Re: [Mod] travelnet - passive teleporters/bookmarks that for
Posted: Sat Aug 16, 2014 07:26
Hello,
Nice Mod.
Thanks
Nice Mod.
Thanks
The official Minetest discussion board
https://forum.minetest.net/
..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.Inocudom wrote: So, if MediaCrush goes down, all of its content gets erased?
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travelnet.abm_enabled = false;
No, there isn't. Is there any need for it?SegFault22 wrote: Is there any way to configure the travelnet box after it has been configured once before, without breaking it?
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.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.
Example :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.
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.jp wrote: (The names in the buttons shall be left-aligned, and right-aligned for the stars)
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.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.
Agree with that. There's also a better star in the ASCII code (★) : ★Sokomine wrote:Perhaps something like "Station name [21*]" or something like that might work.
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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>
Why straight lines only?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)
because then it would be harder to set up; less overpowered.slemon wrote:Why straight lines only?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)
It highly depends on the incarnation. But that's offtopic. :)Sokomine wrote:Dr. Who travels in time as well and has hardly any consicous control of where he will end up.
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: 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 a common problem with all 2-nodes-wide objects and pistons. There's no easy solution for that I'm afraid.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.
https://github.com/Sokomine/travelnet/b ... or.lua#L93Sokomine wrote:That's a common problem with all 2-nodes-wide objects and pistons. There's no easy solution for that I'm afraid.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.