Lift
This plugin is no longer maintained
You can instead take a look at LiftReloaded: https://www.spigotmc.org/resources/liftreloaded.97551
Description
A simple elevator plugin.
Primary features:
- Command free
- No configuration needed (but there if you want it!)
- Database free (Lifts are determined by block arrangements, nothing more)
- Multi floor elevators
- Multi passenger elevators, including mobs and dropped items
- Abstract elevator shaft shapes
- Redstone triggers
- Carpets can now be placed in any elevator floor. No more unsightly glass!
- All rails can now be put in shafts. Minecarts will now go up and down lifts and resume their previous speed upon arrival (this is largely untested, more feedback here is needed!)
Video note: the sign below the button is no longer needed! See the build instructions below for the new method.
More video tutorials - English, Deutsch, Português
How it works
No commands! No save file to worry about! It is easy to add, remove, or change floors. Just place or remove blocks! Lifts are made by scanning block arrangements are not saved or stored in memory after they are used. With the default configuration this is a fast process, less than 20 milliseconds.
Installation
Just drop the plugin in the plugin folder and play! No permissions to set up and the configuration is set up with defaults that will work for most servers. If you use a permission manager you might have to add add the permission "lift" and "lift.change" This is a bug in some managers
Here is the default configuration if you wish to play with the settings or language:
# Note: Smaller values result in less lag. Lift speed less than 0.4 may not work well for non spout servers. maxLiftArea: 16
maxHeight: 256
debug: true
autoPlace: false
preventEntry: false
preventLeave: true
checkFloor: false
liftMobs: true
floorBlocks:
- GLASS
- '*_STAINED_GLASS'
redstone: false
STRING_oneFloor: There is only one floor.
STRING_currentFloor: Current Floor
STRING_dest: §1Dest
STRING_cantEnter: Can't enter elevator in use
STRING_cantLeave: Can't leave elevator in use
baseBlockSpeeds:
IRON_BLOCK: 0.5
- maxLiftArea is the number of connected blocks the lift can be. Larger values will result in a longer start up time when using a lift. Super large values can even freeze your server for a moment.
- maxHeight limits how tall an elevator can be.
- debug prints out extra information that can help me track down errors
- autoPlace will automatically position entities over the center of the base blocks which can prevent them from hitting edges and getting stuck
- preventEntry blocks players from entering moving lift.
- preventLeave blocks players from leaving a moving lift.
- checkFloor prevents glass duping. With it false the plugin will NOT check to make sure all the floors have all the glass blocks filled it, but will have better performance for busy servers.
- redstone can start a lift by using a redstone signal to the block behind the lift button. This can result in some lag on servers with a lot of pulsing redstone signals.
- floorBlocks is a list of valid blocks for the flooring of floors. * is a wildcard. For example, '*_STAINED_GLASS' allows all blocks with '_STAINED_GLASS' as the block name.
- baseBlockSpeeds is a list of blocks you wish to use in the elevator base and how fast they make the lift. Multiple block types can be added. For example:
baseBlockSpeeds: IRON_BLOCK: 0.5 GOLD_BLOCK: 0.75 DIAMOND_BLOCK: 1.0
This example has three different blocks that can be used as a base, with faster lifts being more expensive. Make sure there are two spaces for proper yaml formatting!
Permission
There are two permission nodes. By default both are set to true allowing anyone to use lifts right away:
- "lift" allow players be passengers and use lifts. To not let players use the lift, set lift to false in your permission plugin of choice.
- "lift.change" allow players to change destination floors of any lift. To not allow players to change the floor signs, set lift.change to false in your permission plugin of choice.
I will not be adding permissions to individual lifts. It is not possible with how the code works.
Usage With Default Config
1) Create the bottom floor with iron blocks. An elevator can be as small as 1 block or as big as 15 blocks in any shape. Smaller areas will have less lag. Make sure the lift iron blocks don't touch any other iron in the building the plugin doesn't know the difference!
2) Next create the floor's control panel. On a wall place the following blocks. The signs and buttons must be "over" one of the iron base blocks.
- Required sign, leave blank or put the name of the floor on the first line.
- Button
- Air
- Iron floor block you just placed.
3) Create the elevator shaft. To create a new floor platform use glass blocks instead of iron. Like the first floor over one of the glass blocks create the floor interface.
- Required sign, leave blank or put the name of the floor on the first line.
- Button
- Air
- Glass floor
4) Make sure the shaft is clear of all obstructions except for floor glass, buttons and signs. Torches and vines are also allowed in the elevator shaft.
5) To use your elevator right click the sign above the button to select a destination floor. The sign will automatically add the correct information.
Important Notes
If you find a bug or a feature not working as advertised please report to the ticket page. Bug reports in the comments will (probably) be ignored.
There is a config to adjust max lift area, lift height, lift speed, and a few other options. The defaults are sane and most people wont need to change them.
FAQ
Q: Will you add build permissions?
A: No. Permissions are attached to players. An elevator is created by scanning a chunk for specific blocks in specific places. There is no easy way to stop a player from finishing an elevator without doing expensive, lag-causing calculations. To prevent a player from building an elevator you must prevent them from placing one of the elevator block types (iron block, sign, glass, or button). There are other plugins with this functionality.
Q: What are valid blocks to use inside the shaft?
A: Other than the glass blocks for the lift floors you play places torches, signs (ideal for sensors), buttons, vines, ladders, carpets, redstone, rails, and water.
Q: Will you add economy?
A: No. There are too many variations on how to do this and I want to keep the plugin focused and simple. There are other plugins you can use to add economy. One example is charging for button pressing:
Troubleshooting
For Lift versions < 50
You are getting errors with block X473 like:
1:34:32 [INFO] [Lift] [DEBUG] Starting elevator gen caused by: MXPLRS_Kirill v42 21:34:32 [INFO] ==Unknown Error== 21:34:32 [INFO] Yscan: 64 21:34:32 [INFO] Block: X473 21:34:32 [INFO] Is Valid Block: false 21:34:32 [INFO] Is Base Block: false 21:34:32 [INFO] [Lift] Player elevator generation returned a null object. Please report circumstances that generated this error.
The issue you are having is exceptionally likely to be due to Railcraft's tracking block (visible with the goggles as the tracking aura), you can disable it by setting block.hidden to 0 in Railcraft's config. The default ID of this block is 473.
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Posted Jun 20, 2013@RogueMeistaJones
@nullschritt
I've double checked the source code and the permission checking logic is fine. I'll try and test as soon as I can but the code looks fine.
Here is lift's permission config right from the source code:
@nullschritt "you are not allowed to switch in the wild" and "you are not allowed to interact" Are you using towny? You will need to allow switching and interacting in wild and town.
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Posted Jun 19, 2013@nullschritt
Okay, added the permissions, and still only OP players can use the lifts. Guests get error "you do not have permission to interact" and any rank above that gets the "you are not allowed to switch in the wild".
Great plugin, just wish I could let my players use it(:
(I'de much rather use this than v10lift, as it's far more lightweight, and easier to setup for players and staff.)
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Posted Jun 19, 2013@croxis
Hello, I am using groupmanager for my plugin, but only OPs and Owners can use any part of the lift, what would be the proper permission nodes to add to allow all users access?
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Posted Jun 13, 2013Just uploaded v 36 for mod approval. It fixes the issue where a traceback is printed when a sign above a button is not a lift destination sign. Also did a small, probably insignificant tweek to performance.
Portuguese video and Finnish translations have been added.
@augustboland
You are probably using PEX for permissions, which does not correctly handle default true permissions. Set "lift" to true manually in pex
@nullschritt
Check out v10lift for those features. I chose not to do it for performance reasons. Doors would also be difficult to do because lifts can be arbitrary in shape (it can be a ring for example)
@NemesisMate
I am not adding economy because it is beyond the scope of this plugin. There are too many ways economy can be implemented. That config.yml file would be almost as bad as Towny's.
I offerent turnstile as an example on how admins who want economy for lifts can add them. There are many other options as well.
@ShadowOfBlood
In a way. The lift will (should) keep going until the last passenger reaches the correct destination. It will hold early arrivers in place until all passengers arrive.
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Posted Jun 12, 2013Does this have a built-in check for arrival? Like if a player doesn't arrive at the proper floor in time, they get teleported?
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Posted Jun 8, 2013I read that you aren't adding economy because of Turnstile but is really annoying to depend on another plugins updates each time just for lifts. A creation or use costs would be really interesting.
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Posted Jun 8, 2013I love it, it works great! However, it would be nice to be able to see platform moving underneath who/whatever is on the elevator. Personally, I also really like being able to activate it via redstone, adds a lot of uses.
However one OTHER feature I think would be nice, would be to allow a configurable/togglable "door", made of glass panes or glass.
For example, you have an elevator shaft with 10 floors, while the elevator is moving it makes an NxN(depending on the size of the door to the elevator, for example 1x2) square of glass blocks or glass panes at the direct center, and front, of the marker for each floor. This would prevent people from falling down the shaft when someone is coming up, and taking damage, dunno how hard it would be, just an idea.
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Posted Jun 4, 2013I finished a Finnish translation of the messages of this plugin:
Bukkit paste 7891
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Posted Jun 1, 2013no matter what I do non ops cannot use the lift
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Posted May 20, 2013Thnx Man Your The Best
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Posted May 18, 2013Found this error report in my logs this morning: http://pastebin.com/dm5QT8ru From what is asked it could be related to placing glass at wrong eight but I can't be sure.
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Posted May 9, 2013@Desertive
Duplicate bug report.
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Posted May 4, 2013@dscm
Mmh well I now tried just to put "redstone: true" in config file, because there was "BlockRedstoneEvent" in errormessage, and it hasn't now give me any errors... funny that blocking function gives error, but when you allow the redstone functionality then it's ok.
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Posted May 4, 2013@Desertive
Did you managed to fix it? Please let me know if you do, thanks!
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Posted May 3, 2013@dscm
Same here. You can see a cluster of those errors here (they spam the console quite quickly).
Edit. the config file looks like this.
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Posted May 2, 2013I'm receiving this error when someone tries to use the Lift:
CB 1.5.1 R0.2 Beta
Lift v35
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Posted Apr 30, 2013@Gonzalineitor
Done! http://dev.bukkit.org/server-mods/lift/pages/translations/
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Posted Apr 26, 2013Hi! I translate the messages to Spanish. If anybody need it, look this :
http://dev.bukkit.org/paste/7639/
Message to the autor: If you want, put this in the description to help the peple.
A greeting.
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Posted Apr 25, 2013@smallpen
Sorry about the delay, I just got back from an extended Vegas trip!
That is an odd error. It is one of the debug output lines, but I can't figure out what is causing it without knowing the build of the lift. A temporary fix is to set debug to false in the configuration. I've added some more debug lines for future versions to try and catch the error in future versions.
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Posted Apr 25, 2013The_French_Fries: I deleted your comment not because I object to posting about competing plugins (although it is kinda dickish), but because of the non bukkit link. Once the project is approve please feel free to repost :)