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

PeterH
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by PeterH » Fri Oct 17, 2014 18:38

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.
 

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

by Sokomine » Fri Oct 17, 2014 18:54

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.
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jp
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by jp » Wed Oct 29, 2014 11:00

- Idea -

Related to : viewtopic.php?f=11&t=7239&p=160239#p160239
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.

Example :

(The names in the buttons shall be left-aligned, and right-aligned for the stars)
Image
 

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

by Sokomine » Thu Oct 30, 2014 05:22

jp wrote:(The names in the buttons shall be left-aligned, and right-aligned for the stars)

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.
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jp
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by jp » Thu Oct 30, 2014 07:35

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.
 

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

by Sokomine » Fri Oct 31, 2014 19:41

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.

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.
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jp
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by jp » Fri Oct 31, 2014 19:48

Sokomine wrote:Perhaps something like "Station name [21*]" or something like that might work.

Agree with that. There's also a better star in the ASCII code (★) : ★
 

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

by DI3HARD139 » Tue Jan 13, 2015 02:48

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?
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
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>
Servers: mt.rrhgameservers.ml = [RRH] MT-Creative (48250), RRH-Survival (48253), Unknown (48255), Minetest City (48262)
Specs = Intel Core i5-3570s 16GB DDR3 2TB HDD, Ubuntu Server 16.04.1 x64 XFCE
------------------------------------------------------------
System: Lenovo Thinkstation S30 = Intel Xeon E5-2665, 20GB DDR3 (1333MHz Non-ECC), Gigabyte GTX1060 6GB, 3.5TB Storage, Win 10 Pro x64.
 

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

by Hybrid Dog » Wed Mar 18, 2015 15:27

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":
Image
Attachments
screenshot_763394693.png
screenshot_763394693.png (169.08 KiB) Viewed 4782 times
 

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12Me21
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by 12Me21 » Tue Apr 07, 2015 01:16

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)
 

slemon
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by slemon » Tue Apr 07, 2015 01:36

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)

Why straight lines only?
 

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12Me21
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by 12Me21 » Tue Apr 07, 2015 11:38

slemon wrote:
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)

Why straight lines only?

because then it would be harder to set up; less overpowered.
 

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lightonflux
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Re:

by lightonflux » Tue Apr 07, 2015 12:37

Sokomine wrote:Dr. Who travels in time as well and has hardly any consicous control of where he will end up.


It highly depends on the incarnation. But that's offtopic. :)
 

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

by Sokomine » Tue Apr 07, 2015 15:29

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 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: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.

That's a common problem with all 2-nodes-wide objects and pistons. There's no easy solution for that I'm afraid.
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by Hybrid Dog » Tue Apr 07, 2015 18:23

Sokomine wrote:
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.

That's a common problem with all 2-nodes-wide objects and pistons. There's no easy solution for that I'm afraid.

https://github.com/Sokomine/travelnet/b ... or.lua#L93
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
 

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12Me21
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by 12Me21 » Tue Apr 07, 2015 18:39

Sokomine wrote:
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 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.
oh!
Sokomine wrote:
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.

That's a common problem with all 2-nodes-wide objects and pistons. There's no easy solution for that I'm afraid.

It doesn't happen with normal travelnet boxes...
 

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

by Sokomine » Tue Apr 07, 2015 20:38

12Me21 wrote:It doesn't happen with normal travelnet boxes...

That's right. They use diffrent mechanisms. For the travelnets, I used a nodebox that's just bigger than a node. The elevators where written by someone else who thought it'd be cleaner to use a second node - which causes other types of problems (which you see here). Neither solution is perfect.
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by 12Me21 » Tue Apr 07, 2015 21:56

Sokomine wrote:
12Me21 wrote:It doesn't happen with normal travelnet boxes...

That's right. They use diffrent mechanisms. For the travelnets, I used a nodebox that's just bigger than a node. The elevators where written by someone else who thought it'd be cleaner to use a second node - which causes other types of problems (which you see here). Neither solution is perfect.


I haven't noticed any problems with the first system; sure, you can use pistons to put another node in the top half of the travelnet box, but that's a good thing, since you can put signs there!
 

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

by Sokomine » Sat Aug 01, 2015 18:07

The appearance of the travelnet stations and elevators has changed a bit: They received a nice mesh and optimized textures by VanessaE. The old 512px textures where removed (you can find versions in hdx texture packs). The stations now look like this:
Image
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by SnowWolfX » Wed Aug 05, 2015 15:16

How to make Iron ingot??? i
 

Hybrid Dog
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by Hybrid Dog » Wed Aug 05, 2015 16:18

SnowWolfX wrote:How to make Iron ingot??? i

in minetest steel and iron are sadly the same
http://wiki.minetest.net/Steel_Ingot
 

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

by SnowWolfX » Wed Aug 05, 2015 21:02

well to build this i need iron but i only have steel ??
 

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

by Sokomine » Thu Aug 06, 2015 16:10

SnowWolfX wrote:well to build this i need iron but i only have steel ??

A steel ingot ought to work perfectly fine. It's what you get when you melt iron ore in a furnace.
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by SnowWolfX » Thu Aug 06, 2015 18:34

i used steel igot to build didtt work.
 

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

by Sokomine » Thu Aug 06, 2015 18:46

Maybe you ought to install a craft guide then. Please try unified_inventory. It helps a lot with crafting receipes.
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by Samson1 » Fri Aug 21, 2015 15:22

A very good mod
MT name: Samson1

MC name: MoJo4000
 

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

by maikerumine » Mon Sep 28, 2015 15:04

Hi

Quick question: I have travelnet elevator installed but for some reason it doesn't transport to other stations. they are 15000 meters apart.
they are in same network, i.e. right on top of each other in x, z coord.
 

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

by OldCoder » Fri Oct 09, 2015 04:59


I've produced an experimental release of the travelnet mod with several changes. Hopefully, Sokomine will be able to incorporate them. If not, after the mod is tested, I'll probably release it as a fork.

People are invited to test the new release. Important: Map files and travelnet data files should be backed-up first. The current link is:

http://minetest.org/travelnet.zip

Here's a summary of the changes:

* I've added a travelnet reset tool named "travelnet:reset". The tool requires the "server" priv. Admins can use the tool to simplify moves or renames of travelnets and cleanup of damaged travelnet data files.

* There seem to be two bugs in the standard travelnet mod related to field names. Specifically, two formspecs write owner name to "owner_name" as opposed to "owner". This caused problems and has been fixed.

* Players with the "travelnet_attach" privilege can now create travel networks for other players as well as add to them. This solves problems for some admin operations.

* The standard travelnet control-panel texture is a bit unclear. Players don't know what to click on. I've restored an alternate texture that was used in the past.

Details related to the travelnet reset tool:

* Back-up both "map.sqlite" files and "mod_travelnet.data" files before trying the new tool.

* The tool will damage travel networks if it's used improperly. It should only be carried or wielded when needed.

* To use the tool, wield it, left-click on a travelnet that you'd like to reset, wield just your hand, left-click again, then right-click and wait a moment. The travelnet should be reset and a formspec should appear that allows new information to be entered.

* Existing entries in the travelnet database with matching positions will be deleted. Additionally, meta information in the selected node will be reset.

* If you specify complete information in the formspec, existing entries in the travelnet database with matching information will be deleted. Additionally, the associated travelnets will be reset.

* UjEdwin and TenPlus1 are contributors to the new mod. UjEdwin wrote the ownerhack mod, which showed me how to create the reset tool. TenPlus1 directed my attention to the mod in question.

* Travelnets that are reset may not reflect their new state until you do the usual travelnet update step; i.e., wield just your hand and left-click on a travelnet.

* There is a known bug, either in the MT core or in travelnets, where travelnets may not work if anything is located right behind them. My version of the mod does not presently address this issue.

 

lincy
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by lincy » Mon Jan 11, 2016 07:36

Server crash everytime when I try to configure the travelnet box...

Here is the error message :
2016-01-11 15:29:46: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2016-01-11 15:29:46: ERROR[main]: Lua: Runtime error from mod 'travelnet' in callback node_on_receive_fields(): /usr/share/games/minetest/mods/travelnet/init.lua:335: attempt to index field 'targets' (a nil value)
2016-01-11 15:29:46: ERROR[main]: stack traceback:
2016-01-11 15:29:46: ERROR[main]: /usr/share/games/minetest/mods/travelnet/init.lua:335: in function 'add_target'
2016-01-11 15:29:46: ERROR[main]: /usr/share/games/minetest/mods/travelnet/init.lua:445: in function </usr/share/games/minetest/mods/travelnet/init.lua:437>

In thread 7fd627867780:
/build/minetest-_pkXwf/minetest-0.4.13+repack/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: Runtime error from mod 'travelnet' in callback node_on_receive_fields(): /usr/share/games/minetest/mods/travelnet/init.lua:335: attempt to index field 'targets' (a nil value)
stack traceback:
/usr/share/games/minetest/mods/travelnet/init.lua:335: in function 'add_target'
/usr/share/games/minetest/mods/travelnet/init.lua:445: in function </usr/share/games/minetest/mods/travelnet/init.lua:437>
Debug stacks:
DEBUG STACK FOR THREAD 7fd61a563700:
#0 virtual void* EmergeThread::Thread()
(Leftover data: #1 MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #2 void ServerMap::loadBlock(std::__cxx11::string*, v3s16, MapSector*, bool))
(Leftover data: #3 void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7fd61ad64700:
#0 virtual void* ServerThread::Thread()
#1 void Server::Receive()
(Leftover data: #2 void Server::SendBlocks(float))
(Leftover data: #3 void RemoteClient::GetNextBlocks(ServerEnvironment*, EmergeManager*, float, std::vector<PrioritySortedBlockTransfer>&))
(Leftover data: #4 void ItemStack::serialize(std::ostream&) const)
(Leftover data: #5 bool getCraftingResult(Inventory*, ItemStack&, std::vector<ItemStack>&, bool, IGameDef*))
(Leftover data: #6 void ItemStack::deSerialize(std::istream&, IItemDefManager*))
DEBUG STACK FOR THREAD 7fd627867780:
#0 int main(int, char**)
#1 Dedicated server branch
#2 void dedicated_server_loop(Server&, bool&)
#3 void Server::step(float)


any idea ?

I am using the 0.4.13 server.
 

lincy
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Re: [Mod] travelnet teleporters/bookmarks [2.0][travelnet]

by lincy » Mon Jan 11, 2016 16:41

lincy wrote:Server crash everytime when I try to configure the travelnet box...

Here is the error message :

any idea ?

I am using the 0.4.13 server.


Ok, I solved this problem after delete mod_travelnet.data and restart server, It's work fine now.
 

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