[Mod] Advanced Trains [advtrains] [2.4.3]
- Phoenixflo44
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Re: [Mod] Advanced Trains [advtrains] [1.13]
I'm looking forward to a new train
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- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Possibly here is an something error. I am trying to connect 7th wagon with other ones. But when i switch direction from "F" to "R" to drive back a bit, it is switching to "F" again itself. Why so?
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Still question: how many can i connect wagons with each other? For example, japan train.
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Many. If I want to connect one wagon to another, it just goes through. That is also a mistake
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- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Now all works fine after i restarted the server. Also, still strange error was when train was stopping at once and it said the train off track, but actually this train was not off track as there were further laid rails.Phoenixflo44 wrote:Many. If I want to connect one wagon to another, it just goes through. That is also a mistake
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Re: [Mod] Advanced Trains [advtrains] [1.13]
With me this is so if the train cannot continue because no rails are placed, I place some and want to continue but he still says it is not there.
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- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Whenever you placed or removed rails near a train, it may be necessary to run the /at_reroute command.
This requirement will eventually be removed in a future update.
This requirement will eventually be removed in a future update.
- Phoenixflo44
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Re: [Mod] Advanced Trains [advtrains] [1.13]
OK wellorwell wrote:Whenever you placed or removed rails near a train, it may be necessary to run the /at_reroute command.
This requirement will eventually be removed in a future update.
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- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Hello guys.
I've just completed a fundamental rewrite of large parts of the advtrains code. I've tested some stuff myself already, but need you to help me testing before I can merge it to the master branch safely.
The rewrite is located on the 'tss' branch: https://github.com/orwell96/advtrains/tree/tss
Please download this version, make a backup copy of your world and try out if everything works as before. If it does not, please let me know either here or on github.
Also, ATM the documentation is still incomplete and partly outdated, so do not rely on what's written there. Code comments are a better alternative.
I've just completed a fundamental rewrite of large parts of the advtrains code. I've tested some stuff myself already, but need you to help me testing before I can merge it to the master branch safely.
The rewrite is located on the 'tss' branch: https://github.com/orwell96/advtrains/tree/tss
Please download this version, make a backup copy of your world and try out if everything works as before. If it does not, please let me know either here or on github.
Also, ATM the documentation is still incomplete and partly outdated, so do not rely on what's written there. Code comments are a better alternative.
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Re: [Mod] Advanced Trains [advtrains] [1.13]
So, what are the major differences?orwell wrote:Hello guys.
I've just completed a fundamental rewrite of large parts of the advtrains code. I've tested some stuff myself already, but need you to help me testing before I can merge it to the master branch safely.
The rewrite is located on the 'tss' branch: https://github.com/orwell96/advtrains/tree/tss
Please download this version, make a backup copy of your world and try out if everything works as before. If it does not, please let me know either here or on github.
Also, ATM the documentation is still incomplete and partly outdated, so do not rely on what's written there. Code comments are a better alternative.
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Re: [Mod] Advanced Trains [advtrains] [1.13]
There are no real differences noticable for users, except that some bugs that existed for a long time might now be fixed (while new bugs were introduced). I needed to simplify and clean up a lot of code in order to start with my new signalling and automatic train operation system.
One of the major changes is that train coupling works a lot better now, and that trains do no longer take the wrong track when they reversed behind turnouts, but else there isn't much more noticable on the user side.
One of the major changes is that train coupling works a lot better now, and that trains do no longer take the wrong track when they reversed behind turnouts, but else there isn't much more noticable on the user side.
- maxx
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Re: [Mod] Advanced Trains [advtrains] [1.13]
And what about the problem with restarting the server?
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Even before this, I wasn't able to reproduce this problem. But you can tell me if it still exists.
If it does, it might be printing some sort of warning now, if it's caused by what I think.
If it does, it might be printing some sort of warning now, if it's caused by what I think.
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 first start) I get an error:
Start server again, fly to (0;0;0), and start build road to (260;8;0)... But error:
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 first start) I get an error:
Also eash launch warnings (if you need a mesecon - it is worth pointing in the dependencies):2018-05-31 17:59:34 ERROR [Server]: Failed to read advtrains_luaautomation save data from file c: \ Games \ minetest-0.4.16-win64 \ bin \ .. \ worlds \ train3 / advtrains_luaautomation: c: \ Games \ minetest-0.4.16-win64 \ bin \ .. \ worlds \ train3 / advtrains_luaautomation: No such file or directory
Then I build a part of the road (from 0;8;0 to about -260;8;0) and I leave the game (and close server).2018-05-31 03:03:33: WARNING[Main]: Undeclared global variable "mesecon" accessed at ...n64\bin\..\mods\advtrains\advtrains_train_track\init.lua:150
2018-05-31 03:03:33: WARNING[Main]: Undeclared global variable "mesecon" accessed at ...4\bin\..\mods\advtrains\advtrains_luaautomation\init.lua:36
Start server again, fly to (0;0;0), and start build road to (260;8;0)... But error:
Ok... Start play again:2018-05-31 18:11:26: ACTION[Server]: Mike places node default:aspen_wood at (8,8,0)
2018-05-31 18:11:26: ACTION[Server]: Mike places node default:aspen_wood at (7,8,0)
2018-05-31 18:11:38: WARNING[Server]: [advtrains]Lua Error occured: attempt to index a nil value
2018-05-31 18:11:38: WARNING[Server]: [advtrains]stack traceback:
...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:43: in function <...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:41>
[C]: in function 'swap_node'
...-0.4.16-win64\bin\..\mods\advtrains\advtrains/nodedb.lua:136: in function 'swap_node'
...16-win64\bin\..\mods\advtrains\advtrains/trackplacer.lua:213: in function 'placetrack'
...16-win64\bin\..\mods\advtrains\advtrains/trackplacer.lua:285: in function <...16-win64\bin\..\mods\advtrains\advtrains/trackplacer.lua:269>
[C]: in function 'xpcall'
...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:41: in function <...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:38>
2018-05-31 18:11:38: WARNING[Server]: [advtrains]Restoring saved state in 1 second...
2018-05-31 18:11:39: ACTION[Server]: [advtrains]nodedb: read 216 nodes.
2018-05-31 18:11:39: ACTION[Server]: [advtrains][load_all]Loaded advtrains save files
2018-05-31 18:11:39: WARNING[Server]: [advtrains]Reload successful!
2018-05-31 18:11:39: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod '' in callback environment_Step(): ...-0.4.16-win64\bin\..\mods\advtrains\advtrains/nodedb.lua:245: attempt to index local 'ndbnode' (a nil value)
2018-05-31 18:11:39: ERROR[Main]: stack traceback:
2018-05-31 18:11:39: ERROR[Main]: ...-0.4.16-win64\bin\..\mods\advtrains\advtrains/nodedb.lua:245: in function 'restore_all'
2018-05-31 18:11:39: ERROR[Main]: ...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:34: in function 'func'
2018-05-31 18:11:39: ERROR[Main]: ...es\minetest-0.4.16-win64\bin\..\builtin\common\after.lua:18: in function <...es\minetest-0.4.16-win64\bin\..\builtin\common\after.lua:4>
2018-05-31 18:11:39: ERROR[Main]: ...s\minetest-0.4.16-win64\bin\..\builtin\game\register.lua:412: in function <...s\minetest-0.4.16-win64\bin\..\builtin\game\register.lua:392>
2018-05-31 18:11:39: ERROR[Main]: stack traceback:
2018-05-31 18:11:39: ACTION[Server]: Mike leaves game. List of players:
2018-05-31 18:11:39: ACTION[Server]: [advtrains]nodedb: read 216 nodes.
2018-05-31 18:11:39: ACTION[Server]: [advtrains][load_all]Loaded advtrains save files
2018-05-31 18:11:39: WARNING[Server]: [advtrains]Reload successful!
I'm not sure, but it was exactly this point that caused the crash. Let's build on. Completed without adventure before (260; 8; 0), put a Japanese train (only one engine). Went to it. Go! Near the point (-31; 8; 0) - fully stopped (train off track). Probably the train began to slow down where the rails were built before the server was restarted.2018-05-31 18:20:14: WARNING[Server]: [advtrains]Node Database corruption, couldn't determine node to set at (24,9,0)
I changed the direction of travel to "R", then to "F". Message "train off track" lost. We can go (moving to (-260;8;0)). Ok. Restart again, and again errors (show only last messages):2018-05-31 18:28:50: WARNING[Server]: [advtrains]Train 410218 get_occupations requested off-track 287
2018-05-31 18:28:50: WARNING[Server]: [advtrains]Train 410218 get_occupations requested off-track 284
Enter in train, move... And again train stopped in the middle of the road without visible obstacles:2018-05-31 18:37:23: WARNING[Server]: [advtrains]Restoring saved state in 1 second...
2018-05-31 18:37:24: ACTION[Server]: [advtrains]nodedb: read 45 nodes.
2018-05-31 18:37:24: ACTION[Server]: [advtrains][load_all]Loaded advtrains save files
2018-05-31 18:37:24: WARNING[Server]: [advtrains]Reload successful!
2018-05-31 18:37:24: ACTION[Server]: [advtrains]Restore node database: Replaced 0 nodes, removed 0 ghost nodes.
2018-05-31 18:37:24: WARNING[Server]: [advtrains]Train 410218 : Can't initialize: Waiting for the (yet unloaded) node at (-253,9,0) to be loaded.
2018-05-31 18:37:24: WARNING[Server]: [advtrains]Lua Error occured: ...st-0.4.16-win64\bin\..\mods\advtrains\advtrains/path.lua:246: bad argument #1 to 'atfloor' (number expected, got nil)
2018-05-31 18:37:24: WARNING[Server]: [advtrains]stack traceback:
...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:43: in function <...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:41>
[C]: in function 'atfloor'
...st-0.4.16-win64\bin\..\mods\advtrains\advtrains/path.lua:246: in function 'path_get_index_by_offset'
....16-win64\bin\..\mods\advtrains\advtrains/trainlogic.lua:172: in function 'recalc_end_index'
....16-win64\bin\..\mods\advtrains\advtrains/trainlogic.lua:242: in function 'train_ensure_init'
....16-win64\bin\..\mods\advtrains\advtrains/trainlogic.lua:71: in function 'mainloop_trainlogic'
...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:323: in function <...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:309>
[C]: in function 'xpcall'
...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:41: in function <...st-0.4.16-win64\bin\..\mods\advtrains\advtrains\init.lua:38>
...s\minetest-0.4.16-win64\bin\..\builtin\game\register.lua:412: in function <...s\minetest-0.4.16-win64\bin\..\builtin\game\register.lua:392>
2018-05-31 18:37:24: ACTION[Server]: [advtrains]i: CP Position Dir CN ->Dist->
2018-05-31 18:37:24: WARNING[Server]: [advtrains]Restoring saved state in 1 second...
2018-05-31 18:37:25: ACTION[Server]: [advtrains]nodedb: read 45 nodes.
2018-05-31 18:37:25: ACTION[Server]: [advtrains][load_all]Loaded advtrains save files
2018-05-31 18:37:25: WARNING[Server]: [advtrains]Reload successful!
2018-05-31 18:37:25: ACTION[Server]: [advtrains]Restore node database: Replaced 0 nodes, removed 0 ghost nodes.
2018-05-31 18:38:20: ACTION[Server]: Mike right-clicks object 9: LuaEntitySAO at (-255.487,9,0)
2018-05-31 18:38:30: WARNING[Server]: [advtrains]Train 410218 get_occupations requested off-track 52
2018-05-31 18:38:30: WARNING[Server]: [advtrains]Train 410218 get_occupations requested off-track 49
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
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
OK, thanks for testing. I can unfortunately look over the errors next week only.
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
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 - copper, stainless steel, iron.
For sleepers - different groups of planks.
And visual difference of course.
3. And want more expensive recipe (around 5-10 rails instead of 50). Or at least 49 (middle-button 49+49 < 99).
2. Also I want different materials for rails and sleepers. Ideally, you can choose an arbitrary combination:
For the rail - copper, stainless steel, iron.
For sleepers - different groups of planks.
And visual difference of course.
3. And want more expensive recipe (around 5-10 rails instead of 50). Or at least 49 (middle-button 49+49 < 99).
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
1. not problematic, one just has to code it
2. every combination would require registering 40 new nodes (4xst,4xcr,8xswl,8xswr,4xatc,8xdet,4xlatc) -> not so good
3. on the recipe, what do the others think? I consider 5-10 a bit too expensive, maybe 33 or so(3*33 = 99)
2. every combination would require registering 40 new nodes (4xst,4xcr,8xswl,8xswr,4xatc,8xdet,4xlatc) -> not so good
3. on the recipe, what do the others think? I consider 5-10 a bit too expensive, maybe 33 or so(3*33 = 99)
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 rail x 60 recipe => 360 iron) with a total of 360 iron. You can safely do up to 10 times more expensive (see for sample mod technic).
4. If you can easily make, a speed limit for rail, then you can make for example two classes of rails:
cheap (33 pieces from the recipe, 36 km / h)
expensive (5 pieces from the recipe, 72 km / h)
PS It may also be better to take the price or price factor in the config.
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 rail x 60 recipe => 360 iron) with a total of 360 iron. You can safely do up to 10 times more expensive (see for sample mod technic).
4. If you can easily make, a speed limit for rail, then you can make for example two classes of rails:
cheap (33 pieces from the recipe, 36 km / h)
expensive (5 pieces from the recipe, 72 km / h)
PS It may also be better to take the price or price factor in the config.
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Orwell, please, move your Advanced Trains mod to content.minetest.net and also mpd mod.
- maxx
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Re: [Mod] Advanced Trains [advtrains] [1.13]
3. Or you could increase the number of tracks which can be on one stack. Like in the currency mod.
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Re: [Mod] Advanced Trains [advtrains] [1.13]
or decrease the yield of the recipe by 1, so you can craft tracks two times.
Play on Linuxworks server. We have got lots of trains.
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
I remember having done this 2 weeks ago.Andrey01 wrote:Orwell, please, move your Advanced Trains mod to content.minetest.net and also mpd mod.
- rubenwardy
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Advtrains is already there
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