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

Posted: Sun Oct 07, 2018 20:38
by Mantar
Had a relaxing jaunt through this server last night, I gotta say it's pretty great. The train system is elaborate and there are a lot of nice builds to see. I liked the water pyramid, and the lighthouse was nice, and the big tetris monument on Alexey Pajitnov street was excellent.
Occasionally a train would dump me on the tracks and I'd have to log out and back in to continue, causing me to miss a stop, and some of the stops lack for adequate signage, but these were minor hiccups.
(I also got to ride the world's worst roller coaster, at 1887.8 13.5 21. That guy's whole area looks like a dwarf fortress forum-based succession world a la Boatmurdered, which was amusing in its own way)

9/10 Great server, would play again.

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

Posted: Fri Oct 19, 2018 20:00
by gpcf
Trains are mostly not running, due to a bug in advtrains allowing low-privilege players to do nasty stuff to trains. Now, at least Driver stand accesses and Couplings get logged, so we know who it was.

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

Posted: Sat Oct 20, 2018 20:50
by Hume2
I'll describe here my big machine. Please, don't say that it causes lag unless you have a solid proof (and fully understand what it does). Currently there are no public visitations, ask me if you want to visit. Moderators can visit freely of course :)

I call it Programmable Crafting Line

The programmable crafting line is a universal machine that can be configured to craft various items. The recipes can use up to 8 crafters, 4 furnaces, 4 grinders, 4 compressors, 2 extractors and 2 alloy furnaces. There are 4 chests those can be used for input or output and 4 slots for additional machines. It is good in that it can be configured to do a lot of things and the configuration can be changed quickly without any extra resources needed. On the other hand, it is slower because the items have to pass through long pipes.

The machine consists of six floors. Each floor is a grid that has 8 input lanes and 8 output lanes. The input and output lanes are connected by valves. The valves are open or closed, depending on which machine the items should go in. Each item comes into an input lane, then to a chosen output lane and then into a machine that is on the end of the output lane. Each machine injects its results into the corresponding input lane in the next floor. The machines in the floor 4 inject their results into the floor 1. There is a poster that says which output lanes correspond to which machines.

Floors 5 and 6 are used for interconnecting. All output lanes 4 and 8 in floors 1-4 are connected with floors 5 and 6. These connections are multiplexed to save space. The items travel in both way and they are demultiplexed when arriving to either floors 1-4 or 5-6. There are input/output chests and additional machines connected to floors 5 and 6. These floors can be also used for transporting items across the floors. There is a poster that says which lanes are connected.

Whole machine is configurable by digilines. There is a lua controller for each two valves but they only work like demultiplexers. They only open or close the valves when a configuration signal comes. Each floor is configured by an array of 8 integers, where integer at position i says which output lane is chosen for input lane i. The crafters are configured by a set where there is a craffting recipe for each crafter. The names of the crafters are the same as their channels, which are written on a poster. The chests can be configured, which are for input and which are for output. It's done by an array of 4 booleans, where boolean i says whether chest i is for input. All of these are wrapped into one message that configures whole the machine.

The recipes don't have to be programmed each time again. There is a controller which has a database of recipes. There is a numpad, which can be used for choosing the recipe from the database. There are not many recipes so far but others might come.

And an important notice: All these lua controllers don't run permanently. They run only when the configuration is being changed, which doesn't last more than a second.

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

Posted: Sun Oct 21, 2018 09:05
by h-v-smacker
> Please, don't say that it causes lag

It causes lag

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

Posted: Sun Oct 21, 2018 20:52
by gpcf
Please note that you *must* notify a moderator if you break railways accidentally. If no mod is on, write an e-mail to subway_trouble@bugs.linux-forks.de

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

Posted: Wed Nov 28, 2018 23:25
by orwell
Apropos breaking railways...
The South Forest Island Shuttle can fly over holes and works like a charm!Image
(what you can not tell from the main subway iines :/ esp. 1/4 still tend to get stuck somehow)
@gpcf, please deploy poshud, for lag display

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

Posted: Thu Nov 29, 2018 13:07
by Thomas-S
South Forest Island Shuttle is repaired :)

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

Posted: Mon Dec 03, 2018 16:01
by gpcf
We have now got a new official server book:
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Posted: Tue Dec 04, 2018 19:06
by orwell
It's Screenshot Time again!
Spoiler
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Posted: Tue Dec 04, 2018 20:03
by h-v-smacker
Y all the buildings have their tops cut off ((( Y u do dis...

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

Posted: Tue Dec 04, 2018 21:53
by orwell
Oops, did not fly high enough

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

Posted: Mon Dec 10, 2018 22:50
by orwell
Image
Griefers are incredible! One of them realized that only this small part of the slope was unprotected...
Position is -264 7 -408

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

Posted: Sat Dec 15, 2018 22:01
by h-v-smacker
Spoiler
Image

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

Posted: Tue Dec 25, 2018 19:31
by gpcf
EDIT: server is up again.
Server is currently down due to a backup. It will be up as soon as it's done, in ~10 minutes.

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

Posted: Mon Dec 31, 2018 00:31
by ProjectXMark1
I'm new to Minetest, and I'm trying to join this server, but I am getting this message back when I try to connect:
An error occurred:
Access denied. Reason: Too many players are online right now. Please rejoin at a less busy moment
The server doesn't look full on the menu, just under 9/15 online. Is this odd?

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

Posted: Mon Dec 31, 2018 06:12
by h-v-smacker
ProjectXMark1 wrote:I'm new to Minetest, and I'm trying to join this server, but I am getting this message back when I try to connect:
An error occurred:
Access denied. Reason: Too many players are online right now. Please rejoin at a less busy moment
The server doesn't look full on the menu, just under 9/15 online. Is this odd?
When the server has a lot of connected players, it temporarily stops registering new players. Which means it will allow to connect with an existing username and password, and disallow connection with a username it has never seen before.

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

Posted: Mon Dec 31, 2018 16:38
by ProjectXMark1
h-v-smacker wrote:
ProjectXMark1 wrote:I'm new to Minetest, and I'm trying to join this server, but I am getting this message back when I try to connect:
An error occurred:
Access denied. Reason: Too many players are online right now. Please rejoin at a less busy moment
The server doesn't look full on the menu, just under 9/15 online. Is this odd?
When the server has a lot of connected players, it temporarily stops registering new players. Which means it will allow to connect with an existing username and password, and disallow connection with a username it has never seen before.
Ah, I see. Makes some amount of sense, if a bit heavy-handed as a means of keeping the server from being overloaded.

EDIT: What is the limit on when it stops registering? Server stills seems too busy for me to join at present.

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

Posted: Mon Jan 07, 2019 09:33
by orwell
Hello and Happy New Year everyone!

We have decided to deploy the in-development version of advtrains, the so-called tss branch, on the server this week. The Linuxworks Server will act as a "public beta" this way. If tss proves to work properly even on the high load that this server imposes due to the impressive number of railways, I will officially release it as the new stable advtrains version.

This means that we will be able to equip the main railway lines with interlocking, which will in the end finally allow us to use them with multiple trains without conflicts.

In the following weeks, I will do some minor additions to the mod that allows basic automatic route setting and simple stops based on the "line" and "routing code" properties (detailed explanation follows in advtrains). Once that is done, we will successively re-deploy the long-distance railway lines, after more than 1 year of downtime.

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

Posted: Mon Jan 07, 2019 23:08
by orwell
Railway network maps of the server (generated via advtrains_netmapper) are now available at
http://advtrains.bleipb.de/linuxworks/maps
All SVGs are maps of all existant rails on the map, except for lw_mainlines_map.svg, which is a labeled map of only the mainlines.
It is recommended to open those files in inkscape or another editor which allows to zoom arbitrarily near. The lines are drawn very small compared to the image size.

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

Posted: Tue Jan 08, 2019 10:20
by h-v-smacker
orwell wrote:Railway network maps of the server (generated via advtrains_netmapper) are now available at
http://advtrains.bleipb.de/linuxworks/maps
All SVGs are maps of all existant rails on the map, except for lw_mainlines_map.svg, which is a labeled map of only the mainlines.
It is recommended to open those files in inkscape or another editor which allows to zoom arbitrarily near. The lines are drawn very small compared to the image size.
On the colored mainline map (which doesn't have subways, lw_mainlines_map.svg), some of Stallmangrad subway lines are shown and colored as green.

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

Posted: Tue Jan 08, 2019 13:29
by orwell
This might be possible, since I don`t have an overview there.
Once TSS is deployed, I will for now only start operating those lines that are "official" (blue)
I`ll leave Smg up to you.

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

Posted: Tue Jan 08, 2019 14:26
by h-v-smacker
orwell wrote:I`ll leave Smg up to you.
Spiffing. Can I have a silenced H&K MP-5? screw that, I want FN P90, like in Stargate SG-1.

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

Posted: Wed Jan 09, 2019 11:20
by orwell
Proposal(s) regarding long-distance routes

This is my proposal for future long-distance train routes on the server. It is here to be discussed and improved. It should not be seen as a final decision.

http://advtrains.bleipb.de/linuxworks/maps/lw_ldr.png
E1 - Personhood <> Melinka Town via Spawn, Mom Junction
PH<>Spawn every 5 minutes, then every second train proceeds to Melinka Town while the other terminates at Euler Street (which results in a train towards Melinka Town every 10 minutes)

E2 - Origin <> Stallmangrad via Spawn, South Forest
Timetable aligned to E1 so that departure times of E1 and E2 at Spawn Main Station differ by 2:30, to allow transfer between both lines

S1 to S4 - slow regional trains, stopping everywhere, every 10 minutes

S7/S8 - Connecting to E1 from/towards Spawn, alternating between S7 and S8 (results in targets Eden and Shanleiie Park being reached every 20 minutes)
Planned transfer at Wolf Rock for the other direction if demand should increase.

S12 - Lusin Street <> Stallmangrad
The E1 and E2 lines don't stop at most of the intermediate stops on the respective routes. This train stops everywhere. Departs every 10 minutes
Timetable is aligned as follows:
At Spawn Main Station, arrives slightly earlier than E1, E1 overtakes and S12 departs behind E1
At South Forest, arrives slightly earlier than E2 and is overtaken.
The additional stops on the Spawn<>South Forest line should approximately make up 2:30 difference.
This is probably the most sophisticated timetable alignment...

Planning this is continued at http://bugs.linux-forks.de/planning/

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

Posted: Thu Jan 10, 2019 06:28
by Hume2
orwell wrote:Draft of long-distance routes
Image
-snip-
Dry Island <> Bamboo Hills is missing on your scheme. It's quite a long track (4,4km) and a train departs each 7 minutes.
Also Personhood <> Oasis is missing.

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

Posted: Thu Jan 10, 2019 07:13
by orwell
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.