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

Posted: Sat Aug 16, 2014 07:26
by balthazariv
Hello,

Nice Mod.

Thanks

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

Posted: Thu Sep 11, 2014 03:39
by Sokomine
I've re-added the pictures here as well. I really hope I won't have to do all that work a fourth time. Anyway...if you've played on a server, you've probably seen travelnets by now :-)

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

Posted: Thu Sep 11, 2014 03:58
by Inocudom
So, if MediaCrush goes down, all of its content gets erased?

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

Posted: Thu Sep 11, 2014 14:52
by Sokomine
Inocudom wrote: So, if MediaCrush goes down, all of its content gets erased?
..or at least become unavailable. That's essentially what "down" in this case means. Practically all my threads introducing mods where originally equipped with pictures - back at the time I used zimg.eu. That went down. Then viewscew hosted them. Until it suffered a harddisk failure. And now I'm hoping that mediacru.sh will last. As all of them are/where free services, there's no way to know how long they'll exist.

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

Posted: Thu Sep 18, 2014 04:55
by kidmondo
looks cool :D looking forward to trying it out

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

Posted: Sun Oct 05, 2014 22:51
by Sokomine
The travelnet mod got a new config option:

Code: Select all

travelnet.abm_enabled              = false;
Set it to true if your data file mod_travelnet.data got lost somehow (or if you used a map-saving client and never had access to that file). The option will start an abm that checks travelnets which have been "forgotten" and reattaches them to the network they think they're part of. Over time, the network will heal itshelf.

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

Posted: Fri Oct 17, 2014 00:52
by SegFault22
Is there any way to configure the travelnet box after it has been configured once before, without breaking it?

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

Posted: Fri Oct 17, 2014 01:53
by Sokomine
SegFault22 wrote: Is there any way to configure the travelnet box after it has been configured once before, without breaking it?
No, there isn't. Is there any need for it?

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

Posted: Fri Oct 17, 2014 04:25
by PeterH
I accidently placed a second elevator block right in front of another, blocking access out, and it won't let me dig either. Otherwise the mod appears to work.

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

Posted: Fri Oct 17, 2014 15:42
by Sokomine
PeterH wrote: I accidently placed a second elevator block right in front of another, blocking access out, and it won't let me dig either. Otherwise the mod appears to work.
Ah, I can see the problem. I'm afraid the best solution is to grant yourshelf noclip or to approach that misplaced elevator from the other side. While you're inside the elevator, you can only dig the node you're standing in...not the misplaced elevator in front that's blocking your exit.

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

Posted: Fri Oct 17, 2014 18:38
by PeterH
Got the problem cleared up by running the server in creative mode. It really should be possible to dig a misplaced elevator in normal mode.

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

Posted: Fri Oct 17, 2014 18:54
by Sokomine
It is possible to dig a misplaced elevator or travelnet. It might require configuration first - which ought to be no big problem (just enter dummy text into the fields). What isn't possible is digging something in front of the elevator while you're standing inside it.

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

Posted: Wed Oct 29, 2014 11:00
by jp
- Idea -

Related to : viewtopic.php?f=11&t=7239&p=160239#p160239
jp wrote:Seeing the stars on GitHub or the sustained motivation brings by the 'likes' on FB, I thought that players may appreciate be starred for the quality of their construction. It can be interpretated like a simple thank you, a measurable valuation that authors can check anytime, or an effective way to visit the interesting buildings by priority.
Example :

(The names in the buttons shall be left-aligned, and right-aligned for the stars)
Image

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

Posted: Thu Oct 30, 2014 05:22
by Sokomine
jp wrote: (The names in the buttons shall be left-aligned, and right-aligned for the stars)
It looks good in the sample image. I'm just afraid that it might work out less well once the station names get longer. Formspecs are a bit difficult in that apsect.

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

Posted: Thu Oct 30, 2014 07:35
by jp
You can set a limit for the name length. Generally, when people are forced to make things short, they think more and better choose their names or words.

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

Posted: Fri Oct 31, 2014 19:41
by Sokomine
jp wrote: You can set a limit for the name length. Generally, when people are forced to make things short, they think more and better choose their names or words.
That's true, although it ought to be descriptive enough as well. Still, fiddling with the text fields there is troublesome, especially when using a larger font. Perhaps something like "Station name [21*]" or something like that might work.

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

Posted: Fri Oct 31, 2014 19:48
by jp
Sokomine wrote:Perhaps something like "Station name [21*]" or something like that might work.
Agree with that. There's also a better star in the ASCII code (★) : ★

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

Posted: Tue Jan 13, 2015 02:48
by DI3HARD139
Im having an issue with the mod crashing my minetest server. I'm running version 4.10. Also its reporting a save data file is missing. How can I create it?

Code: Select all

21:37:32: ERROR[main]: ERROR: An unhandled exception occurred: ...top\minetest-0
.4.10-64bit\bin\..\mods\travelnet\init.lua:332: attempt to index field 'targets'
 (a nil value)
21:37:32: ERROR[main]: stack traceback:
21:37:32: ERROR[main]:  ...top\minetest-0.4.10-64bit\bin\..\mods\travelnet\init.
lua:332: in function 'add_target'
21:37:32: ERROR[main]:  ...top\minetest-0.4.10-64bit\bin\..\mods\travelnet\init.
lua:442: in function <...top\minetest-0.4.10-64bit\bin\..\mods\travelnet\init.lu
a:434>

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

Posted: Wed Mar 18, 2015 15:27
by Hybrid Dog
l added up and down arrows to the elevator to use it faster and without annoying formspec.
You only need to punch the elevator aiming an arrow.

The arrows currently "respect the 16x16 texture size":
Image

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

Posted: Tue Apr 07, 2015 01:16
by 12Me21
I've found 2 problems:
1: when inside an elevator/travelnet box, you can't open the elevator doors because the hitbox for the teleporter surrounds you
2: if you push the elevator with a piston so there's a block where the top half was, then move it again or break it, it will destroy the block.

Other than that, this is a really awesome and useful mod.

It would be cool if there was another "less overpowered" teleporter, like the elevator but able to move in any direction, as long as it's a straight line (only one coordinate changes)

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

Posted: Tue Apr 07, 2015 01:36
by slemon
12Me21 wrote:I've found 2 problems:
1: when inside an elevator/travelnet box, you can't open the elevator doors because the hitbox for the teleporter surrounds you
2: if you push the elevator with a piston so there's a block where the top half was, then move it again or break it, it will destroy the block.

Other than that, this is a really awesome and useful mod.

It would be cool if there was another "less overpowered" teleporter, like the elevator but able to move in any direction, as long as it's a straight line (only one coordinate changes)
Why straight lines only?

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

Posted: Tue Apr 07, 2015 11:38
by 12Me21
slemon wrote:
12Me21 wrote:I've found 2 problems:
1: when inside an elevator/travelnet box, you can't open the elevator doors because the hitbox for the teleporter surrounds you
2: if you push the elevator with a piston so there's a block where the top half was, then move it again or break it, it will destroy the block.

Other than that, this is a really awesome and useful mod.

It would be cool if there was another "less overpowered" teleporter, like the elevator but able to move in any direction, as long as it's a straight line (only one coordinate changes)
Why straight lines only?
because then it would be harder to set up; less overpowered.

Re:

Posted: Tue Apr 07, 2015 12:37
by lightonflux
Sokomine wrote:Dr. Who travels in time as well and has hardly any consicous control of where he will end up.
It highly depends on the incarnation. But that's offtopic. :)

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

Posted: Tue Apr 07, 2015 15:29
by Sokomine
12Me21 wrote: I've found 2 problems:
1: when inside an elevator/travelnet box, you can't open the elevator doors because the hitbox for the teleporter surrounds you
That's why it has those "<>" buttons in front of the station name. Click on that button to open/close the door - like with a real elevator.
12Me21 wrote: 2: if you push the elevator with a piston so there's a block where the top half was, then move it again or break it, it will destroy the block.
That's a common problem with all 2-nodes-wide objects and pistons. There's no easy solution for that I'm afraid.

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

Posted: Tue Apr 07, 2015 18:23
by Hybrid Dog
Sokomine wrote:
12Me21 wrote: 2: if you push the elevator with a piston so there's a block where the top half was, then move it again or break it, it will destroy the block.
That's a common problem with all 2-nodes-wide objects and pistons. There's no easy solution for that I'm afraid.
https://github.com/Sokomine/travelnet/b ... or.lua#L93
your on_destruct function doesn't test if the node above is "travelnet:elevator_top" before removing it,
see https://github.com/HybridDog/diamonds/b ... t.lua#L173