Search found 16 matches
- Mon Jun 25, 2018 20:15
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
I deleted it, because the merge is incorrect. I'm sorry, but I want to test more, and add something before the publication. In addition, I need to draw arrows and special rails (loading / unloading / control). Rails and wagons can be crafted from any tree, and some metals. This affects the appearanc...
- Thu Jun 21, 2018 20:19
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
https://github.com/imcasper/bananach_ad ... ree/custom
I did it, although it was very troublesome. All the same, the final measure was incorrect, so I'll redo it again.
I did it, although it was very troublesome. All the same, the final measure was incorrect, so I'll redo it again.
- Tue Jun 19, 2018 15:02
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
I would like to add custom rails and wagons to the game. The code is almost ready. However, I need to add an array of "textures" for tracks: (advtrains\advtrains\tracks.lua:268) tiles = def.textures or {def.shared_texture or (def.texture_prefix.."_"..img_suffix..".png")...
- Mon Jun 18, 2018 17:39
- Forum: Mod Releases
- Topic: [Mod] Digtron tunnel boring/building machine [digtron]
- Replies: 230
- Views: 76374
Re: [Mod] Digtron tunnel boring/building machine [digtron]
Can I place ref (digtron don't place rail from advtrains)?
viewtopic.php?f=11&t=14726&p=321958#p321958
viewtopic.php?f=11&t=14726&p=321958#p321958
- Mon Jun 18, 2018 17:08
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
1. This reproduced always, but only after FIRST server start %) minetest 0.4.17.1, advtrains (tss "Mention testers in readme.txt") 1. Start new server (and login) 2. Place rail, put single wagon, put cargo into wagon. 3. Move far (wait for wagon hiding) 4. Move back -- wagon is empty (carg...
- Fri Jun 15, 2018 18:50
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
If I put wagon, and load cargo into wagon, and move far (from wagon) -- cargo lost. If I reset server (near wagon) -- wagon work correctly Also -dont work all wagon/engine button (except "get off") ! -I make in code new engine with inventory: "Show inventory" -> (exception, becau...
- Wed Jun 13, 2018 10:07
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
Copper rail in: https://github.com/minetest-mods/moreores/blob/master/init.lua#L326 Cast iron in: https://github.com/minetest-mods/technic/blob/master/manual.md There's really no gold pickaxe. There are only bronze, diamond, wooden etc... I think after the wooden picks, any metal is suitable for rai...
- Tue Jun 12, 2018 08:50
- Forum: Mod Releases
- Topic: [Mod] Smart Inventory [smart_inventory]
- Replies: 157
- Views: 53942
Re: [Mod] Smart Inventory [smart_inventory]
I can't use magic shortcuts -- move the entire stack to up / down (shift + left mouse button)
- Tue Jun 12, 2018 08:32
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
Therefore, the rails are made of steel and not of iron. It seems to have been tried out of cast iron - but it's too fragile. I do not think that in a game where there is a wooden and golden pickax this is important. Nevertheless, it is possible to specify different characteristics for different rail...
- Sat Jun 09, 2018 20:30
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
"unique_id" is undefined => exception (for open cargo wagon)
Im replace it ("unique_id"=>"id"), and Im lost all cargo after server restart((
Im replace it ("unique_id"=>"id"), and Im lost all cargo after server restart((
- Fri Jun 08, 2018 21:10
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
Soon:
You can use any available sort of wood, and available metals:
You can use any available sort of wood, and available metals:
- Tue Jun 05, 2018 09:46
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
1. That would be very cool. 2. I think this is a question of description. I want to try to write a code to specify 10 elements. And the rest will turn out to be a turn. You can also get by without a visual difference (for different materials). 3. I have 3000 cells built - this is (3000 cell => 50 ra...
- Tue Jun 05, 2018 00:33
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
1. How difficult is it to make need for fuel for train? For example, make a wagon like a chest, with coal, coal dust, wood, planks, etc. and is automatically taken for fuel. 2. Also I want different materials for rails and sleepers. Ideally, you can choose an arbitrary combination: For the rail - co...
- Tue Jun 05, 2018 00:22
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
And very important correct read-write:
https://github.com/orwell96/advtrains/pull/122
https://github.com/orwell96/advtrains/pull/122
- Thu May 31, 2018 16:23
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
correction for "track-placer":
https://github.com/orwell96/advtrains/pull/121
https://github.com/orwell96/advtrains/pull/121
- Thu May 31, 2018 15:51
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
- Replies: 2285
- Views: 488060
Re: [Mod] Advanced Trains [advtrains] [1.13]
I'll say for a start - the mod provides the best train in the game :-) After restarting the server, really a lot of problems. Specially created a test server: "creative-mode" "no damage" landgen=flat, seed=123, advtrains mod unified inventory mod So, the first start (and only fir...