V10lift
Overview
As many users cry for an update of the elevators plugin but it's copyrighted and the author isn't reachable I decided to write a new elevator plugin from scratch.
How to
First build your lift cabin. If you want to have a floor choosing sign in the cabin (see videos) put a sign with [V10lift] on the first line somewhere in your cabin. Then use the command /v10lift create - It will tell you to rightclick all the blocks of your cabin, so do that.
After that use the command v10lift create my new lift where my new lift will be the name of your lift.
Now you can start adding floors. To do that use v10lift floor add my new floor while you're standing at the height of the new floor. If you want to have different floors at different worlds you need to have V10verlap (min. v0.6), too.
If not already done build the hoistway now. Then define blocks as input blocks. Input blocks are blocks which will call your lift to a specific floor when they receive redstone input. If you want to use a button to call the lift use the block behind the button as input block! If you stand at the floor you want the elevator to move to simply use v10lift input add else use v10lift input add floor name.
When you finished all floors and inputs for your lift use v10lift edit to disable the editor. You can re-enable it at any time with v10lift edit lift name.
Output signs
It is possible to show what you'r lift is doing by placing a sign with [V10lift] on the first line and your lift name on the second. If you want to have a sign which only shows if the lift is at a specific floor put your floor name on the third, too.
Offline inputs
Since v0.4.10 you can create offline inputs. Do that the same way you would create a normal input, expect that you don't have to pass a floor name. While a offline input is powered you lift is in offline mode, which means it is unusable.
Commands
V10lift create
To create a new lift (see how to).
V10lift delete
To delete a elevator.
V10lift abort
To abort your current action.
V10lift whois
To see name of a lift.
V10lift edit
To edit lift floors and input blocks.
V10lift floor add
To add a new floor.
V10lift floor del
To remove a floor.
V10lift floor rename
To rename a floor.
V10lift input add
To add a new input block.
V10lift input del
To remove a input block.
V10lift build
To edit the blocks of an already existing lift.
V10lift rope add
To add a new rope.
V10lift rope del
To remove a rope.
V10lift door
To edit door blocks.
V10lift speed
To set the lift speed.
V10lift realistic
To toggle realistic mode.
V10lift repair
To repair a lift.
V10lift whitelist
To add or remove players to/from the the whitelist of a floor. If the whitelist is empty it is disabled.
V10lift reset
To clear all queues and reload the config file. Use this whenever you have a problem, it can even fix some null pointer exceptions!
V10lift help
To get some help.
Update V10lift
To update this plugin. Have a look here for more information.
Permissions
v10lift.build
To be able to build new lifts. Defaults to all.
v10lift.repair
To repair a lift with a right click at the defective sign. Defaults to op.
v10lift.repair.master
To repair a lift with /v10lift repair lift name Defaults to op.
v10lift.admin
To be able to edit/delete every lift and move to whitelisted floors without beeing on the whitelist. Defaults to op.
autoupdate.announce
Users with this node will be notified about new updates. Defaults to op.
autoupdate.update.v10lift
Users with this node will be able to use /update this plugin. Defaults to op.
for more information about the autoupdate nodes have a look here.
Defective lifts
Since v0.2.3 you can configure your lifts to get defective. To do that set the DefectRate higher than 0. The rate is the chance of the lift to get defective at every move, that means if you set it to 100 your lift won't move anymore cause it gets defective instantly.
How to repair
If you use output signs one of this signs will show something abnormal whenever the lift is defective. To repair it a user with the permissions node lift.repair has to right click on that sign either in creative mode or with 5 pieces of redstone in his hand. The amount and the item is configurable, too.
If you don't use output signs or want your repairers to be able to repair the lifts by command they have to have the permissions node v10lift.repair.master - Also they have to have 10 diamonds in their inventory. The amount and the item is configurable, too. See /v10lift repair for more information.
Realistic mode
Since v0.3 you can toggle the realistic mode for every lift. If the mode is enabled the lift will wait a short time before closing the doors at a floor. Also it doesn't close the door as long as an entity is at the door way.
Since v0.4.13 The door closes automatically after some seconds if in realistic mode. The amount of seconds is configurable (DoorCloseTime).
For devs
There's an API. You can get it with getAPI() at the plugins instance. For more information have a look at the JavaDocs or at the sources, which are included in the jar file.
@Etsija Why isn't there a like button? :)
@TheRealKANi
I really do not understand what you mean by "20 different buttons for 20 floors", as you actually need only one sign in the elevator.
Bug found:
Doors are not protect as other parts of the elevator. People can create, for example, diamonds, by setting diamond blocks as a door, then breaking it, and then sending the elevator back to repeat the process.
@V10lator
Just like @CornishCal said.. It's super to see a replacement, however I would not truly be an replacement for "Elevators" until the up/down buttons becomes a reality.
Sorry for sounding like I would "stress" you into making it, consider this a friendly feature request. HAHA.. No.. Seriously.. I think we all need that feature, it is not cool to have 20 different buttons in your elevator, for 20 floors..
BTW.. Thank you for making the best elevator plugin.. ;-)
@V10lator
I'm not sure to whom you meant that "feature considerations" thingy, but I don't think I have suggested new features in this thread. At least not for a while. :)
Anyway, will PM you about the IP of my test server later tonight.
@Etsija Any things you state shouldn't have a negative impact on performance. I'm very busy atm but maybe I'll have a look later. Just PM me.
BTW: Feature conversations about that please in the ticket or via PM, the conversation starts to spread to much. ;)
Moreover, using NoLagg examine plugin, I found proof that this new elevator does not introduce any bigger tick consumption when going over 128. Actually, the consumption goes steadily down as the elevator reaches higher.
All in all, seems still really weird - but I guess you would be safe to release your newest version, V10lator.
@V10lator: Interesting findings. I just built a new elevator to a different location and created two of its floor above 128. NO VISIBLE INCREASED LAG AT ALL anymore!
I haven't changed a bit at our server, but the elevator is more conventional looking. If you have time later in the evening, I can PM you the IP number of my test server and show the differencies between the working one and the problematic one. Here is a summary:
The problematic elevator which exploded the lag of the server through the roof and caused bug report n:o 5:
Today I will run another test on my testserver - the elevator is different looking now, and stands in a more "conventional" place. Thumbs up that the lag explosion doesn't happen over 127 anymore...
@flames_trm Bug 4 has a workaround: Create the lift below 128. No need to build any floor below that height, the lift will move over 128 as soon as it's called to a floor above it. ;) Bug 5 couldn't be reproduced here, but I don't think the profiling he did is faked.
hi V10lator,
version 0.2.1 has the bug 4 - Elevators Go "Through The Roof", while i could not reproduce bug 5 Estija submitted. Could you?
running craftbukkit 2060 on debian x64 server.
I can try the lift tomorrow on my test server on a different location, to see whether it still acts as weirdly as the one I told you about. I have suspicions about my lift, since the location of it is over water, and it is kind of "suspended in mid-air". I can try to create a more ordinary lift on dry ground on another place to see whether the behaviour stays the same.
no public build yet with those fixes >128 height?
OK made a ticket now.
Just wanted to tell you: lifts above 128 basically work, but after it gets to >128, the lift seems to go up 1 block, then come back down, then come up again. The lift gradually gets to its destination, but about 1/4 of its usual speed. Meanwhile, the lift introduces a terrible lag to ALL server.
Basically, it was very easy to bring our server down to its knees due to lag with only one such elevator.
Below 128, the lift works as before.
Can you please investigate?
First off, thank you V10lator for making this, Elevators were used extensively on my server and until you came along I was SOL, so thank you!
Second, I'd just like to chime in with gfrung as having the problem above old world height.
On a completely new install on the newest beta of Bukkit with the newest version of v10lift, I created a shaft according to tutorial starting at 160 and going up about 5 floors.
Upon turning off edit mode and activating the elevator, I found that the lift would stop at the proper intervals, but offset by something like 20.
I haven't tried it with as many variables as gfrung, but I am having a very similar problem.
Thanks again!
I have added a ticket and also PMed you about the issue. I have tried various other configurations (with signs, without signs, with buttons, with pressure plates, different sizes, etc.) and all produce the same effect. The PM contains an IP where I can demonstrate the problem if you wish. - gfrung4
@gfrung4 Sorry, but I can't reproduce your problem. Please open a ticket with the following information:
Also it would be nice if you could give me your server IP (via PM) so I can have a look.