[Mod] Chair Lift [1.0.5] [chair_lift]

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SFENCE
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[Mod] Chair Lift [1.0.5] [chair_lift]

by SFENCE » Post

With this mod, you will have an easier way to build skiing areas or something similar.

Recomendations: Grease engine and other parts to make shafts work better (Require hemp oil from farming Redo). You can check if the shaft node is greased with mod inspect_tool. The gearbox can be used to exchange RPM and torque. More engines can be used too.

Tips: Engines can be powered from technic mod as well.

Image
Image

Download: https://github.com/sfence/chair_lift/ar ... /1.0.5.zip
Source code: https://github.com/sfence/chair_lift
Dependencies: appliances, power_generators, basic_materials
Optional Dependencies: default, player_api, hades_core, hades_sounds, hades_player, screwdriver, sounds, technic, hades_technic
License: MIT for source code, CC BY-SA 4.0 for media files.
Last edited by SFENCE on Tue Oct 25, 2022 17:15, edited 7 times in total.
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superfloh
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Re: [Mod] Chair Lift [1.0.0] [chair_lift]

by superfloh » Post

Hi,
I don't get how to get a long (40-80 rope segments) running.

Can I somehow combine several motors and power a long lift with just one powered wheel?
Or are several powered wheels with one motor each the way to go?

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Re: [Mod] Chair Lift [1.0.0] [chair_lift]

by SFENCE » Post

superfloh wrote:
Fri Apr 15, 2022 10:54
Hi,
I don't get how to get a long (40-80 rope segments) running.

Can I somehow combine several motors and power a long lift with just one powered wheel?
Or are several powered wheels with one motor each the way to go?
Hi.

Yes, you can combine more engines (via shafts with branch). I highly recommend using the hemp oil as a greaser (from faring redo) and a gearbox,
My experiment lift with etc 90 rope segments can run with one engine with gearbox ration 1:11, but all parts including the engine have to be greased.
You can use tools from inspect_tool to inspect the state of grease in greaseable parts.
Spoiler
Example (no greased, gearbox ratio 1:6):
Image
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superfloh
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Re: [Mod] Chair Lift [1.0.0] [chair_lift]

by superfloh » Post

Hmm, switch gear box, gear box, lots of shafts with branch and one motor each does not seem to work.

What works: switch gear box, 6 shafts with branch, one 1:4 gear box for each motor.

PS: that screenshot is from my GitHub issue :-)

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Re: [Mod] Chair Lift [1.0.1] [chair_lift]

by SFENCE » Post

Chair Lift mod has been updated to version 1.0.1.
  • Fix assignment to an undeclared global variable.
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Re: [Mod] Chair Lift [1.0.2] [chair_lift]

by SFENCE » Post

Chair Lift mod has been updated to version 1.0.2.
  • Fix bug when the chair lift seat is taken with full inventory.
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Re: [Mod] Chair Lift [1.0.3] [chair_lift]

by SFENCE » Post

Chair Lift mod has been updated to version 1.0.3.
  • Compatibility with updated power_generators mod.
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amelaye
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Re: [Mod] Chair Lift [1.0.3] [chair_lift]

by amelaye » Post

Hi,
Cool mod, but one thing ...
Impossible to rotate the chair -_- ... i'm fed up with this, tried to put one while 1/4 hour, impossible to add it on the right side ... I gave up.
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Re: [Mod] Chair Lift [1.0.3] [chair_lift]

by SFENCE » Post

amelaye wrote:
Sat Jul 02, 2022 16:57
Hi,
Cool mod, but one thing ...
Impossible to rotate the chair -_- ... i'm fed up with this, tried to put one while 1/4 hour, impossible to add it on the right side ... I gave up.
If you mean a chair, like a seat for a player, It should be possible to move it in opposite direction by rotating the lift-powered gear.

The code is forced to rotate the chair lift seat in direction of moving.
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Re: [Mod] Chair Lift [1.0.3] [chair_lift]

by amelaye » Post

Yes, I mean that.
I don't understand ... here are the screenshots.
I hear the motors, my elements are in status working.
What do you call lift-powered gear ?
The seat can only be placed in two positions, but no one is convenient :(

Image
Image
Image

Thanks
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Re: [Mod] Chair Lift [1.0.3] [chair_lift]

by SFENCE » Post

amelaye wrote:
Sun Jul 03, 2022 10:12
Yes, I mean that.
I don't understand ... here are the screenshots.
I hear the motors, my elements are in status working.
What do you call lift-powered gear ?
The seat can only be placed in two positions, but no one is convenient :(

Thanks
You can point at the watt meter on top, it probably shows 0 rpm or nothing. This means, that there is no movement, so direction is not corrected by it.
If you point to a lift-powered wheel, it will show something like it is idle, probably.

It looks like you use a connection electric engine (maybe working, you hear it) -> el. engine (waiting, not turned on, shows on screenshot) -> some shaft part. Connection el. engine to el. engine will not increase power in the shaft system.

It will probably be good for you, to experiment with shafts first.
Do something like:

------------------- | ------------------ | ----------- watt meter --------- |
electric engine | shaft gearbox | shaft vertical with horizontal |

And continue with:

------------------- | ------------------ | ----------- watt meter --------- |
electric engine | shaft gearbox | shaft vertical with horizontal |
electric engine | shaft gearbox | shaft vertical with horizontal |

where both engines should be running, other, turned off the engine is behavior like shaft load.

Adding a shaft switch can be good for the first experiment too. Because you can disconnect lift powered wheel ant start engine. It should come in some rpm, and it should be able to give the seat a tug. It Includes situations where engines do not have enough power to keep the chair lift moving continually. But inertia of the system should be still able to make a tug.

Some screenshots will be helpful I hope.
Spoiler
Powered off:
Image
Image
Image
Image
Powered on:
Image
Image
Image
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SFENCE
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Re: [Mod] Chair Lift [1.0.4] [chair_lift]

by SFENCE » Post

Chair lift have been updated to version 1.0.4.
  • Stainless steel wire moved to basic_materials mod.
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Re: [Mod] Chair Lift [1.0.4] [chair_lift]

by Blockhead » Post

Why did you move the materials in this and Power Generators to basic_materials? Isn't the recipe different now? What goal does it achieve for you? Maybe it resolves recipe conflicts?
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

c56
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Re: [Mod] Chair Lift [1.0.4] [chair_lift]

by c56 » Post

could you also add compatibility with the techage modpack ( and maybe add upside down track for making rollercoasters ) ?
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55

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Re: [Mod] Chair Lift [1.0.4] [chair_lift]

by SFENCE » Post

c56 wrote:
Fri Aug 12, 2022 06:22
could you also add compatibility with the techage modpack ( and maybe add upside down track for making rollercoasters ) ?
This mod should be compatible with technic, elepower, techage and factory electric via compatibility in power_generators.

Roller coasters should be done like independent mod, I think. Steel rope is not good support for roller coasters.

It you came into some problem with using this with techage modpack, get me know. Thanks.
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Re: [Mod] Chair Lift [1.0.4] [chair_lift]

by MCL » Post

For future reference.
2014-02-14 - 2024-02-14 TEN YEARS OF MCL

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Re: [Mod] Chair Lift [1.0.5] [chair_lift]

by SFENCE » Post

Chair lift has been updated to version 1.0.5.
  • Use of adaptation mod pack for handling multigame support.
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Re: [Mod] Chair Lift [1.0.5] [chair_lift]

by ChristienChapman » Post

Air Force One should install one.
God bless you.

List of releases:
Minetest Zombies Minigame - viewtopic.php?f=9&t=28442&p=412633#p412633

- > cdb_1d60e1a03f83

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Re: [Mod] Chair Lift [1.0.4] [chair_lift]

by SFENCE » Post

Blockhead wrote:
Fri Aug 12, 2022 04:38
Why did you move the materials in this and Power Generators to basic_materials? Isn't the recipe different now? What goal does it achieve for you? Maybe it resolves recipe conflicts?
Sorry for the late answer. I missed your message.

Yes, I did it to prevent recipe conflicts. mentioned material can also be used in different mods than power_generator and chair_lift.
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