[Mod] Elevators / Lifts [2.1.2] [elevator]
- orwell
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[Mod] Elevators / Lifts [2.1.2] [elevator]
New version 2.1 released
Now with doors that are actual doors and with smoother cabin movement.
Mod is mainly stable, please test and report bugs.
Adds elevators transporting persons up and down. Includes doors (which open and close automatically) to call the lift and to drive there.
Currently one elevator can only be used by one player at the same time.
See the readme file on how to construct elevators. Please remember that you have to place the door blocks inside the shaft and one layer below the actual entry layer, as described in readme.txt.
The elevator is thought of as a technical one, like used in real-world mines, rather than being a nice-looking thing with different shaft types and a floor priority system etc. (as fancy_elevator). Maybe I will add a nicer texture.
Things that changed in 2.0:
- The mod does not depend on forceload-lib anymore.
- Elevators teleport instead of forceloading the areas around them (of course only without players inside, else it would be cheating...).
- When constructing, you place the motor before placing entries!
- Old elevators will probably not work anymore, re-construct the motor and the entries.
- If minetest crashes when opening a world including an elevator from the old (1.0) version, load version 1.0, remove all elevators, all entries and all motors and then load the new version again.
Edit: I should explain crafting recipes...I am using craft_guide...
Edit 2: It is called Steel here...
S=Steel Ingot
C=Copper ingot
G=Gold ingot
Rails:
S
S S
S
Motor:
S S S
C G C
S S S
Door:
S S S
S C S
S C S
Mod dependencies: default(minetest-game)
License: WTFPL
License for graphics/models: WTFPL
Known bugs:
- position "flickering" when moving upwards (I don't know what causes this, since it is not there in downward movement)
- incompatibility with walking_light (you have to unequip the lamp in order to drive upwards)
If there are more bugs found, please report here.
Download: v. 2.1.2
- fixed a problem with doors being placed wrong when having multiple elevators
*** If you experience a lua error, try the fix at the end of this page ***
v. 2.1.1:
- fixed problem with elevators built in east/west-direction
v. 2.1:
- rewritten movement code, now a bit smoother and more realistic cabin movement (speeds up on start and slows down when approaching target)
- the maximum movement speed has been increased to 8 nodes/s instead of 5 nodes/s
- now includes doors that automatically open and close. (nothing changed regarding door placement, the doors "fold out" automatically!)
- small bugfixes
Old versions:
2.0 -see above
1.0 (not recommended!)
Now with doors that are actual doors and with smoother cabin movement.
Mod is mainly stable, please test and report bugs.
Adds elevators transporting persons up and down. Includes doors (which open and close automatically) to call the lift and to drive there.
Currently one elevator can only be used by one player at the same time.
See the readme file on how to construct elevators. Please remember that you have to place the door blocks inside the shaft and one layer below the actual entry layer, as described in readme.txt.
The elevator is thought of as a technical one, like used in real-world mines, rather than being a nice-looking thing with different shaft types and a floor priority system etc. (as fancy_elevator). Maybe I will add a nicer texture.
Things that changed in 2.0:
- The mod does not depend on forceload-lib anymore.
- Elevators teleport instead of forceloading the areas around them (of course only without players inside, else it would be cheating...).
- When constructing, you place the motor before placing entries!
- Old elevators will probably not work anymore, re-construct the motor and the entries.
- If minetest crashes when opening a world including an elevator from the old (1.0) version, load version 1.0, remove all elevators, all entries and all motors and then load the new version again.
Edit: I should explain crafting recipes...I am using craft_guide...
Edit 2: It is called Steel here...
S=Steel Ingot
C=Copper ingot
G=Gold ingot
Rails:
S
S S
S
Motor:
S S S
C G C
S S S
Door:
S S S
S C S
S C S
Mod dependencies: default(minetest-game)
License: WTFPL
License for graphics/models: WTFPL
Known bugs:
- position "flickering" when moving upwards (I don't know what causes this, since it is not there in downward movement)
- incompatibility with walking_light (you have to unequip the lamp in order to drive upwards)
If there are more bugs found, please report here.
Download: v. 2.1.2
- fixed a problem with doors being placed wrong when having multiple elevators
*** If you experience a lua error, try the fix at the end of this page ***
v. 2.1.1:
- fixed problem with elevators built in east/west-direction
v. 2.1:
- rewritten movement code, now a bit smoother and more realistic cabin movement (speeds up on start and slows down when approaching target)
- the maximum movement speed has been increased to 8 nodes/s instead of 5 nodes/s
- now includes doors that automatically open and close. (nothing changed regarding door placement, the doors "fold out" automatically!)
- small bugfixes
Old versions:
2.0 -see above
1.0 (not recommended!)
Last edited by orwell on Thu Dec 17, 2015 12:09, edited 13 times in total.
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Re: [Mod] Elevators / Lifts [elevator]
Sounds nice. Encountering such an elevator on a server (or going to the trouble of constructing one) might be fun. Yet for actual travel, I do prefer the teleport method.
A list of my mods can be found here.
- orwell
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Re: [Mod] Elevators / Lifts [elevator]
Edit: this post is from 1.0 times and therefore outdated!
It is not that difficult to build elevators.
Actually it IS fun to encounter elevators on a server, because all messages are printed to everyone (chat_send_all). It is a WIP Mod!
It is not that difficult to build elevators.
Actually it IS fun to encounter elevators on a server, because all messages are printed to everyone (chat_send_all). It is a WIP Mod!
Last edited by orwell on Sat Jan 16, 2016 16:09, edited 1 time in total.
- orwell
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Re: [Mod] Elevators / Lifts [elevator]
There's hope: I will continue developing soon(TM).
I will possibly completely overthrow the forceloading stuff and just save elevator positions in an external table...
I will possibly completely overthrow the forceloading stuff and just save elevator positions in an external table...
Re: [Mod] Elevators / Lifts [elevator]
just what i needed... mineshaft type 2 here i come
- orwell
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Re: [Mod] Elevators / Lifts [2.0] [elevator]
Version 2.0 is out.
I recommend upgrading!
Some things have changed, see first post.
there is no height limit :)
__
| ____GND
| |
| |
|^|
|#|
|v|
| |
|____-31000
I recommend upgrading!
Some things have changed, see first post.
there is no height limit :)
__
| ____GND
| |
| |
|^|
|#|
|v|
| |
|____-31000
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Re: [Mod] Elevators / Lifts [2.0] [elevator]
Trying to figure out how to setup the elevator. I dug the shaft a 3x3, and added the motor at the bottom added rails to both sides then added the doors. but not sure where the cab is to ride in. any ideas.
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Re: [Mod] Elevators / Lifts [2.0] [elevator]
I got it figured out.
- orwell
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Re: [Mod] Elevators / Lifts [2.0] [elevator]
It spawns when you click an entry.
RTFM
RTFM
- orwell
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Re: [Mod] Elevators / Lifts [2.1] [elevator]
Version 2.1 is out.
New features:
- smoother and more realistic cabin movement (speeds up on start and slows down when approaching target)
- the maximum movement speed has been increased to 8 nodes/s instead of 5 nodes/s
- now includes doors that automatically open and close. (nothing changed regarding door placement, the doors "fold out" automatically!)
New features:
- smoother and more realistic cabin movement (speeds up on start and slows down when approaching target)
- the maximum movement speed has been increased to 8 nodes/s instead of 5 nodes/s
- now includes doors that automatically open and close. (nothing changed regarding door placement, the doors "fold out" automatically!)
- orwell
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Re: [Mod] Elevators / Lifts [2.1] [elevator]
(Bug Fix) v. 2.1.1
It wasn't possible to construct elevators in east/west direction, only north/south. This has been fixed now.
It wasn't possible to construct elevators in east/west direction, only north/south. This has been fixed now.
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Re: [Mod] Elevators / Lifts [2.1.1] [elevator]
Well i downloaded the new update today and setup a elevator. I have 2 doors One is Sort (top) and the other is Mine (Bottom) both are about 150 units apart. I can go from sort to mine but cant go from mine to sort.
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Re: [Mod] Elevators / Lifts [2.1.1] [elevator]
The station "sort" does not appear in the list when clicking the elevator?
Try to reconstruct the "sort" door (dig it and place it again). If this does not help, dig the motor and start over new.
Edit: First, download 2.1.2, there have been problems with door placement
Try to reconstruct the "sort" door (dig it and place it again). If this does not help, dig the motor and start over new.
Edit: First, download 2.1.2, there have been problems with door placement
Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
Not speak or write English so I apologize because I'm using the google translator.
I really like this mod, is certainly making really great job. But the height of this is very small highlights a lot when the doors open and the doors take up much space down having to leave a space puts a floor on the ground floor. I change the testura the elevator to make it more pleasant body.
http://orig07.deviantart.net/ef0b/f/201 ... 9k1564.png
I would like to help in 3d modeling but none of that, what if I can not help it in the textures, I'm not a graphic designer but I can make it look better.
I really like this mod, is certainly making really great job. But the height of this is very small highlights a lot when the doors open and the doors take up much space down having to leave a space puts a floor on the ground floor. I change the testura the elevator to make it more pleasant body.
http://orig07.deviantart.net/ef0b/f/201 ... 9k1564.png
I would like to help in 3d modeling but none of that, what if I can not help it in the textures, I'm not a graphic designer but I can make it look better.
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Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
Are you Italian? Google's translation is confusing me, but "testura" seems to be an Italian word. I know someone who speaks Italian.Azazel wrote:Not speak or write English so I apologize because I'm using the google translator.
Could you please post the first paragraph again in your language, I can't figure out what Google wants to say here.
I have been waiting long for a friend of mine to create a new texture (I am not a graphic designer too...)(he promised to provide it "soon"), but yours looks nice. Can I include it into the next release?Azazel wrote:I change the testura the elevator to make it more pleasant body.
http://orig07.deviantart.net/ef0b/f/201 ... 9k1564.png
There is a .blend file in the mod folder under "models", if you want to improve the model that would be nice!Azazel wrote:I would like to help in 3d modeling but none of that, what if I can not help it in the textures, I'm not a graphic designer but I can make it look better.
Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
2015-12-16 21:55:10: ACTION[Server]: fatman places node elevator:elev_entry at (1,8,0)
2015-12-16 21:55:10: ACTION[Server]: facedir: 3
2015-12-16 21:55:16: ERROR[Main]: ServerError: Lua: Runtime error from mod 'elevator' in callback on_playerReceiveFields(): ...on/Downloads/minetest-master/bin/../builtin/init.lua:15: invalid value (nil) at index 1 in table for 'concat'
2015-12-16 21:55:16: ERROR[Main]: stack traceback:
2015-12-16 21:55:16: ERROR[Main]: [C]: in function 'concat'
2015-12-16 21:55:16: ERROR[Main]: ...on/Downloads/minetest-master/bin/../builtin/init.lua:15: in function 'print'
2015-12-16 21:55:16: ERROR[Main]: ...nloads/minetest-master/bin/../mods/elevator/init.lua:498: in function 'elevator_set_name'
2015-12-16 21:55:16: ERROR[Main]: ...nloads/minetest-master/bin/../mods/elevator/init.lua:380: in function '?'
2015-12-16 21:55:16: ERROR[Main]: ...ads/minetest-master/bin/../builtin/game/register.lua:360: in function <...ads/minetest-master/bin/../builtin/game/register.lua:340>
2015-12-16 21:55:16: ACTION[Server]: fatman leaves game. List of players:
erroe from version i just downloaded. also if it comes to making mesh models for the parts like the rails and stuff id be happy to do it or help. im kind of hooked on blender at the moment. if youve seen my progress with the TBM models im pretty good i think.
2015-12-16 21:55:10: ACTION[Server]: facedir: 3
2015-12-16 21:55:16: ERROR[Main]: ServerError: Lua: Runtime error from mod 'elevator' in callback on_playerReceiveFields(): ...on/Downloads/minetest-master/bin/../builtin/init.lua:15: invalid value (nil) at index 1 in table for 'concat'
2015-12-16 21:55:16: ERROR[Main]: stack traceback:
2015-12-16 21:55:16: ERROR[Main]: [C]: in function 'concat'
2015-12-16 21:55:16: ERROR[Main]: ...on/Downloads/minetest-master/bin/../builtin/init.lua:15: in function 'print'
2015-12-16 21:55:16: ERROR[Main]: ...nloads/minetest-master/bin/../mods/elevator/init.lua:498: in function 'elevator_set_name'
2015-12-16 21:55:16: ERROR[Main]: ...nloads/minetest-master/bin/../mods/elevator/init.lua:380: in function '?'
2015-12-16 21:55:16: ERROR[Main]: ...ads/minetest-master/bin/../builtin/game/register.lua:360: in function <...ads/minetest-master/bin/../builtin/game/register.lua:340>
2015-12-16 21:55:16: ACTION[Server]: fatman leaves game. List of players:
erroe from version i just downloaded. also if it comes to making mesh models for the parts like the rails and stuff id be happy to do it or help. im kind of hooked on blender at the moment. if youve seen my progress with the TBM models im pretty good i think.
- orwell
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Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
@tbillion:
Interesting...table.concat has a problem with NILs.
since this print instruction is a debug message, you can comment it out.
Change Lines 489 and 498:
to
This should fix it.
Interesting...table.concat has a problem with NILs.
since this print instruction is a debug message, you can comment it out.
Change Lines 489 and 498:
Code: Select all
print(xdir," SIDECOORD ?",dump(nodedircrd))
Code: Select all
--print(xdir," SIDECOORD ?",dump(nodedircrd))
Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
En realidad soy mexicano, escribí "testura" por error. Lo que quise escribir fue textura (texture).orwell wrote:Are you Italian? Google's translation is confusing me, but "testura" seems to be an Italian word. I know someone who speaks Italian.Azazel wrote:Not speak or write English so I apologize because I'm using the google translator.
Could you please post the first paragraph again in your language, I can't figure out what Google wants to say here.
I have been waiting long for a friend of mine to create a new texture (I am not a graphic designer too...)(he promised to provide it "soon"), but yours looks nice. Can I include it into the next release?Azazel wrote:I change the testura the elevator to make it more pleasant body.
http://orig07.deviantart.net/ef0b/f/201 ... 9k1564.png
There is a .blend file in the mod folder under "models", if you want to improve the model that would be nice!Azazel wrote:I would like to help in 3d modeling but none of that, what if I can not help it in the textures, I'm not a graphic designer but I can make it look better.
Estoy de acuerdo en que incluya la textura en la próxima versión del mod. En verdad eso me alegraría.
Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
just saying, but i built this as described, when i place a door the elevator shows up but when i click the elevator no matter how many doors the call only shows the door im at and when i build it again all the doors show up but the only door it will teleport me to is the one i am currently at.
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Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
This is by far the most confusing thing to set up...
Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
yeah a bit. but come to think of it all the lift/eleavator mods are complicated
- orwell
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Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
Well, for me it works without problems.
In versions beyond the latest, I set up the save interval of the elevator data file a bit too large. maybe if you have quit the game before this file has been saved, it could cause bugs. Download the latest version, the file is saved on server shutdown too now.
When reconstructing the motor, the whole elevator is reinstantiated, but you have to re-place all doors, else they won't appear in the list.
I think I need to improve something regarding user-friendliness in the next year.
@tbillion: please, please learn speaking english. (or better german)
In versions beyond the latest, I set up the save interval of the elevator data file a bit too large. maybe if you have quit the game before this file has been saved, it could cause bugs. Download the latest version, the file is saved on server shutdown too now.
When reconstructing the motor, the whole elevator is reinstantiated, but you have to re-place all doors, else they won't appear in the list.
I think I need to improve something regarding user-friendliness in the next year.
@tbillion: please, please learn speaking english. (or better german)
Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
@orwell funny joke man, english is my native language but if you d like i can crank out google translate for german for yah :)
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Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
I understood tbillion's post perfectly (I think):
The problem is that, when you click the buttons to move the elevator to the selected door, the elevator won't move, and will drop you in the same floor/door.
The problem is that, when you click the buttons to move the elevator to the selected door, the elevator won't move, and will drop you in the same floor/door.
Re: [Mod] Elevators / Lifts [2.1.2] [elevator]
@dragonop : yup thats the short of it. :)
and it doesnt matter how you assemble / reassemble the elevator. what i think would be helpful is a screencast on like youtube.. has anyone done a mod review of this mod?
and it doesnt matter how you assemble / reassemble the elevator. what i think would be helpful is a screencast on like youtube.. has anyone done a mod review of this mod?
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