[Mod] Travelpoints [1.4] [travelpoints]

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RacsoRhodes
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Re: [Mod] Travelpoints [1.4] [travelpoints]

by RacsoRhodes » Fri Mar 27, 2015 18:11

Version 1.4

Major addition: Global Travelpoints.

This update does not break old travelpoint collections or pads.

Let me know if you find any issues.

--Racso

  • This version adds global travelpoints as requested by dgm5555.
  • This version does not break existing travelpoint collections. ABM will automatically update existing transporter pads for formspec changes.
  • init.lua - Added privilege "tpglobal".
  • functions.lua/travelpoints.get_travelpoints_table()
    • Added parameter "mode".
    • Added condition for opening either user's table or the global table.
  • Updated all calls to travelpoints.get_travelpoints_table().
  • functions.lua/travelpoints.save_travelpoints_table()
    • Added parameter "mode".
    • Added condition for opening either user's table or the global table.
  • Updated all calls to travelpoints.save_travelpoints_table().
  • init.lua - Added chat command "tpgset".
  • functions.lua/travelpoints.get_travelpoints_array()
    • Added parameter "mode".
    • Added condition for opening either user's table or the global table.
  • Updated all calls to travelpoints.get_travelpoints_array().
  • init.lua - Added chat command "tpggo".
  • init.lua - Added chat command "tpgdrop".
  • functions.lua/travelpoints.get_formspec()
    • Added parameter "mode".
    • Renamed button "List Travelpoints" to "My Travelpoints".
    • Added button "Global Travelpoints".
    • Removed button "Save" (Saves automatically with each modification.)
    • Added button "Exit".
    • Moved timestamp and modstamp text.
    • Added text for mod version.
  • Mod now requires at least version 0.4.10 of Minetest for changes in formspec.
  • functions.lua/travelpoints.on_destruct() Added
  • functions.lua/travelpoints.after_place_node() Added
  • functions.lua/travelpoints.on_receive_fields() Added
  • functions.lua/travelpoints.can_dig() Added
  • nodes.lua
    • Transporter_pad definition now uses shared call backs.
    • Transporter_pad_active definition now uses shared call backs.
  • Players with "server" privilege can now dig active transporter.
  • functions.lua/travelpoints.get_infotext() - Removed "Placed by " text, now just shows pad owner's name in parentheses.
  • Added version and source meta tags to pad nodes.
  • nodes.lua - ABM now updates old pads for changes in meta data.
  • functions.lua/travelpoints.set_pad_destination() Added
  • functions.lua/travelpoints.get_travelpoints_array() no longer prepends 'none' to the travelpoints array.
  • Removed all "- 1" math that compensated for the extra index in the travelpoints array.
  • init.lua - Chat command "/travelpoints", fixed display for those with server privilege.
  • readme.txt
    • Rewrote "About Travelpoints" section.
    • Added chat commands "/tpgset", "/tpggo" and "/tpgdrop".
    • Fixed minor errors.
 

AceWill
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Re: [Mod] Travelpoints [1.4] [travelpoints]

by AceWill » Thu Jan 07, 2016 17:04

Good mod - not having to manually choose my destination every time I want to use a telepad is very convenient.

Just a few thoughts/requests:
Would it be possible to make some way to pick which direction you are facing when you arrive? If you put the travel point in an alcove, similar to the screen shot, it would be nice to arrive not facing the wall.

Second: perhaps you could give the receiver pads a purpose by making them configurable as an alternative to using chat commands. (So, you right click on a receiver pad, it gives a formspec that you can use to name the pad, and it gets autosaved as a travel point. Or just leave it unconfigured and use it for decorative purposes. Kind of along the lines of how the transport pad itself works.
 

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benrob0329
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Re: [Mod] Travelpoints [1.4] [travelpoints]

by benrob0329 » Sun Mar 06, 2016 01:11

Could you please add digiline support? It'd be cool to make a Star Trek style transporter room :-P
 

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Andrey01
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Re: [Mod] Travelpoints [1.4] [travelpoints]

by Andrey01 » Tue Nov 29, 2016 13:43

It still view of mod of travelnets
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
My Mods:
Unfinished:Medicine,Cube Nodes.

Old:Sweet Machine,Drink Machine

My Favourite Servers:
just test, Switchboard PvP made by yngwie123, VanessaE`s creative-building server, Parkour Owned by LoweGaming, Fractal Island and some other servers!
 

igetit41
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Re: [Mod] Travelpoints [1.4] [travelpoints]

by igetit41 » Mon Oct 09, 2017 22:39

Hey I'm having an issue with this mod. When I load it in the game crashes with the following error in the init.lua file.

2017-10-09 22:32:15: ERROR[Main]: /home/ubuntu/.minetest/mods/travelpoints/init.lua:75: attempt to call field 'execute' (a nil value)
2017-10-09 22:32:15: ERROR[Main]: stack traceback:
2017-10-09 22:32:15: ERROR[Main]: /home/ubuntu/.minetest/mods/travelpoints/init.lua:75: in main chunk

I looked at that line and did some troubleshooting of my own. It seems to be a problem with the os.execute function specifically. Other os functions work properly in this file if I test them before line 75 and os.execute works just fine in other mods.

Did I do something wrong when loading this mod? I followed your listed instructions and my Minetest version is 0.4.16. What am I missing?

And just to be clear, I've tried creating that directory manually, and that does allow the mod to load, but then the game dies when I try to place a teleport pad. I'm guessing there are other parts of the mod that are impacted by os.execute not working (or by whatever is causing os.execute not to work).
 

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Hybrid Dog
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Re: [Mod] Travelpoints [1.4] [travelpoints]

by Hybrid Dog » Tue Oct 10, 2017 10:59

os.execute may be blocked by mod security. I think you can add travelpoints to trusted mods in some minetest setting.
 

igetit41
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Re: [Mod] Travelpoints [1.4] [travelpoints]

by igetit41 » Tue Oct 10, 2017 20:45

Hybrid Dog wrote:os.execute may be blocked by mod security. I think you can add travelpoints to trusted mods in some minetest setting.


OMG that worked!! I had to turn of security in general (listing travelpoints specifically didn't do it), but it works now :)

Thanks so much, Hybrid Dog!!!
 

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rubenwardy
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Re: [Mod] Travelpoints [1.4] [travelpoints]

by rubenwardy » Sun Oct 15, 2017 01:27

igetit41 wrote:OMG that worked!! I had to turn of security in general (listing travelpoints specifically didn't do it), but it works now :)


Warning: it's dangerous to turn off mod security. See: viewtopic.php?f=18&t=17601
Never turn it off on a publicly accessible server. Turning it off in singleplayer is ok if you trust all the mods
Instead this mod should be patched.
 

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