Okay, how can i place a lot of rail with short time?orwell wrote: ↑Sun Jul 26, 2020 20:21I said this multiple times in this thread, and I imagine it was also written in the manual. So here I say it again:Emojiminetest wrote: ↑Sat Jul 25, 2020 23:31When i try to use worldedit to edit rail's param2, it sometimes not work.
Is it an advtrain bug? Or a worldedit bug?
Do not use worldedit to edit advtrains nodes!
Reason: advtrains keeps a separate database of tracks and signals, known as the NDB (node database). It is used to look them up even if minetest has unloaded the mapblocks they're in. Due to reasons, advtrains always trusts the nodedb more than the minetest-managed world. Worldedit doesn't know about the nodedb, so it can't update it.
What works: you can use worldedit to construct rails using //stack and //copy, or delete rails. Whenever you delete rails using worldedit, run "/at_sync_ndb" afterwards. But NEVER touch signals, TCBs or that kind of stuff! Also, don't modify rails in place.
[Mod] Advanced Trains [advtrains] [2.4.3]
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Have a look at my mod >> https://content.minetest.net/users/Emojiminetest <<
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
I know digtron can place blocks, which of track shoud i place? (advtrains:dtrack_placer or advtrains:dtrack_stBlockhead wrote: ↑Sat Aug 01, 2020 07:14Other options are to use the Tunnelmaker mod or the digtron mod.
Have a look at my mod >> https://content.minetest.net/users/Emojiminetest <<
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Unless you already did it, you need to add some mirrored shapes. Or else it's impossible to make some configurations of tracks:
It's impossible to rotate the existing track to get it to fit here, it needs to have a mirrored equivalent... (
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Linux Forks, the Best Forks: linux-forks.de // Play @ LinuxWorks Next Generation
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
I tried increasing the train speed to 160 km/h. Everything seems to work fine except one thing. Sometimes a train overrides a red signal on a straight track, it looks like the train doesn't manage to brake before the signal. Maybe I should change something in LZB, there are many constants but I don't know what they mean. Can you please give me a hint what to change?
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
How did you do this? I want also really fast trains.
My English is not so good, because I am german
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
1) in trainlogic.lua, look for a line saying train.max_speed=20. Set this to the maximum speed of trains you want to use, for example 44 (my case).
2) In the definitions of trains, change the maximum_speed property to anything you want to.
2) In the definitions of trains, change the maximum_speed property to anything you want to.
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
I am pleased to announce after more than a month in the works, I have finished my complete set of diamond crossing nodes for advtrains! Here is the official write-up which is also a git commit message. See my PR on GitHub for the code, more commit messages and screenshots.
Add two new sets of diamond crossings in addition to the current set
of perpendicular crossings. Also cleans up the inside edges on the
perpendicular set models. All of these varieties have their mirror
images, which was previously a problem with the 45/90 crossing.
The naming convention for all of these rail types is this: when facing
east and param2=0, the angle and direction of the two crossing rails is
indicated. So 30l45r means 30 degrees left and 45 degrees right. The
mirror image of that would be 30r45l.
There is a recipe for each set of crossing types and the trackworker can
change geometry within types with left cick, and rotate between two 90
degree rotations with right-click. When left-clicking, the angles move
in an intuitive fashion like rotating rails.
Add two new sets of diamond crossings in addition to the current set
of perpendicular crossings. Also cleans up the inside edges on the
perpendicular set models. All of these varieties have their mirror
images, which was previously a problem with the 45/90 crossing.
The naming convention for all of these rail types is this: when facing
east and param2=0, the angle and direction of the two crossing rails is
indicated. So 30l45r means 30 degrees left and 45 degrees right. The
mirror image of that would be 30r45l.
There is a recipe for each set of crossing types and the trackworker can
change geometry within types with left cick, and rotate between two 90
degree rotations with right-click. When left-clicking, the angles move
in an intuitive fashion like rotating rails.
- The perpendicular set (already existing) has rails that cross at 90
degrees. - The 90+x set has 90 degree (straight, node aligned) rails plus a rail
intersecting that at 30, 45 or 60 degrees. - The diagonal set has both rails not axis-aligned, for example 30r-45l,
60l60r. The latter is quite useful for scissors crossovers.
Use advtrains:dtrack_placer. That is the block that will choose the right type of track to build properly and add it to the nodedb. Using advtrains:dtrack_st directly would probably not make the rails properly useable.Emojiminetest wrote: ↑Sat Aug 01, 2020 09:19-snip-
I know digtron can place blocks, which of track shoud i place? (advtrains:dtrack_placer or advtrains:dtrack_st
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Quick question, couldn't find an answer earlier in the thread. How do I find/craft the ATC Rail as nothing shows up in the crafting guide. (even if it can't be crafted, where do I find it?).
Thanks
Thanks
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Hi, the item is actually called ATC controller in-game. I can see it in unified inventory, not sure what crafting guide you are using? It has no recipe. The full name is advtrains:dtrack_atc_placer. Hope that helps!
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Thanks, I'll search for it or will spawn it needs be.
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Hm, you could try to increase BRAKE_SPACE. However I don't like the whole code that is currently in LZB on master.Hume2 wrote: ↑Wed Aug 12, 2020 05:41I tried increasing the train speed to 160 km/h. Everything seems to work fine except one thing. Sometimes a train overrides a red signal on a straight track, it looks like the train doesn't manage to brake before the signal. Maybe I should change something in LZB, there are many constants but I don't know what they mean. Can you please give me a hint what to change?
Do you mind trying out the "new_lzb" branch and see if it happens there too? I've asked gabriel for a while now to try it out but he hasn't gotten around to it yet.
Thanks!
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Thanks for hint! I will try that.orwell wrote: ↑Mon Aug 24, 2020 16:34Hm, you could try to increase BRAKE_SPACE. However I don't like the whole code that is currently in LZB on master.Hume2 wrote: ↑Wed Aug 12, 2020 05:41I tried increasing the train speed to 160 km/h. Everything seems to work fine except one thing. Sometimes a train overrides a red signal on a straight track, it looks like the train doesn't manage to brake before the signal. Maybe I should change something in LZB, there are many constants but I don't know what they mean. Can you please give me a hint what to change?
Do you mind trying out the "new_lzb" branch and see if it happens there too? I've asked gabriel for a while now to try it out but he hasn't gotten around to it yet.
Thanks!
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Hmmmm..
Hmmm...
I was able to get these 3-way turnouts working with only 2 lines of code changed. It can still cause issues in that you can't traverse them from the wrong way around, but it worked fine with interlocking.
I was able to get these 3-way turnouts working with only 2 lines of code changed. It can still cause issues in that you can't traverse them from the wrong way around, but it worked fine with interlocking.
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/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
looks nice! I'm looking forward to this.
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)
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Hello, by investigating an issue with another mod I just discovered that advtrains overrides the minetest builtin string.split() function (advtrains/wagols.lua L851).
The problem is that the behaviour of that function is different from the builtin one, which other mods rely on... In my case the sban started to give wrong messages (see https://github.com/shivajiva101/sban/bl ... .lua#L1448): your implementation ignored the escape in that line and caused messages to be split at every 'n' character.
I don't know if that is the wanted behaviour but, in any case, if you can't use the builtin implementation I'd suggest to use a custom name instead of overriding it, that could potentially break other mods now or in future, should the builtin function change too.
Aside of that, thanks so much for the new crossings! I really love them!! Looking forward to see the new 3-way switches, then all of my MT train dreams will be reality :)
The problem is that the behaviour of that function is different from the builtin one, which other mods rely on... In my case the sban started to give wrong messages (see https://github.com/shivajiva101/sban/bl ... .lua#L1448): your implementation ignored the escape in that line and caused messages to be split at every 'n' character.
I don't know if that is the wanted behaviour but, in any case, if you can't use the builtin implementation I'd suggest to use a custom name instead of overriding it, that could potentially break other mods now or in future, should the builtin function change too.
Aside of that, thanks so much for the new crossings! I really love them!! Looking forward to see the new 3-way switches, then all of my MT train dreams will be reality :)
Quando omni flunkus, moritati.
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
I'm not sure if this is an Advanced Trains issue or a Crafting Guide issue. When I open the crafting guide in my inventory, the only passenger carriages I see are the subway and the one for the steam engine. Are the Japanese bullet train and others included, or do I need to download those separately?
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Hi, there are 4 train sets that come with this mod. Unfortunately a lot of them don't have crafting recipes:T6C wrote: ↑Wed Sep 02, 2020 00:20I'm not sure if this is an Advanced Trains issue or a Crafting Guide issue. When I open the crafting guide in my inventory, the only passenger carriages I see are the subway and the one for the steam engine. Are the Japanese bullet train and others included, or do I need to download those separately?
- advtrains_train_industrial - No recipes.
- advtrains_train_japan - no recipes.
- advtrains_train_steam - recipes
- advtrains_train_subway - recipes
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Re: [Mod] Advanced Trains [advtrains] [2.1.1]
Hi, sorry to bother you again with issues. A few days ago I sent two reports using the bug tracker form available on advtrains.de but I just got a DSN today, seems your mail server is refusing connections...
Am I correct using that form, or you moved the issue tracking somewhere else?
Code: Select all
The recipient server did not accept our requests to connect. Learn more at https://support.google.com/mail/answer/7720 [(address here) FAILED_PRECONDITION: connect error (111): Connection refused]
Quando omni flunkus, moritati.
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
The bugtracker is hosted at:
http://bugs.linux-forks.de/advtrains/
you can just send an e-mail to advtrains@bugs.linux-forks.de and the tracker will handle it for you.
http://bugs.linux-forks.de/advtrains/
you can just send an e-mail to advtrains@bugs.linux-forks.de and the tracker will handle it for you.
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)
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
That's what I did: I reached that page from a link on the advtrains.de website...
Seem it worked now, I just got the confirm mail a few hours ago (the issue was sent two days ago...)
Thank you! :)
Seem it worked now, I just got the confirm mail a few hours ago (the issue was sent two days ago...)
Thank you! :)
Quando omni flunkus, moritati.
Re: [Mod] Advanced Trains [advtrains] [2.1.1]
ok, if you got the mail, then the problem was probably related to the physical server it was hosted on crashing, resulting in the mail server not coming up again. i hope it's solved now.
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)
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More turnouts: Y-shaped and 3-way
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