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Re: [WIP][Mod]Facade[facade]

Nice.

I made a new PR for the columnia shapes support/introduction. We can switch over to that topic now )
by h-v-smacker
Thu Jul 11, 2019 13:47
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [WIP][Mod]Facade[facade]

I'm afraid the background of buttons created by item_image_button cannot be altered.
by h-v-smacker
Thu Jul 11, 2019 03:56
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [WIP][Mod]Facade[facade]

I think given three weeks passed without any 3rd party input/testing, we can conclude only two people are seriously interested in this topic.
by h-v-smacker
Thu Jul 04, 2019 17:49
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [WIP][Mod]Facade[facade]

1. If you are worried about concurrent use issues, I can easily make it so that the nodes are registered only when columnia is not present, and ignored otherwise. I can also make the machine produce columnia native shapes if columnia is present, or remove the buttons at all. With that additional fe...
by h-v-smacker
Sun Jun 23, 2019 01:53
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [WIP][Mod]Facade[facade]

1. If you are worried about concurrent use issues, I can easily make it so that the nodes are registered only when columnia is not present, and ignored otherwise. I can also make the machine produce columnia native shapes if columnia is present, or remove the buttons at all. 2. Facade doesn't actual...
by h-v-smacker
Sat Jun 22, 2019 22:58
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [WIP][Mod]Facade[facade]

So I guess you know the columnia mod: https://forum.minetest.net/viewtopic.php?f=11&t=9892 It looks abandoned, but generally useful. So I borrowed some of the shapes (the license is the same for facades and columnia) and played around. Looks like columnia registered more shapes than necessary, s...
by h-v-smacker
Sat Jun 22, 2019 19:39
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Smacker: That second thing you mentioned also happened to me on LinuxWorks Server, and I ended up making a route that spans multiple sections (with some other signals having ARS disabled) without knowing why I had to do that. Yep, I think that a stop track at least should make the ARS on the neares...
by h-v-smacker
Sat Jun 15, 2019 15:23
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1211
Views: 145905

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Platform B /---|-------------------|---\ -----==LINE 1==>----|---/----|---<==LINE 2==-----|----\---|----------:| Platform A ==LINE 1==> Train "Line 1" going right <==LINE 2== Train "Line 2" going left -/- Turnout | TCB :| end of track Three things: One — the routes should not ov...
by h-v-smacker
Sat Jun 15, 2019 06:12
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1211
Views: 145905

Re: [Server] LinuxWorks Next Generation (Lots of trains)

Hmmm... Now I cannot see the server at http://servers.minetest.net/, and it's ?/? in the client. Coincidence?
by h-v-smacker
Fri Jun 14, 2019 07:16
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855

Re: [WIP][Mod]Facade[facade]

Oh, now I see. It makes the mod more 'game-like' so to speak by extending (or rather creating) gameplay mechanics. And as I understand it's use isn't confined to the default nodes only, am I right? Anyhow, I'll have to check it by myself (when it's hopefully released :)) how it works. Thanks :) If ...
by h-v-smacker
Wed Jun 12, 2019 14:48
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [WIP][Mod]Facade[facade]

Hi! I have made a machine to make the shapes from facade mod. Very interesting. It adds a lot of flexibility to the facade mod which already proved to be very useful in my EVB project . It doesn't add any shapes though. Just a way for survival players to get the shapes that already are in the mod, ...
by h-v-smacker
Wed Jun 12, 2019 07:59
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [WIP][Mod]Facade[facade]

Hi! I have made a machine to make the shapes from facade mod. It is similar to CNC from technic, table saw from moreblocks, or mill from mymillwork. It uses buttons to select the shapes, and the buttons are updated to reflect the material the user puts in (defaults to stone when nothing is in source...
by h-v-smacker
Wed Jun 12, 2019 07:35
 
Forum: WIP Mods
Topic: [WIP][Mod]Facade[facade]
Replies: 70
Views: 5113

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Why is it not always possible to open the signal's formspec? Granted, I did a mess rearranging segments, but still — I got a signal that only gives an error message "Signal signal at (...) - Unknown route set. Route is being cancelled" and then nothing. I cannot even unlink it from the tcb...
by h-v-smacker
Sun Mar 10, 2019 01:37
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1211
Views: 145905

Re: [MOD] Ethereal NG [1.26] [ethereal]

PS: Biome tweak where bamboo appears at higher elevation while sakura is at lower So no more gorgeous vast bamboo forests??? My favorite biome... ((( Why my dear Smacker, don't be silly. Why, attached, find some photos of a recent venture. Dude, it's hard to deny that the higher the elevation, the ...
by h-v-smacker
Sat Feb 23, 2019 13:11
 
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.26] [ethereal]
Replies: 132
Views: 49681

Re: [MOD] Ethereal NG [1.26] [ethereal]

I cannot get a white sakura to spawn at all. After I chopped down enough trees, I went to the mod source itself, and changed the condition from "white == 1" to "white < 11", which should always be true so that, as I expected, a white sakura would spawn every time. None did. It's ...
by h-v-smacker
Sun Feb 17, 2019 22:47
 
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.26] [ethereal]
Replies: 132
Views: 49681

Re: [Mod] cottages [cottages] (medieval, farming, country li

In nodes_water you're using cottages.player_can_use with wrong parameters: instead of supplying just meta and player, you give meta:get_string(pos) and player:get_player_name(). I guess that's some leftover from code cleanup.
by h-v-smacker
Sun Feb 17, 2019 18:51
 
Forum: Mod Releases
Topic: [Mod] cottages [cottages] (medieval, farming, country life)
Replies: 94
Views: 37396

Re: [Mod] Advanced Trains [advtrains] [2.0 TSS]

We found an issue with ATC conditional orders and train's order queue last night. Suppose you have two ATC tracks looking in different directions (placed close enough though), having conditional orders, and a train approaching: ==========▭▭▭▭▭⇨==========[<<¹]===[>>²]========== Each of ATC tracks has...
by h-v-smacker
Tue Feb 05, 2019 08:01
 
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]
Replies: 1211
Views: 145905

Re: [Server] LinuxWorks Next Generation (Lots of trains)

The server is lagging terribly today. Most of the time I cannot even connect, and in couple cases when I succeeded, i could barely do anything...
by h-v-smacker
Mon Feb 04, 2019 13:33
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855

Re: [Server] LinuxWorks Next Generation (Lots of trains)

The first thing is exactly what I had planned, and what I will do next. Regarding level crossings, I planned 2 operation modes for them, as they are in real life: 1. Level crossing is integrated into the signal box, working similar to route locks. (Crossing closes when route is set)-> useful for cr...
by h-v-smacker
Sun Jan 27, 2019 18:44
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855

Re: [Server] LinuxWorks Next Generation (Lots of trains)

On stop tracks: they should be able to differentiate by LN/RC. That way it would be possible to arrange different behavior for various trains on the same track. It would be very helpful if some could be reversed while others left running in the same direction. On TSS/ARS in general: it should be pos...
by h-v-smacker
Sat Jan 26, 2019 22:37
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855

Re: [Server] LinuxWorks Next Generation (Lots of trains)

there's another problem with that: If parts of the route to set are still blocked for some reason, the train would still stand in the station, but with closed doors, which is not comfortable to late passengers... I don't think that a slight delay until the path is freed is really a problem. Outboun...
by h-v-smacker
Fri Jan 25, 2019 23:19
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855

Re: [Server] LinuxWorks Next Generation (Lots of trains)

Thing about ARS: the preemptive path reservation should be possible to disable. Consider the signals around a station in outbound direction: if they are close enough to the point where the train stops, they are toggled when the train just pulls in, preventing any train from the opposite direction to...
by h-v-smacker
Fri Jan 25, 2019 01:29
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855

Re: [Server] LinuxWorks Next Generation (Lots of trains)

The acceleration/brake dynamics should not have changed, and I don't know what the cause of this could be. Is it a problem for you to readjust your appliances, or are you OK with it? I have checked the routes from Stallmangrad station and the subway. There is a consistent shift of several blocks co...
by h-v-smacker
Tue Jan 22, 2019 15:44
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855

Re: [Server] LinuxWorks Next Generation (Lots of trains)

— The trains either brake at a lower rate of deceleration, or react with a delay. As a result, trains on my routes now stop several blocks farther than where they used to (and were supposed to). Sometimes the trains even overshoot the platforms by several blocks. — I lost two shunters when taking th...
by h-v-smacker
Tue Jan 22, 2019 01:34
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855

Re: [Server] LinuxWorks Next Generation (Lots of trains)

In this scheme, I omitted all of your lines, because I don't know what your plans with those are. But right, the Oasis track is missing, but that would belong to Smacker too (extension of SM1) I could assist you if you should plan to operate your lines with interlocking too. I built the mainline on...
by h-v-smacker
Thu Jan 10, 2019 07:26
 
Forum: Servers
Topic: [Server] LinuxWorks Next Generation (Lots of trains)
Replies: 191
Views: 17855
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