impossible for bots to go inside because they need the acces 2
it’s impossible because to acces at the level security 2 they need to play a long time (and bots can’t play mindustry, we just need to Add an anti-afk inside the level of security one to delete bots)
from mindustry-suggestions.
The wireguard network can just secure the network, to be safe we need to found who is not a bot
We can create a protocol to promote the players and delete the bots :
every client has a perssonnal key For the first time, News client can just play on a level of security one, after they play 2 hours inside his server, they can acces to the 2 level server, inside the second level they are impossible for bots to go inside because they need the acces 2
it’s impossible because to acces at the level security 2 they need to play a long time (and bots can’t play mindustry, we just need to Add an anti-afk inside the level of security one to delete bots)
when the bots move
how can anti afk recognise actual gameplay from botting?
from mindustry-suggestions.
It was an exemple you can add a lot of rules with the first server, you are not limited
from mindustry-suggestions.
It was an exemple you can add a lot of rules with the first server, you are not limited
lot of rules such as
from mindustry-suggestions.
if you put a captcha attacker can use that captcha solving service to break your captcha
from mindustry-suggestions.
you can add rule inside the first server to prevent bot exemple :
-who is afk more 5 minute is kick
-who didn't build or destroy is kick
-who always do similar movement is kick
-who disconnected instant is ban
from mindustry-suggestions.
you can add rule inside the first server to prevent bot exemple :
-who is afk more 5 minute is kick -who didn't build or destroy is kick -who always do similar movement is kick -who disconnected instant is ban
random direction of movement
place random base schematics anywhere(only the ones you can place with your resources)
from mindustry-suggestions.
This suggestion is now stale, and will be automatically closed.
from mindustry-suggestions.
Related Issues (20)
- Allow World Processors to Force Players into Units HOT 3
- QOL: Right click on minimap to pan HOT 2
- 2nd row tag HOT 1
- Achievemnts HOT 1
- Новые возможности командованием единицами
- Lua-controlled world processors HOT 2
- Electromagentic Pulse (EMP) + Air unit Landing + Rebalance HOT 2
- Custom categories.
- Music HOT 1
- 针对iOS的优化。 HOT 5
- make units update in payload with Vars.state.rules.unitPayloadUpdate=true too
- Add logic line to get payload in unit/building (not payload type) HOT 1
- Allow interacts with payloads
- Programmable drone HOT 3
- Clear schematic search bar on right click
- More big-range towers HOT 1
- Timestamp field of a player
- re-opening #4980
- Управлять несколькими турелеми одновременно
- Inverted unloader HOT 1
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