http://slimevoid.net/dynamic-elevators/ Beware ID conflicts... what a pain. Features: Moving elevator car, can be called to floors with a button. Right click on the elevator floor to open a GUI to select your floor. Can name floors and the elevator itself. The default texture is terrible, but the textures the elevator car uses are configurable, and can therefore be changed. For everyone.
And if I submit a plugin instead of a mod ? With a real elevator car! http://dev.bukkit.org/server-mods/v10lift/ I'm not a 100% sure, but I think that a plugin is less laggy than a mod, and also easier and faster to install, and there can't be problems (or it's the plugin itself not working but that should not crash the server).
I would really like a mod like this. Yes, elevators can be made with Elevator Tracks, Teleporters and Arcane Levitators, but an actual 'elevator' elevator would be a really nice detail in factories or bases. I miss the old lifts from 1.2.5, but this looks similiar and graphically better (the elevator actually moves with you). That's actually not a problem at all, NEI can put out a text file with all used and unused IDs.
And they all suck. They do not meet the needs for the usage scenario I have in mind. Further, it's thaumcraft LEVITATORS, and they increase levitation by like 10 block increments. Useless as anything I've ever seen. I need something like the mod I have suggested, which allows dynamic controls of where you start and where you go. I don't need to configure zillions of different connections with redstone to enable real and meaningful access to the various floors. Presently the only way to get functionality anywhere near this elevator mod is to use a JETPACK.
Addendum to the feature list: They have redstone powered call boxes, so you can have multiple independent shafts that all respond to a single button press (or multiple buttons activating a single redstone line) and it will bring an available elevator to that location. Also, elevators can emit redstone signals when stationary, so they can light up lights and such when an elevator is present.
I played with the mod for a bit. It seems it still needs some work, as there are still some annoying bugs. For instance, going up with an elevator will sometimes get you stuck at the destination, and sometimes you teleport out of the elevator after using it. I also cannot seem to control what the elevator sees as a floor: I can just select every single possible elevation as a destination. The mod idea is great, but it still needs a bit more bugs fixed.
Did you plug it into the SKCraft client, or its own client? Because SKCraft singleplayer is buggy as hell. (Heck, if I went by how SKCraft singleplayer works, I'd say frames were buggy as hell, only they work fine in SMP) As to floors, the elevator detects all valid floors. You control that by the number of openings you have in the shaft.
I used the FTB Direwolf20 pack, as I'm aware of the issues with SKCraft SSP. I only had two openings, but on the elevator I could select like 20 floors (every block down/up).
It's been my experience that there are SSP issues with all the heavily modded packs. The elevators work fine for me in its own client. In fact the elevator car started behaving the way you describe only after I added Optifine into the mix. And that's more of a visual rendering issue, because I can right click blocks where the elevator SHOULD be, and the elevator will start appearing. Exactly the same as the frame issues in SSP, tbh. As to the floor thing, screenshot? Cause I made a tower in singleplayer up to the height limit with openings set for floor modules of a floor, 3 air blocks, and a ceiling, and had 51 floors, all correct. Also did one with independent shafts in parallel, again no problems. Also valid openings must be 2 blocks tall at minimum. Edit: Shaft - http://i.imgur.com/GUx1M3c.png Elevator GUI - http://i.imgur.com/1AhC5mM.png I've already textured the GUI files, hence they're different from yours visually. I'm using Forge 516, Optifine HD U D5, Redpower, NEI, NEI Redpower Plugins. Microblocks do not register as valid floors, so I'm not sure what you're doing that every block is registering as a floor.
Here's my elevator shaft and the GUI of my elevator: From above (Don't mind the pistons, I was playing with elevator doors.) From below GUI As for SSP being buggy, the FTB Direwolf20 modpack is not nearly as buggy as SKCraft in SSP. For instance, water flows instantly when placed and frames work completely fine. The modpack was made for playing in SSP, so yeah.
Innnnnnteresting. I can reproduce that. Use something other than wood. Because the tree wood (not planks) both counts as a valid destination, and doesn't block the ones below it. Weird.
I tested this mod before we opened Alice (or at least soon afterwards), and it was extremely rough around the edges. There was a lot to be desired and it was buggy. I often don't test until the full modpack until a final run because it takes too long to boot up.
Last try: GET THIS BUKKIT PLUGIN, it uses commands, and is not really role play, but anyway it is non laggy AND THERE IS A REAL ELEVATOR; not just flying in the air. http://dev.bukkit.org/server-mods/v10lift/
The thing with that plugin is that you go down/up block by block, not smoothly. This on itself is annoying already IMO, and it can only get worse if the server TPS is low. (Oh, and it's slow. )
The elevator mod as it is right now leaves a lot to be desired in my opinion. From the videos I've watched spotlighting it, it's pretty laggy and buggy, and the default textures are ugly. If they can fix these, it could be pretty nice.