[Mod] travelnet teleporters/bookmarks [2.0][travelnet]

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Mihobre
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by Mihobre » Sat Mar 23, 2013 13:50

Sokomine wrote:
Mihobre wrote:I had many of those travelnet boxes and removed three. I punched all other boxes but the removed ones didn't get removed from the list. What should I do now?

Install the latest version from github :-) I fixed that bug yesterday. In order to remove stations that got removed in the meantime, travel via travelnet to these places once. The net will notice that the receiving station is no longer there and delete it.

Several players asked for a way to attach their stations to the networks of other players. You can do so now if you have the travelnet_attach priv. In that case, you can supply the name of the owner of the network you want your box attached to and it will be added to that players' network.

VanessaE suggested to set pitch and yaw of the player after teleport. This is included now. Regardless of where you did look at previously, you will look out of the receiving box and can see where you ended up (at least in new versions of MT). There is also a simulated teleporter effect VanessaE wished for. It does not look as good as intended and may require changes. Just try it out and tell what you think of it. Any leftover "beam" entities can be removed by punching.

If there are few stations on a network, they now get centered in the menu.

Thank you, thank you, thank you so much! Yay! Maraming salamat!(Tagalog of "Thank you")
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by deivan » Wed Mar 27, 2013 01:02

Very nice, I will test it. :D
 

kpo
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by kpo » Fri Apr 26, 2013 22:41

My 5 year old suggested we use these as elevators at the hotel we are building instead of stairs. It works nicely with 1st floor, 2nd floor etc. stations.
Thanks for this mod!
.. of course now we just need a cheaper version and some animated elevator doors and/or textures .-) Oh, and VanessaE to create some more awsome high rez textures for this one too.
 

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by Sokomine » Sat Apr 27, 2013 16:57

That's a nice way of using it, and I can see why you'd want a diffrent texture for that. Can you do one? I'm extremly bad at texture making.

As for the elevator doors, the window shutters from my cottages mod might do, provided they where extended to two blocks height (not a problem). They're not animated but would look and behave fitting once they'd got a more elevator-door-like texture.

The receipe can be changed to anything you want. Perhaps an entire mese block is a bit expensive now. A single crystal might be enough as well. Or a microcontroller from technic if that's installed. Or wood to make it cheap.
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by kpo » Sat Apr 27, 2013 19:04

Sokomine wrote:That's a nice way of using it, and I can see why you'd want a diffrent texture for that. Can you do one? I'm extremly bad at texture making.

As for the elevator doors, the window shutters from my cottages mod might do, provided they where extended to two blocks height (not a problem). They're not animated but would look and behave fitting once they'd got a more elevator-door-like texture.

The receipe can be changed to anything you want. Perhaps an entire mese block is a bit expensive now. A single crystal might be enough as well. Or a microcontroller from technic if that's installed. Or wood to make it cheap.


Thanks. I did some textures with a brass lining at the bottom, marble surface and steel like sides. Of course it seems the textures are just stacked twice so I was wondering if you would mind if I did something like PilzAdam's beds mod in respect to registering two nodes so that the box can have a top and a bottom?

Anyway I'll make an attempt which adds to your mod instead of rebasing it and post it later here. If you like it it is all yours. I am just hacking away on what everyone else thought up :-)
I'll probably use a recipe like (if technic is installed)
Code: Select all
steel  ; technic:motor           ; steel
steel  ; technic:microcontroller ; steel
copper ; copper                  ; copper

If no technic mod I'll use something like this:
Code: Select all
steel     ; stone     ;   steel
steel     ; stone     ;  steel
mese frag ; mese frag ; mese frag


or maybe use brass instead of copper...
 

kpo
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by kpo » Sat Apr 27, 2013 21:39

I added a pull request for you at github.
I have implemented the elevator - it works in exactly the same way as the travelnet except it looks like an elevator (with no door though) and.
Licensing is the same as the one you are using. The textures were done by me in Gimp. 16x16 and 512x512 texture (for VanessaEs HD pack) included.
The recipes are like this:
Code: Select all
if( minetest.get_modpath("technic") ~= nil ) then
        minetest.register_craft({
                output = "travelnet:elevator",
        recipe = {
                        {"default:steel_ingot", "technic:motor", "default:steel_ingot", },
                    {"default:steel_ingot", "technic:control_logic_unit", "default:steel_ingot", },
                    {"default:steel_ingot", "moreores:copper_ingot", "default:steel_ingot", }
                }
        })
else
    minetest.register_craft({
            output = "travelnet:elevator",
            recipe = {
                {"default:steel_ingot", "default_sandstone", "default:steel_ingot", },
            {"default:steel_ingot", "default_sandstone", "default:steel_ingot", },
            {"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment", }
                }
    })
end

 

incentive
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by incentive » Tue May 07, 2013 15:16

I made many mistakes believing that I should use Mese Crystals and it wasted lots of my time. If I had known this image from the beginning instead of reading the text(which can be misinterpreted) then things wouldn't have been confusing. Hope this helps to others who may do the same mistake I did :)
Image
 

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Mihobre
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by Mihobre » Wed May 08, 2013 12:09

kpo wrote:I added a pull request for you at github.
I have implemented the elevator - it works in exactly the same way as the travelnet except it looks like an elevator (with no door though) and.
Licensing is the same as the one you are using. The textures were done by me in Gimp. 16x16 and 512x512 texture (for VanessaEs HD pack) included.
The recipes are like this:
Code: Select all
if( minetest.get_modpath("technic") ~= nil ) then
        minetest.register_craft({
                output = "travelnet:elevator",
        recipe = {
                        {"default:steel_ingot", "technic:motor", "default:steel_ingot", },
                    {"default:steel_ingot", "technic:control_logic_unit", "default:steel_ingot", },
                    {"default:steel_ingot", "moreores:copper_ingot", "default:steel_ingot", }
                }
        })
else
    minetest.register_craft({
            output = "travelnet:elevator",
            recipe = {
                {"default:steel_ingot", "default_sandstone", "default:steel_ingot", },
            {"default:steel_ingot", "default_sandstone", "default:steel_ingot", },
            {"default:mese_crystal_fragment", "default:mese_crystal_fragment", "default:mese_crystal_fragment", }
                }
    })
end


Can you please post this mod, please please please? Pretty please?
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I wanna have feathery wings of silver, blue, and white!!!
I wanna soar high and touch the sky!!!
I wanna fly!!!
 

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by Sokomine » Wed May 08, 2013 14:53

I'll take care of the elevator as soon as I get the time and figure out how to handle the pull request technicly.
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kpo
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by kpo » Thu May 09, 2013 22:29

Sokomine wrote:I'll take care of the elevator as soon as I get the time and figure out how to handle the pull request technicly.


At github you go to pull requests and perform the merge right there. There should not be any conflicts.
One thing I did not implement is that the elevator should/could check that it is exactly aligned above/below another elevator for it to work. I did not do it because it simply latches on the your clever travelnet imlpementation, so why limit it that way. It is instead in the hands of the world designer to do these kinds of cosmetics :-D
Thanks for wanting to merge this.
 

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by DeepGaze » Wed Jun 26, 2013 16:32

can i use the code for my "project mod" please= http://forum.minetest.net/viewtopic.php?id=6328
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by Sokomine » Wed Jun 26, 2013 19:30

The travelnet box behaves diffrent compared to a tardis. You'd certainly want to change the name of the node and the textures. If you want that behaviour you described in your thread, there'd have to be changes to the code as well. The problem I see here is that it would be difficult to remove the (previous) end-point of your tardis once the player enters a new one - the old end point may not be loaded, and in that case you can't remove the previous end point. Unless you send a player there to pick it up (perhaps even automaticly).
The code is GPLv3, so you ought to have no problem with using it for your project as long as you use the same liscense or a compatible one.

I'll soon release a new version of travelnet. It has been on github for some days already and is beeing tested/used on VanessaEs server already. The only thing that kept me from announcing it here is a problem with the screenshots. Fortionately, I found at least a place/person that is willing to host the images.
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by DeepGaze » Thu Jun 27, 2013 11:53

Sokomine wrote:The travelnet box behaves diffrent compared to a tardis. You'd certainly want to change the name of the node and the textures. If you want that behaviour you described in your thread, there'd have to be changes to the code as well. The problem I see here is that it would be difficult to remove the (previous) end-point of your tardis once the player enters a new one - the old end point may not be loaded, and in that case you can't remove the previous end point. Unless you send a player there to pick it up (perhaps even automaticly).
The code is GPLv3, so you ought to have no problem with using it for your project as long as you use the same liscense or a compatible one.

I'll soon release a new version of travelnet. It has been on github for some days already and is beeing tested/used on VanessaEs server already. The only thing that kept me from announcing it here is a problem with the screenshots. Fortionately, I found at least a place/person that is willing to host the images.

thank-you i am new to all lua and licencing so it will take time for the mod but thankyou for the help
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by Sokomine » Thu Jun 27, 2013 16:39

I've updated the first post in this thread. Travelnet now comes with an elevator and elevator doors. Those elevator doors (or normal doors if you wish) can be used with travelnet boxes and elevators alike.
The boxes are harder to dig to prevent accidental digging and won't fall down if the node beneath them gets digged.
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by M0RBILIM » Wed Aug 21, 2013 20:32

I'm having a confusing problem. I add an elevator and right click to config. So far, so good. When I add a second , for some reason it is getting added to a different network and shows only one station. For some reason, it seems the two elevators can't find eachother
 

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by Dan Duncombe » Wed Aug 21, 2013 20:41

M0RBILIM wrote:I'm having a confusing problem. I add an elevator and right click to config. So far, so good. When I add a second , for some reason it is getting added to a different network and shows only one station. For some reason, it seems the two elevators can't find eachother

Are they directly above one another?
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by Sokomine » Thu Aug 22, 2013 03:18

That's right, elevators only work when they are above each other and their x- and z-coordinates are equal.
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by M0RBILIM » Thu Aug 22, 2013 14:30

Sokomine wrote:That's right, elevators only work when they are above each other and their x- and z-coordinates are equal.

derp! why didn't i think of that?
Thanks!
 

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by Neon » Tue Oct 29, 2013 21:03

The download link in the first post redirects to https://codeload.github.com/Sokomine/travelnet/legacy.zip/master, which then provides a 500 error code.
The Browse Code link does indeed work, but the download link redirects to https://codeload.github.com/Sokomine/travelnet/zip/master and gives another 500 error code
Last edited by Neon on Tue Oct 29, 2013 21:04, edited 1 time in total.
 

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by kaeza » Tue Oct 29, 2013 21:35

Neon wrote:The download link in the first post redirects to https://codeload.github.com/Sokomine/travelnet/legacy.zip/master, which then provides a 500 error code.
The Browse Code link does indeed work, but the download link redirects to https://codeload.github.com/Sokomine/travelnet/zip/master and gives another 500 error code

Looks like Github had some problems. You may want to try again later.
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by Sokomine » Wed Nov 20, 2013 21:30

As some servers seem to be against free travel but could profit a lot from a speed-up for mineshafts (dropping down one is not exactly the most exciting experience in life and just causes load for everyone without much gain) and as a decorative item/replacement for "water" elevators, travelnet has now an extensive config file where you can enable/disable most features of the mod in one single file. You can also adjust the crafting receipes to your liking.

There was a further request for limitations as to who might use a travelnet. A group of players who prefered a PvP server asked for travelnets that could be used by players of one fraction while beeing unusable for players outside that fraction. While the travelnet does and can not know who belongs where and what is desired, it now has a function in config.lua that you can change according to your needs:
Code: Select all
travelnet.allow_travel( player_name, owner_name, network_name, station_name_start, station_name_target )

The function is called just before the transport takes effect. If it returns false, the transport will be denied. Please send the player a message in that case why it was denied. You can also use the function to charge the player for a transport or whatever you need.
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by Azuna » Thu Jan 09, 2014 18:06

Sokomine wrote:Dr. Who travels in time as well and has hardly any consicous control of where he will end up. This just looks like a telephone cell because that seemd fitting :-)

But someone should make a skin of this mod, so that the tnet is BLUE and says PHONEBOX on it :D
 

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Re: [Mod] travelnet - passive teleporters/bookmarks that for

by CraigyDavi » Sun May 11, 2014 17:43

asd789 wrote:First a very great mod, thanks Sokomine!
But could somebody tell me how to connect the elevators? If not, I will just take the travelboxes.
thanks to everybody who can help me.

Asd789


They work in exactly the way the travelnets do except you have to put them on the same x,y axis. The elevators can only be above or below the other elevator in order for them to work. Then you just punch them to update the station list.

...and welcome to the minetest forums!
 

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