[Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- balthazariv
- Member
- Posts: 214
- Joined: Mon Apr 07, 2014 15:48
- Contact:
Re: [Mod] travelnet - passive teleporters/bookmarks that for
Hello,
Nice Mod.
Thanks
Nice Mod.
Thanks
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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 :-)
A list of my mods can be found here.
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
So, if MediaCrush goes down, all of its content gets erased?
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
..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?
A list of my mods can be found here.
- kidmondo
- Member
- Posts: 130
- Joined: Sun May 11, 2014 07:56
- IRC: kidmondo
- In-game: kidmondo
- Location: New Zealand
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
looks cool :D looking forward to trying it out
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
The travelnet mod got a new config option:
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.
Code: Select all
travelnet.abm_enabled = false;
A list of my mods can be found here.
- SegFault22
- Member
- Posts: 872
- Joined: Mon May 21, 2012 03:17
- Location: NaN
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
Is there any way to configure the travelnet box after it has been configured once before, without breaking it?
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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?
A list of my mods can be found here.
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
A list of my mods can be found here.
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
A list of my mods can be found here.
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
- Idea -
Related to : viewtopic.php?f=11&t=7239&p=160239#p160239
(The names in the buttons shall be left-aligned, and right-aligned for the stars)
Related to : viewtopic.php?f=11&t=7239&p=160239#p160239
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.
(The names in the buttons shall be left-aligned, and right-aligned for the stars)
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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)
A list of my mods can be found here.
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
A list of my mods can be found here.
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
- DI3HARD139
- Member
- Posts: 154
- Joined: Sat Oct 18, 2014 21:04
- GitHub: DI3HARD139
- IRC: DI3HARD139
- In-game: DI3HARD139 DI3HARD139_
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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>
- Hybrid Dog
- Member
- Posts: 2834
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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":
You only need to punch the elevator aiming an arrow.
The arrows currently "respect the 16x16 texture size":
- Attachments
-
- screenshot_763394693.png (169.08 KiB) Viewed 1336 times
- 12Me21
- Member
- Posts: 873
- Joined: Tue Mar 05, 2013 00:36
- GitHub: 12Me21
- Location: (Ignore all of my posts before 2018)
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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)
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]
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)
- 12Me21
- Member
- Posts: 873
- Joined: Tue Mar 05, 2013 00:36
- GitHub: 12Me21
- Location: (Ignore all of my posts before 2018)
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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)
- lightonflux
- Member
- Posts: 384
- Joined: Mon Nov 11, 2013 07:22
- In-game: lof
- Location: Germany
Re:
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.
-
- Member
- Posts: 4289
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
A list of my mods can be found here.
- Hybrid Dog
- Member
- Posts: 2834
- Joined: Thu Nov 01, 2012 12:46
- GitHub: HybridDog
Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]
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.
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
Who is online
Users browsing this forum: Ahrefs [Bot] and 27 guests