Alright - this might seem a bit text-wall-ish, so I'll hit you with the big takeaway first: this mod is the single most realistic elevator mod in almost any video game. Not just Luanti/Minetest, not just block games - almost any video game. Yes, even Source engine games, where elevators are part of the game code.
On its surface to a non-technical person, it will feel exactly like how using a real-life (North American) elevator system would feel - the timing of the cars travelling between floors, the slowdown and slight delay of the car levelling itself with the floor, the door hold delay, the open and close door buttons working as expected, and even the behavior of the system when things go wrong. If someone holds the door open too long, the car buzzes at you and nudges the door closed. If someone activates fire service, the cars immediately return to the recall floor down to the literal NFPA code requirements governing that behavior. If the car somehow ends up misaligned with a door, it faults out and someone has to fish you out, just like some of the more unfortunate of us may have experienced. What little it is missing is mostly cosmetic or lay outside the bounds of what the Luanti engine can allow. And the best part? This is only half of the absolute ton of detail cheapie has poured into this mod.
There's simply too much to put in a single review here (the 2000 character limit here simply won't do it justice) but there's even more to talk about: group service, mesecons and digilines integration, keyswitches, access panels, and all the technical nuances - all while still being able to be set up by a layperson. You don't need to be a elevator technician to use and fully enjoy and learn the mod, but if you are - you'll be delighted at all the extras. I put my full review in a pastebin here: https://pastebin.com/gv7isnwn
I do just want to mention, for anyone who reads the full review within the next few days and wonders where the metal cars and doors are at - they're available via Git now, but I'm giving them a few days to make sure I get all the bugs worked out (they seem pretty good so far though) before they get into a ContentDB release. It should be relatively soon now.
Alright - this might seem a bit text-wall-ish, so I'll hit you with the big takeaway first: this mod is the single most realistic elevator mod in almost any video game. Not just Luanti/Minetest, not just block games - almost any video game. Yes, even Source engine games, where elevators are part of the game code.
On its surface to a non-technical person, it will feel exactly like how using a real-life (North American) elevator system would feel - the timing of the cars travelling between floors, the slowdown and slight delay of the car levelling itself with the floor, the door hold delay, the open and close door buttons working as expected, and even the behavior of the system when things go wrong. If someone holds the door open too long, the car buzzes at you and nudges the door closed. If someone activates fire service, the cars immediately return to the recall floor down to the literal NFPA code requirements governing that behavior. If the car somehow ends up misaligned with a door, it faults out and someone has to fish you out, just like some of the more unfortunate of us may have experienced. What little it is missing is mostly cosmetic or lay outside the bounds of what the Luanti engine can allow. And the best part? This is only half of the absolute ton of detail cheapie has poured into this mod.
There's simply too much to put in a single review here (the 2000 character limit here simply won't do it justice) but there's even more to talk about: group service, mesecons and digilines integration, keyswitches, access panels, and all the technical nuances - all while still being able to be set up by a layperson. You don't need to be a elevator technician to use and fully enjoy and learn the mod, but if you are - you'll be delighted at all the extras. I put my full review in a pastebin here: https://pastebin.com/gv7isnwn
I do just want to mention, for anyone who reads the full review within the next few days and wonders where the metal cars and doors are at - they're available via Git now, but I'm giving them a few days to make sure I get all the bugs worked out (they seem pretty good so far though) before they get into a ContentDB release. It should be relatively soon now.