[Mod] Real Elevators [v1.0.1] [real_elevators]

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Andrey01
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[Mod] Real Elevators [v1.0.1] [real_elevators]

by Andrey01 » Post

Image

This mod adds realistic elevators. Currently, there is the only elevator, in future more sorts of elevators are planned to add.

Features

  • Flexible & dynamic floors net system.
  • Cabin hangs on rope.
  • Smooth moving of elevator cabin from one point to other.
  • Smooth opening/closing doors (outer/inner).
  • Allows to transport all entities (not only players).
  • Support for basic_materials (also luxury_decor in next versions) for crafting.

How to build elevator shaft?

Read here: https://github.com/Andrey2470T/real_ele ... /README.md
or watch the demo video: https://www.youtube.com/watch?v=3aigjBx47qI

Craft Recipes

You can see in your crafting guide in the inventory.

Todo
Spoiler
  • Support for technic mod to allow to energize elevator from various sources.
  • Add elevator sounds.
  • Add more sorts of elevators.
  • Support for toggling light inside the cabin.
  • Fix some bugs related to rejoining a world after elevator was already used.
Changelog
Spoiler
  • [17.09.21] Release 1.0.1.
    • Fixed a bug with incorrect rotation of attached inner doors when yaw is not equal to 0.
    • Fixed a bug when destroyed inner door is added again on elevator activation/deactivation.
    • Prevented crashes when a game is quit (not entirely).
    • Prevented crashes with incorrect checks for shaft nodes/rope continuity.
  • [31.08.21] Release 1.0.0.
Mod Dependencies: default, farming, stairs, basic_materials.

Mod Version: 1.0.1

Mod License: MIT (code & media).

Browse & Download:

Github repo: https://github.com/Andrey2470T/real_elevators
Content DB: https://content.minetest.net/packages/A ... elevators/
Attachments
screenshot.png
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Last edited by Andrey01 on Sat Oct 02, 2021 22:40, edited 3 times in total.

Germain
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Re: [Mod] Real Elevators [v1.0.0] [real_elevators]

by Germain » Post

Really good.
Still buggy, when there is only one level, or the upper level is set before the low level...
I think I can have one working.

Thanks a lot.

Germain
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Re: [Mod] Real Elevators [v1.0.0] [real_elevators]

by Germain » Post

The Cabin name can't have number.

Germain
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Re: [Mod] Real Elevators [v1.0.0] [real_elevators]

by Germain » Post

Always crash after I set 2 levels and want try it. May be I use wrong Y values? I don't know.

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Andrey01
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Re: [Mod] Real Elevators [v1.0.0] [real_elevators]

by Andrey01 » Post

Germain wrote:
Thu Sep 02, 2021 13:17
Always crash after I set 2 levels and want try it. May be I use wrong Y values? I don't know.
Strangely, can you show please error message? I know there is a crash you get after rejoining, I will need to fix it in the next update.

The mandatory condition when you create a floors net is you should mark their positions strictly vertically, otherwise you would receive a warning in the chat.
Germain wrote:
Thu Sep 02, 2021 12:58
Still buggy, when there is only one level, or the upper level is set before the low level...
Thanks a lot.
Which exactly errors do you get?
Germain wrote:
Thu Sep 02, 2021 13:06
The Cabin name can't have number.
Why? It can.

Germain
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Re: [Mod] Real Elevators [v1.0.0] [real_elevators]

by Germain » Post

I can't show you now the error message, but I will install Minetestserver on the computer I use now, and test this mod.
The error was about number or... but need wait, i will show you later.

About the name, if there is a number, it's ask again. But, I will test.

Yes, the X and Z must be exact.

Will be 5.3 version for Minetest-server, on Debian.

Germain
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Re: [Mod] Real Elevators [v1.0.0] [real_elevators]

by Germain » Post

Hi!

About the name, when validate with return keyboard touch, the form disappear. Must click with mouse to have the next form.

After set the 2 level, I selected one and have this crash :

Code: Select all

ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'real_elevators' in callback environment_Step(): Invalid position (expected table got no value).
ERROR[Main]: stack traceback:
ERROR[Main]:      [C]: in function 'set_attach'
ERROR[Main]:      ...es/minetest-server/.minetest/mods/real_elevators/api.lua:306: in function 'activate'
ERROR[Main]:      ...es/minetest-server/.minetest/mods/real_elevators/api.lua:668: in function <...es/minetest-server/.minetest/mods/real_elevators/api.lua:611>
ERROR[Main]:      /usr/share/games/minetest/builtin/game/register.lua:429: in function </usr/share/games/minetest/builtin/game/register.lua:413>
ERROR[Main]: stack traceback:  
The elevator need 3x3 on ground surface. Why note use thinner wall and L shape angle wall, and a wider cabin? It will be easier to build too.

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Andrey01
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Re: [Mod] Real Elevators [v1.0.0] [real_elevators]

by Andrey01 » Post

[17.09.21] Bugfix Release 1.0.1!

A bunch of bugs was fixed, particularly:
  • Bug with incorrect rotation of attached inner doors when yaw is not equal to 0.
  • Bug when destroyed inner door is added again on elevator activation/deactivation.
  • Crashes when a game is quit (not entirely).
  • Crashes with incorrect checks for shaft nodes/rope continuity.
What remains to be fixed further:
[*] Crash when elevator is in active state and a player has restarted the game.

@Germain do you get any of those crashes still with the new update? In any case, I didn't encounter an error after set a second level and selection that. I plan to add wider cabins and also new types in next updates.

Germain
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Re: [Mod] Real Elevators [v1.0.1] [real_elevators]

by Germain » Post

I will try, but may be only next month.

What to set in the form for the ground level and the second in this situation?

Code: Select all

level (z)
14    /-0-\
13   [] | [][][]
12   [] |
11   []       <- Second level
10   []      [][][]
09   []      []
08   []      []
07   []
06   []       <- Ground level (or first)
05   [][][][][][][][] <- When we use tools, it's easy to select this level
04   ##################
Should I add '1' for the first level? -> So, will be 6 or 5 for the height position. (<- Edited here)
Last edited by Germain on Sun Sep 26, 2021 15:42, edited 1 time in total.

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Andrey01
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Re: [Mod] Real Elevators [v1.0.1] [real_elevators]

by Andrey01 » Post

You can set anything you want in the floor number field as it won't affect anything, however it is assigned particularly for numbers.

Germain
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Re: [Mod] Real Elevators [v1.0.1] [real_elevators]

by Germain » Post

I updated and tested, still have bug, can't remove the cabin elevator without crashing the server.

I know I can enter what I want in field name for level.

But, what I must enter for coordinates fields?

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Andrey01
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Re: [Mod] Real Elevators [v1.0.1] [real_elevators]

by Andrey01 » Post

Germain wrote:
Sun Sep 26, 2021 15:45
I updated and tested, still have bug, can't remove the cabin elevator without crashing the server.

I know I can enter what I want in field name for level.

But, what I must enter for coordinates fields?
I`ve recorded the demo video of how to build an elevator shaft: https://www.youtube.com/watch?v=3aigjBx47qI
and also added the link to that in the primary post, so you can watch how to set coordinates when adding a new floor.

Germain
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Joined: Thu Aug 13, 2015 10:16

Re: [Mod] Real Elevators [v1.0.1] [real_elevators]

by Germain » Post

Thanks for the video.
So, in my draw, the one level need to be at "6", and the second at "11".

I will test on my server.

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