[Mod] travelnet teleporters/bookmarks [2.0][travelnet]

Sokomine
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[Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by Sokomine » Sat Feb 23, 2013 01:15

Normal travelnet box, elevator station with open steel doors, travelnet box with closed glass doors:
Image

This mod adds a travelnet box that can be placed and will connect to all other stations set up by the same player with the same network name. Unlike teleporters, it does not have to search its environment for players wanting transfer. To use it, right-click on the box and select a target. You do not have to worry about coordinates. Just select the same name for all stations you want to connect to each other. If you added or removed a box, punch all the others on the network once to update their target list.

Target list of the sightseeing-network on Redcrabs server illustrating what the mod is good for:
Image

Update: Elevators (written by kpo) added!
Elevators are simplifed travelnet boxes. They can only "travel" up and down. The first elevator placed in one x/z place will be considered ground level. You can enter station names if you want.
Sample stations of an elevator:
Image

Craft a travelnet box with two rows of glass and in the middle one block of MESE sourrounded by iron ingots. Craft an elevator with two rows of steel ingots and in the middle nothing sourrounded by glass:
Image Image

Elevator doors can be made out of glass or steel. They will open and close automaticly if you use a travelnet box or an elevator. Normal doors can be used as well! Open/close doors manually with the appropiate button in the destination menu.
Craft a door by placing two vertical rows at both sides in the crafting grid (either steel or glass):
Image Image

Version: 2.2 The travlenets can restore their networks via an abm if their savefile got lost and the abm is enabled via travelnet.abm_enabled = true
Version: 2.0 Elevators and doors added, groups changed to avoid accidental digs, can only be digged by owner or people with travelnet_remove priv now. For a detailed changelog, see the header of the code.
Liszence: GPLv3
Depends: nothing/default
Download: https://github.com/Sokomine/travelnet/zipball/master
Browse code: https://github.com/Sokomine/travelnet

Many thanks goes to kaeza for helping understand many of the oddities the lua language has. kpo has written the basic nodes for the elevator. VanessaE has helped with testing, provided images and ideas for improvement. Thanks to everybody who helped!

[Edit] If you need a version for a PvP server, the locked travelnet might be of intrest to you. In all other situations, please use only the public ones.
Last edited by Sokomine on Sat Mar 21, 2015 23:40, edited 4 times in total.
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Likwid H-Craft
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by Likwid H-Craft » Sat Feb 23, 2013 01:31

Kind of like Dr. Who.
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Sokomine
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by Sokomine » Sat Feb 23, 2013 01:37

Dr. Who travels in time as well and has hardly any consicous control of where he will end up. This just looks like a telephone cell because that seemd fitting :-)
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lkjoel
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by lkjoel » Sat Feb 23, 2013 02:01

that's really cool!
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

BZab
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by BZab » Sat Feb 23, 2013 12:32

Awesome!

I'd like, to have time to improve your textures :P

@EDIT: Usefull to deep mines :P
Last edited by BZab on Sat Feb 23, 2013 12:33, edited 1 time in total.
 

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Likwid H-Craft
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by Likwid H-Craft » Sat Feb 23, 2013 12:52

How many can we, make? Bookmarks? is it unlimited?
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Topywo
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by Topywo » Sat Feb 23, 2013 13:22

Great!
 

Sokomine
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by Sokomine » Sat Feb 23, 2013 18:03

Each network may consist of up to 24 stations. That will be up to three rows of eight targets. More would be too much for that list. The amount of networks per player is not limited, so you can just open a new network.
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paramat
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by paramat » Sun Feb 24, 2013 16:29

Very cool mod ;}
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

legumev
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by legumev » Tue Feb 26, 2013 21:50

Nice, but a few glitches:

1. entering configuration data is hit and miss: sometimes, I have to restart 3 or 4 times because it won't let me go from writing network name to station name.

2. I did a 3 station network, but one station only displays one of the 2 other destinations, so I have to go through it to get to the other one.

3. I had to reconfigure one station several times because it would not display any of the other 2 stations on the network.

Even so, it is quite handy and I would love to see it more consistent.
 

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by Sokomine » Thu Feb 28, 2013 03:14

For point 1, it might help if you switch to fullscreen. I had some difficulties with the formspecs in lower resolution as well. Maybe another arrangement of the formspec fields will help. I'll try that in the next version.
If you add new stations, punch all the other ones on the network once so that they can update. This may take a moment if the server is very busy. If punching doesn't help, please provide me with some debug info via PN. The file mod_travelnet.data in your world/* directory may help here.
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GermanGuy
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by GermanGuy » Thu Feb 28, 2013 20:41

The mod doesn't work. Have i doing it right? Image
 

legumev
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by legumev » Thu Feb 28, 2013 21:01

Sokomine wrote:For point 1, it might help if you switch to fullscreen. I had some difficulties with the formspecs in lower resolution as well. Maybe another arrangement of the formspec fields will help. I'll try that in the next version.
If you add new stations, punch all the other ones on the network once so that they can update. This may take a moment if the server is very busy. If punching doesn't help, please provide me with some debug info via PN. The file mod_travelnet.data in your world/* directory may help here.



For updating the network on all stations, I did figure out that I had to dig once each station: that worked fine, Also, for entering text in full screen, that works too, thanks.

Now, I have a new problem: I have switched to the latest build .4.4.d1 and there is no more mese, it is replaced with cristals and the craft guide mod does not give me any recipe for the travelnet stations with cristals, or any recipe to make mese from cristals, and I also see a warning on the log :

"error: Savefile 'C:\user...\worlds\test 4.4d1/mod_travelnet.data' not found."

Any suggestion?
 

legumev
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by legumev » Thu Feb 28, 2013 21:06

GermanGuy wrote:The mod doesn't work. Have i doing it right? Image



I think you should rename the mod just "travelnet". This renaming to simple name of downloaded mod files seems to be a rule for most mods.
 

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by Sokomine » Thu Feb 28, 2013 21:11

GermanGuy wrote:The mod doesn't work. Have i doing it right?

Probably not. Unfortionately, "doesn't work" is too unspecific to find out what's the problem with your installation :-( Does the mod load at all? What happens when you place a box?

legumev wrote:For updating the network on all stations, I did figure out that I had to dig once each station: that worked fine, Also, for entering text in full screen, that works too, thanks.

Digging is similar to punching, while punching is a single click. So you did the right thing. As far as the formspec goes, I'll have to update that. It's strange that it can't use the entire screen.

A full mese block can be crafted with 9 mese crystals iirc. That may be a bit expensive. You can exchange the default:mese with default:mese_crystal in the receipe (somewhere in the init.lua in that folder) to keep the price.

The error message just says that there is no safefile yet. If you place travelnet boxes in your test 5.5d1 world, that file ought to be created and filled with data. The error message will then disappear.
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by legumev » Thu Feb 28, 2013 21:21

Sokomine wrote:
GermanGuy wrote:The mod doesn't work. Have i doing it right?

Probably not. Unfortionately, "doesn't work" is too unspecific to find out what's the problem with your installation :-( Does the mod load at all? What happens when you place a box?

legumev wrote:For updating the network on all stations, I did figure out that I had to dig once each station: that worked fine, Also, for entering text in full screen, that works too, thanks.

Digging is similar to punching, while punching is a single click. So you did the right thing. As far as the formspec goes, I'll have to update that. It's strange that it can't use the entire screen.

A full mese block can be crafted with 9 mese crystals iirc. That may be a bit expensive. You can exchange the default:mese with default:mese_crystal in the receipe (somewhere in the init.lua in that folder) to keep the price.

The error message just says that there is no safefile yet. If you place travelnet boxes in your test 5.5d1 world, that file ought to be created and filled with data. The error message will then disappear.


Great, I made my first station, thanks!
I had been lucky mining far down earlier and I have a nice stock of mese cristals :-)
 

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Topywo
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by Topywo » Fri Mar 01, 2013 01:48

legumev wrote:Now, I have a new problem: I have switched to the latest build .4.4.d1 and there is no more mese, it is replaced with cristals ........
Any suggestion?


There are still mese-blocks below -1024 (at least in a 22 february version)
 

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VanessaE
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by VanessaE » Fri Mar 01, 2013 02:25

And the crystals are used in recipes now, including the standard mese pickaxe.
You might like some of my stuff:
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by GermanGuy » Fri Mar 01, 2013 16:18

legumev wrote:
GermanGuy wrote:The mod doesn't work. Have i doing it right? Image



I think you should rename the mod just "travelnet". This renaming to simple name of downloaded mod files seems to be a rule for most mods.



Thanks,works now.The mod doesn't load before :)
 

Josh
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by Josh » Sat Mar 09, 2013 04:09

Great mod Sokomine, I am going to use these to travel to intresting parts in my creative town.
+1
 

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Mihobre
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by Mihobre » Thu Mar 21, 2013 11:17

I had many of those travelnet boxes and removed three. I punched all other boxes but the removed ones didn't get removed from the list. What should I do now?
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Mito551
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by Mito551 » Thu Mar 21, 2013 13:31

Mihobre wrote:I had many of those travelnet boxes and removed three. I punched all other boxes but the removed ones didn't get removed from the list. What should I do now?

+1
 

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by webdesigner97 » Thu Mar 21, 2013 17:14

Very cool mod, Soko! +1
 

Sokomine
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by Sokomine » Thu Mar 21, 2013 17:57

Mihobre wrote:I had many of those travelnet boxes and removed three. I punched all other boxes but the removed ones didn't get removed from the list. What should I do now?

Install the latest version from github :-) I fixed that bug yesterday. In order to remove stations that got removed in the meantime, travel via travelnet to these places once. The net will notice that the receiving station is no longer there and delete it.

Several players asked for a way to attach their stations to the networks of other players. You can do so now if you have the travelnet_attach priv. In that case, you can supply the name of the owner of the network you want your box attached to and it will be added to that players' network.

VanessaE suggested to set pitch and yaw of the player after teleport. This is included now. Regardless of where you did look at previously, you will look out of the receiving box and can see where you ended up (at least in new versions of MT). There is also a simulated teleporter effect VanessaE wished for. It does not look as good as intended and may require changes. Just try it out and tell what you think of it. Any leftover "beam" entities can be removed by punching.

If there are few stations on a network, they now get centered in the menu.
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by Sokomine » Fri Mar 22, 2013 21:25

Sorry, the setting of the look direction is not available on older versions of MT. The mod crashed there. Please pull the latest version which contains a fix (if the server does not have the function, you'll end up in the receiving box looking in the same direction as when you entered the start box). Also, the fancy beam effect is now disabled by default. You can enable it again by setting travelnet_effect_enabled to true.
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by Mihobre » Sat Mar 23, 2013 13:50

Sokomine wrote:
Mihobre wrote:I had many of those travelnet boxes and removed three. I punched all other boxes but the removed ones didn't get removed from the list. What should I do now?

Install the latest version from github :-) I fixed that bug yesterday. In order to remove stations that got removed in the meantime, travel via travelnet to these places once. The net will notice that the receiving station is no longer there and delete it.

Several players asked for a way to attach their stations to the networks of other players. You can do so now if you have the travelnet_attach priv. In that case, you can supply the name of the owner of the network you want your box attached to and it will be added to that players' network.

VanessaE suggested to set pitch and yaw of the player after teleport. This is included now. Regardless of where you did look at previously, you will look out of the receiving box and can see where you ended up (at least in new versions of MT). There is also a simulated teleporter effect VanessaE wished for. It does not look as good as intended and may require changes. Just try it out and tell what you think of it. Any leftover "beam" entities can be removed by punching.

If there are few stations on a network, they now get centered in the menu.

Thank you, thank you, thank you so much! Yay! Maraming salamat!(Tagalog of "Thank you")
I wanna fly!!!
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by deivan » Wed Mar 27, 2013 01:02

Very nice, I will test it. :D
 

kpo
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by kpo » Fri Apr 26, 2013 22:41

My 5 year old suggested we use these as elevators at the hotel we are building instead of stairs. It works nicely with 1st floor, 2nd floor etc. stations.
Thanks for this mod!
.. of course now we just need a cheaper version and some animated elevator doors and/or textures .-) Oh, and VanessaE to create some more awsome high rez textures for this one too.
 

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by Sokomine » Sat Apr 27, 2013 16:57

That's a nice way of using it, and I can see why you'd want a diffrent texture for that. Can you do one? I'm extremly bad at texture making.

As for the elevator doors, the window shutters from my cottages mod might do, provided they where extended to two blocks height (not a problem). They're not animated but would look and behave fitting once they'd got a more elevator-door-like texture.

The receipe can be changed to anything you want. Perhaps an entire mese block is a bit expensive now. A single crystal might be enough as well. Or a microcontroller from technic if that's installed. Or wood to make it cheap.
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by kpo » Sat Apr 27, 2013 19:04

Sokomine wrote:That's a nice way of using it, and I can see why you'd want a diffrent texture for that. Can you do one? I'm extremly bad at texture making.

As for the elevator doors, the window shutters from my cottages mod might do, provided they where extended to two blocks height (not a problem). They're not animated but would look and behave fitting once they'd got a more elevator-door-like texture.

The receipe can be changed to anything you want. Perhaps an entire mese block is a bit expensive now. A single crystal might be enough as well. Or a microcontroller from technic if that's installed. Or wood to make it cheap.


Thanks. I did some textures with a brass lining at the bottom, marble surface and steel like sides. Of course it seems the textures are just stacked twice so I was wondering if you would mind if I did something like PilzAdam's beds mod in respect to registering two nodes so that the box can have a top and a bottom?

Anyway I'll make an attempt which adds to your mod instead of rebasing it and post it later here. If you like it it is all yours. I am just hacking away on what everyone else thought up :-)
I'll probably use a recipe like (if technic is installed)
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
steel  ; technic:motor           ; steel
steel  ; technic:microcontroller ; steel
copper ; copper                  ; copper

If no technic mod I'll use something like this:
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
steel     ; stone     ;   steel
steel     ; stone     ;  steel
mese frag ; mese frag ; mese frag


or maybe use brass instead of copper...
 

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