Search found 68 matches
- Mon Mar 01, 2021 13:56
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.2.1]
So, is this the correct way to handle the case, I mean to slow down the trains? Initially I wanted to use speed limit signals, but they are static and can't be made part of a route (I want to slow down only trains that will enter the siding). If this is the correct way (yellow-aspect Ks) I'd rather...
- Sun Feb 28, 2021 02:29
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.2.1]
What I tried is to grab the train arrival event with a LUA track, and use this info with the schedule_in() to show a countdown on an LCD: is that what you mean? Yes that is what I meant. It's true this isn't clear enough to passengers on board the train :(. Well, if you wanted the information on bo...
- Fri Feb 26, 2021 15:28
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.2.1]
Hello, what's your thought and/or feasibility of having a simplified hud displayed to passengers too? The station/stop rail could add extra functionality to update passengers on the departure time. Another option that already works would be to use the railwaytime functionality, which is regrettably...
- Mon Feb 15, 2021 10:33
- Forum: Servers
- Topic: [Server] Pandorabox
- Replies: 203
- Views: 29128
Re: [Server] Pandorabox
Hi, a while ago I started my ' forks modpack ' with a submodules approach inspired by how you manage your dependencies on Pandorabox. I noticed a while back (2020-02-08) you deleted the lag_warning mod. I know it's a small mod but it wasn't provided under any licence explicity. Would you/the mod aut...
- Mon Feb 15, 2021 07:29
- Forum: WIP Mods
- Topic: [mod] Real estate [realestate]
- Replies: 3
- Views: 602
- Sat Feb 13, 2021 08:58
- Forum: WIP Mods
- Topic: [Mod] Technic Diamond [V. 1.0]
- Replies: 1
- Views: 179
Re: [Mod] Technic Diamond [V. 1.0]
You should use an image editor like GIMP or Paint.NET that supports transparency to get rid of that nasty white background on the diamond dust texture, rather than MS Paint (judging by your mod's textures folder which has a Thumbs.db in it..)
- Thu Feb 04, 2021 15:15
- Forum: Mod Releases
- Topic: Topic move requests
- Replies: 72
- Views: 42964
Re: Topic move requests
Can my foodblocks mod please be moved to Mod Releases? Thank you.
- Thu Feb 04, 2021 08:36
- Forum: WIP Mods
- Topic: [Mod] Blocks of food [v1] [foodblocks]
- Replies: 3
- Views: 195
[Mod] Blocks of food [v1] [foodblocks]
Foodblocks for Minetest https://forum.minetest.net/download/file.php?mode=view&id=23889 This mod adds large blocks for various types of food growable with the farming, farming_redo & farming_undo, and ethereal mods for minetest. Q: Isn't this a bit silly? What should I do with these blocks?...
- Wed Jan 27, 2021 09:40
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.2.1]
Hi. How can use dtrack_atc_st to drive to right with a train by the dtrack_sy_l? Thanks That is not possible. ATC only controls trains, not tracks. Your options to change a turnout are The detector rail, which uses mesecons. Not recommended, does not work for trains in unloaded areas. Interlocking ...
- Tue Jan 26, 2021 11:35
- Forum: Mod Releases
- Topic: [Mod] Warps [warps] (portal|warp|teleport)
- Replies: 17
- Views: 6465
- Tue Jan 26, 2021 05:53
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.2.1]
As a proponent of being able to work offline, as much as I like the advtrains wiki, I would like to see it be distributed in a static offline format. It could be snapshotted with each release and distributed separately or bundled with advtrains. here is one plugin that promises to be able to do that...
- Wed Jan 20, 2021 03:46
- Forum: Mod Releases
- Topic: [Mod] Green Screen 1.0 [greenscreen]
- Replies: 4
- Views: 2274
Re: [Mod] Green Screen 1.0 [greenscreen]
I just wanted to thank you for creating this mod because it's been super useful for creating screenshots of stuff from advtrains to put on a transparent background! :)
- Tue Jan 19, 2021 09:20
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
Give me, please, .blend model of subway train! I wanna make some textures You don't need the .blend to work on the texture, though it helps. Sadly, the .blend for the current model isn't in the assets directory anywhere. You need to import advtrains/advtrains_train_subway/models/advtrains_subway_wa...
- Mon Jan 18, 2021 01:40
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
Please try my branch on GitHub. I was getting the same errors. Download here.
- Sun Jan 17, 2021 14:54
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Actual fix for 2.2.0 on windows
Hi, I found the root cause of the issue for saving, and I'm honestly not sure why it was working on linux (haven't tested it on there yet). I do know I'm quite sure I know why the save was failing on windows: the file to be renamed was still open. orwell, I have tried to email my patches to the sour...
- Sat Jan 16, 2021 07:32
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Bug report: windows saving issues with 2.2.0
Sorry to triple post but.. the bug tracker is still down, and I needed to file this bug report. Despite good efforts for operating system portability in 2.2.0's serialize_lib, Windows is having some trouble with the saving. Here are the relevant parts of my minetest log file after starting my world,...
- Sat Jan 16, 2021 00:15
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
2.2.0: remember to enable serialize_lib
I hope nobody saw this post before I edited it..
Don't forget to enable serialize_lib on your world people!

Don't forget to enable serialize_lib on your world people!
- Fri Jan 15, 2021 23:45
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
But my image is blank ! Why ? Thanks ! Have you checked the actual SVG output file? If that is not blank, the problem is not that it's blank, it's that the lines are so thin you can't see them. Open the SVG in an editor that allows a high level of zoom (so not e.g. Firefox). Zoom in a bit and scrol...
- Fri Jan 08, 2021 12:10
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
Sorry but the issue tracker has had ongoing issues related to server reliability especially under load and the possibility of spambots send mail to it, it's kinda suckful (gpcf runs that server as well as LinuxForks server and as an active contributor to advtrains code). I'm also fairly sure it does...
- Sun Jan 03, 2021 01:29
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re-export for good results
How do I get the correct UV map? You're right, the UV map has changed since the file assets/blender/industrial/industry_loc.blend was last changed. Thankfully, blender 2.8+ has the ability to import b3d files directly. By importing advtrains_train_industrial/models/advtrains_engine_industrial.b3d, ...
- Sun Dec 20, 2020 07:31
- Forum: Mod Releases
- Topic: [Mod] Farming Redo [1.46] [farming]
- Replies: 509
- Views: 199218
Re: Update:
Translations added for Minetest 5.x thanks to Dacmot. Note to players with both farming and moreores: This change, specifically after commit 92cafe1c , means you need to update your moreores version to at least commit d2933894 or the tooltips for mithril and silver hoes will break and spew this err...
- Tue Dec 08, 2020 17:18
- Forum: WIP Mods
- Topic: [Mod] Realistic player names [1.0.3] [real_names]
- Replies: 29
- Views: 2026
Back on topic..
Remember this is a mod about names. Names exist as a bunch of subsets of all the possible names. Some are considered male names, some are considered female names, and others aren't considered gendered/are considered neuter. Some languages have conventions that relate to to the masculinity or feminin...
- Sun Nov 29, 2020 01:57
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
Re: [Mod] Advanced Trains [advtrains] [2.1.4]
Adding here as the bugtracker seems to have ignored my opening the issue: The 90+60R diamond crossing is not train-traversable in the diagonal direction (cardinal direction ok though). TCB interlocking seems to be able to traverse it ok, as does route setting... Doesn't seem to affect the 90+60L cr...
- Sat Nov 28, 2020 10:45
- Forum: Mod Releases
- Topic: [Mod] Advanced Trains [advtrains] [2.2.1]
- Replies: 1495
- Views: 273018
LOOP
I have achieved LOOP
- Fri Oct 30, 2020 08:14
- Forum: Old Mods
- Topic: [mod] Jail [0.0.1] [jail]
- Replies: 57
- Views: 24256
Re: [mod] Jail [0.0.1] [jail]
I haven't tried this mod but the current solution for jailing used on LinuxForks server, which is running 5.3.0 just fine, is a mod called banish, which is also integrated with the xban2 mod used there. I can't speak for any other servers. Unfortunately banish is hosted on git.gpcf.eu which has been...