[Mod] Lifters [0.2] [lifter]

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Splizard
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[Mod] Lifters [0.2] [lifter]

by Splizard » Fri Feb 05, 2016 04:55

Introducing simple lifts for minetest!
Image

Simply craft the lift with the following craft recipe:

wood stick wood
wood mese wood
wood stick wood

Now place your lift in a shaft or next to a wall. Right click on your lift to get on it and then tap spacebar to go up a level or tap shift to go down a level...
So easy!!!
If you want to stop the lift at any time, press the "use" key.
Now that you have reached your destination simply walk off the lift :)

If you want to be able to call your lift, create a lift door:

stick stick stick
stick door stick
stick stick stick

Place this in front of a lift shaft with a lift block and you will be able to call the lift!
The doors will automatically open when you get off the lift :)

Mod Dependencies: default
License: GPLv3
Textures: Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)

REQUIRES LATEST MINETEST GAME

Download:
https://github.com/Splizard/minetest-mo ... master.zip
*Sorry my website is dead at the moment so I cannot host the download at the moment so you will need to download from this link and rename the folder "lifter"
Last edited by Splizard on Wed Jun 29, 2016 15:30, edited 2 times in total.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.1] [lifter]

by Naj » Fri Feb 05, 2016 09:18

Looks great, I was looking for something like that !

I'll test it soon.
 

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Re: [Mod] Lifters [0.1] [lifter]

by cd2 » Fri Feb 05, 2016 12:38

looks nice :)
 

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Re: [Mod] Lifters [0.1] [lifter]

by Naj » Sat Feb 06, 2016 09:54

Yes, tested, it's very nice.

I like the idea that the lift stops at each possible floor.

There is still missing something but I don"t know how to do it : possibility to "call" the lift when it is deeper or higher.

Maybe usage of a "command" node linked to the lift ?
 

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Re: [Mod] Lifters [0.1] [lifter]

by Krock » Sat Feb 06, 2016 10:11

Nice mod, I like the idea of having a way to get up on high hills by using this node/entity.

Naj wrote:There is still missing something but I don"t know how to do it : possibility to "call" the lift when it is deeper or higher.


That's not possible. The entitiy removes and replaces itself with a regular node if there's no player attached to it.
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Re: [Mod] Lifters [0.1] [lifter]

by Splizard » Sat Feb 06, 2016 19:33

Its possible to call the lift, its just thinking of a simple way of doing it!
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.1] [lifter]

by AceWill » Thu Apr 28, 2016 18:26

Perhaps you could introduce a proximity mechanic to call the lift. For instance, have a block to one side of the lift shaft. When active, look for a lif block within, say, 100 meters up or down. If yes, then call it. Another possibility would be to add control blocks that move the (empty) lift up or down. You might need to add the ability to name lifts, so you can specify which lift a controller goes to. It's not quite a call button, but it is close.
 

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Re: [Mod] Lifters [0.2] [lifter]

by Splizard » Thu Apr 28, 2016 22:31

@AceWill
I have implemented lift doors, they work quite well :) They can be a little bit buggy so just be warned, this is version 0.2!

If you want to be able to call your lift, create a lift door:

stick stick stick
stick door stick
stick stick stick

Place this in front of a lift shaft with a lift block and you will be able to call the lift :)
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.2] [lifter]

by xeranas » Sun May 15, 2016 16:31

It would be easier to try mod if naming would be bit friendlier. I suggest to rename repo into lifter so users does not need rename when cloning or downloading zip. No need to say what it is in repo name description and readme for this information is designed :)

Btw, lifter_door missing textures, probably could be reused door textures if lifter door textures aren't yet ready.

I like mod simplism aspect.
 

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Re: [Mod] Lifters [0.2] [lifter]

by Splizard » Mon May 16, 2016 03:15

@Xeranas
Thanks for your feedback, I added the texture :)
I must have missed uploading it!
I would normally have a user friendly download, I will get my website up with the mod featured.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.2] [lifter]

by firefox » Mon May 16, 2016 08:45

+1

this reminds me on the lifts in the Elemental Lighthouses in Golden Sun =(^.^)=
 

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Re: [Mod] Lifters [0.2] [lifter]

by xeranas » Mon May 16, 2016 20:46

Splizard wrote:I would normally have a user friendly download, I will get my website up with the mod featured.

Don't fear github, it's no stranger for ppl who looking to download MT mod. Personal websites come and go more often than such giants as github (your code will likely live longer on github). I hope you do not abandon github once personal website will be setup (github allows renaming repos) ;)

Now back to mod. I did not figure out how lift doors work (doors opens but lift does not moved down), but I finally learned how move lift down :) (found info in first post). My suggestion would be add one chat command for player who step in lift just to remind that what keys he can control lift.
 

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Re: [Mod] Lifters [0.2] [lifter]

by Nathan.S » Wed Jun 29, 2016 14:51

mod fails to run with this error:
attempt to index field 'lifter:door_b_1' (a nil value)
it points to line 93 in init.lua.

I see you override that node in line 97, but I never see it as being defined. Was going to record a mod review on this, but with it not working I can't right now. :(
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Re: [Mod] Lifters [0.2] [lifter]

by Splizard » Wed Jun 29, 2016 15:29

Nathan.S wrote:mod fails to run with this error:
attempt to index field 'lifter:door_b_1' (a nil value)
it points to line 93 in init.lua.

I see you override that node in line 97, but I never see it as being defined. Was going to record a mod review on this, but with it not working I can't right now. :(

Thanks for letting me know! I fixed it, the default doors mod was quietly modified and it broke doors. It will work now :)
Needs the latest minetest_game.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.2] [lifter]

by Nathan.S » Wed Jun 29, 2016 22:14

nice, will do that review next week then. :)
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Re: [Mod] Lifters [0.2] [lifter]

by Tmanyo » Wed Jun 29, 2016 22:40

I get this error.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
ERROR[Main]: ModError: Failed to load and run script from C:\games\Minetest\mods\lifter\init.lua: ERROR[Main]: C:\games\Minetest\bin\..\mods\doors\init.lua:32: attempt to index local 'clef' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: C:\games\Minetest\bin\..\mods\doors\init.lua:32: in function 'register_door'
ERROR[Main]: C:\games\Minetest\bin\—\mods\lifter\init.lua:4: in main chunk
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Re: [Mod] Lifters [0.2] [lifter]

by Nathan.S » Wed Jun 29, 2016 23:51

Tmanyo wrote:I get this error.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
ERROR[Main]: ModError: Failed to load and run script from C:\games\Minetest\mods\lifter\init.lua: ERROR[Main]: C:\games\Minetest\bin\..\mods\doors\init.lua:32: attempt to index local 'clef' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: C:\games\Minetest\bin\..\mods\doors\init.lua:32: in function 'register_door'
ERROR[Main]: C:\games\Minetest\bin\—\mods\lifter\init.lua:4: in main chunk


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Re: [Mod] Lifters [0.2] [lifter]

by Tmanyo » Thu Jun 30, 2016 01:43

Nathan.S wrote:
Tmanyo wrote:I get this error.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
ERROR[Main]: ModError: Failed to load and run script from C:\games\Minetest\mods\lifter\init.lua: ERROR[Main]: C:\games\Minetest\bin\..\mods\doors\init.lua:32: attempt to index local 'clef' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: C:\games\Minetest\bin\..\mods\doors\init.lua:32: in function 'register_door'
ERROR[Main]: C:\games\Minetest\bin\—\mods\lifter\init.lua:4: in main chunk


Are you using a development build of Minetest?

No
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Re: [Mod] Lifters [0.2] [lifter]

by DI3HARD139 » Thu Jun 30, 2016 02:01

Getting the same error as @Tmanyo on 0.4.14-dev(debug build).
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-06-30 04:00:22: ERROR[Main]: ModError: Failed to load and run script from /home/di3hard139/.minetest/mods/lifter/init.lua:
2016-06-30 04:00:22: ERROR[Main]: /home/di3hard139/.minetest/mods/lifter/init.lua:93: attempt to index field 'lifter:door_a' (a nil value)
2016-06-30 04:00:22: ERROR[Main]: stack traceback:
2016-06-30 04:00:22: ERROR[Main]:    /home/di3hard139/.minetest/mods/lifter/init.lua:93: in main chunk
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Re: [Mod] Lifters [0.2] [lifter]

by Splizard » Thu Jun 30, 2016 02:17

You need the latest minetest_game (https://github.com/minetest/minetest_game)
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.2] [lifter]

by Nathan.S » Thu Jun 30, 2016 12:57

diehard139 and tmanyo you can also use an older version of this mod if you don't want to update minetest_game.
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Re: [Mod] Lifters [0.2] [lifter]

by mahmutelmas06 » Mon Dec 19, 2016 09:25

I use latest development version of minetest under windows 10 64 bit.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-12-18 23:07:59: ERROR[Main]: ServerError: Runtime error from mod '' in callback environment_Step(): ...\minetest\bin\..\games\minetest_game\mods\doors\init.lua:144: attempt to call method 'get_wielded_item' (a nil value)
2016-12-18 23:07:59: ERROR[Main]: stack traceback:
2016-12-18 23:07:59: ERROR[Main]:    ...\minetest\bin\..\games\minetest_game\mods\doors\init.lua:144: in function 'door_toggle'
2016-12-18 23:07:59: ERROR[Main]:    ...\minetest\bin\..\games\minetest_game\mods\doors\init.lua:371: in function 'func'
2016-12-18 23:07:59: ERROR[Main]:    D:\Oyun\Kurulan\minetest\bin\..\builtin\game\misc.lua:34: in function <D:\Oyun\Kurulan\minetest\bin\..\builtin\game\misc.lua:11>
2016-12-18 23:07:59: ERROR[Main]:    D:\Oyun\Kurulan\minetest\bin\..\builtin\game\register.lua:412: in function <D:\Oyun\Kurulan\minetest\bin\..\builtin\game\register.lua:392>


Could you also make lifters connected to each other. Than we can make a bigger elevator.
And maybe on_step function to link player to lifters. Than we dont have to right click on it.
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Re: [Mod] Lifters [0.2] [lifter]

by XtremeHacker » Wed Dec 21, 2016 18:03

mahmutelmas06 wrote:I use latest development version of minetest under windows 10 64 bit.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-12-18 23:07:59: ERROR[Main]: ServerError: Runtime error from mod '' in callback environment_Step(): ...\minetest\bin\..\games\minetest_game\mods\doors\init.lua:144: attempt to call method 'get_wielded_item' (a nil value)
2016-12-18 23:07:59: ERROR[Main]: stack traceback:
2016-12-18 23:07:59: ERROR[Main]:    ...\minetest\bin\..\games\minetest_game\mods\doors\init.lua:144: in function 'door_toggle'
2016-12-18 23:07:59: ERROR[Main]:    ...\minetest\bin\..\games\minetest_game\mods\doors\init.lua:371: in function 'func'
2016-12-18 23:07:59: ERROR[Main]:    D:\Oyun\Kurulan\minetest\bin\..\builtin\game\misc.lua:34: in function <D:\Oyun\Kurulan\minetest\bin\..\builtin\game\misc.lua:11>
2016-12-18 23:07:59: ERROR[Main]:    D:\Oyun\Kurulan\minetest\bin\..\builtin\game\register.lua:412: in function <D:\Oyun\Kurulan\minetest\bin\..\builtin\game\register.lua:392>


Could you also make lifters connected to each other. Than we can make a bigger elevator.
And maybe on_step function to link player to lifters. Than we dont have to right click on it.

I get the same error.
If you say that
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
function.name_of_thing_to_do
is impossible, then you didn't try hard enough. :P

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Re: [Mod] Lifters [0.2] [lifter]

by octacian » Wed Dec 21, 2016 18:04

I can confirm that the issue that mahmutelmas06 is having is present on Ubuntu 16.10 too. I just built Minetest a couple days ago too.
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Re: [Mod] Lifters [0.2] [lifter]

by Splizard » Thu Dec 22, 2016 18:29

I'm afk atm, if anyone could make a pull request to fix this error, ill be happy to mergd it :)
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.2] [lifter]

by xeranas » Tue Dec 27, 2016 10:36

Splizard wrote:I'm afk atm, if anyone could make a pull request to fix this error, ill be happy to mergd it :)

Added fix in pull request.
 

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Re: [Mod] Lifters [0.2] [lifter]

by Splizard » Tue Dec 27, 2016 21:21

Its merged! Hopefully that resolves the issue
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.2] [lifter]

by mase » Mon Feb 27, 2017 16:17

I got a naming error. I had to add the file mod.conf with 'name = lifter'.
Maybe you should add this to your mod.
 

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Re: [Mod] Lifters [0.2] [lifter]

by Splizard » Mon Feb 27, 2017 18:48

Thanks mase, that is a good idea!
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Lifters [0.2] [lifter]

by Splizard » Mon Feb 27, 2017 22:14

Fixed!
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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