Probably it`s a error in the mod engine itself. The mod uses pretty old version (1.8.8) on my github repo. I will try to update soon. Advanced-Trains-Optinal-Additions works identically Advtrains mod. What did Orwell answer you?Codesound wrote:Hi,Andrey01 wrote:CodeSound, it seems does Advtrains mod work wrong from my github repo? Kinda, i uploaded all the folders and files correctly to the repo...
thanks for reply.
I use the "Advanced Trains [advtrains] [1.11]" version, but these problems are identical with the "Advanced-Trains-Optinal-Additional-"
I have prepared a video that show what happens when I restart Minetest for 3 times: but these problems are there even without restarting it... I simply download, unzip, placed in the mods folder and activate (....) I create one new v7 level but in this video you see my problems (you see also the power line above the train...).... I am going crazy for understand why....
PS: in the video I use the latest version of Minetest in develop (0.5.n) but the problems are identical in 0.4.16.
http://sendvid.com/b5oikzmj
please help me....
R
[Mod] Advanced Trains [advtrains] [2.4.3]
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.11]
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.11]
Can`t set an train on the rails, it reports continuously me about something errors that display on the screen (see in the chat at screenshot).
Last edited by Andrey01 on Fri Dec 15, 2017 19:56, edited 1 time in total.
Re: [Mod] Advanced Trains [advtrains] [1.11]
Hi, thanks for reply....Andrey01 wrote:Probably it`s a error in the mod engine itself. The mod uses pretty old version (1.8.8) on my github repo. I will try to update soon. Advanced-Trains-Optinal-Additions works identically Advtrains mod. What did Orwell answer you?Codesound wrote:Hi,Andrey01 wrote:CodeSound, it seems does Advtrains mod work wrong from my github repo? Kinda, i uploaded all the folders and files correctly to the repo...
thanks for reply.
I use the "Advanced Trains [advtrains] [1.11]" version, but these problems are identical with the "Advanced-Trains-Optinal-Additional-"
I have prepared a video that show what happens when I restart Minetest for 3 times: but these problems are there even without restarting it... I simply download, unzip, placed in the mods folder and activate (....) I create one new v7 level but in this video you see my problems (you see also the power line above the train...).... I am going crazy for understand why....
PS: in the video I use the latest version of Minetest in develop (0.5.n) but the problems are identical in 0.4.16.
http://sendvid.com/b5oikzmj
please help me....
R
God bless you..... I was convinced that I was wrong anything....
I think Orwell is busy right now ... He'll probably answer tomorrow or in a few days ...What did Orwell answer you?
frequently happens to me...Can`t set an train on the rails, it reports continuously me about something errors that display on the screen (see in the chat at screenshot).
thanks again for all your work!!
R
Re: [Mod] Advanced Trains [advtrains] [1.11]
Thank you.mbb wrote:it is the skybox modMikola wrote:Please share the mod for such a beautiful sky on the background.mbb wrote:
download it and tip /skybox 1-6 in the chat
Re: [Mod] Advanced Trains [advtrains] [1.0]
lolorwell wrote: I will make tram rails that integrate into all infrastructure mods out there.
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.11]
Andrey01: please update advtrains to the newest git version. That bug has been fixed.
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] [1.11]
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.11]
**NEWS**
I implemented some sounds for the steam engine
I implemented some sounds for the steam engine
cdb_2fcfab1b41f9
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.11]
Here i`m waiting a reply from orwell:gpcf wrote:Andrey01: please update advtrains to the newest git version. That bug has been fixed.
https://github.com/Andrey2470T/Advanced ... -/issues/1
I don`t know how to update the mod completely in my repository as i don`t know how many changes were officially implemented after my last commits there. I know only some sounds are added and that`s all. But some changes were done with API by orwell. That`s why i don`t know what files/folders pertain to the updating.
Re: [Mod] Advanced Trains [advtrains] [1.11]
Hi,
1.
it is possible to make a wagon with an autocrafter inside? Or a furnace?
I want to build a train (the german word is "Bauzug").
I ask because I'm not a lua-coder but I have this idea and I think many other would like this.
2.
What is the function of the "loading track" ?
Please not answer with "Its loading things into trains".
best regards
user
1.
it is possible to make a wagon with an autocrafter inside? Or a furnace?
I want to build a train (the german word is "Bauzug").
I ask because I'm not a lua-coder but I have this idea and I think many other would like this.
2.
What is the function of the "loading track" ?
Please not answer with "Its loading things into trains".
best regards
user
Re: [Mod] Advanced Trains [advtrains] [1.11]
The loading track is used to load things onto trains, from a chest placed below the track.
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)
- azekill_DIABLO
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- Contact:
Re: [Mod] Advanced Trains [advtrains] [1.11]
*user commits suicide*
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: [Mod] Advanced Trains [advtrains] [1.11]
Hi,
thanks for answer, but it is not really helpful.
I build a track like this:
and i get messages and errors like this:
minetest is 0.4.16
I hope you can help.
best regards
user
thanks for answer, but it is not really helpful.
I build a track like this:
and i get messages and errors like this:
minetest is 0.4.16
I hope you can help.
best regards
user
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.11]
Good idea actuallyuser wrote:Hi,
1.
it is possible to make a wagon with an autocrafter inside? Or a furnace?
I want to build a train (the german word is "Bauzug").
I ask because I'm not a lua-coder but I have this idea and I think many other would like this.
2.
What is the function of the "loading track" ?
Please not answer with "Its loading things into trains".
best regards
user
written to github issues
on the loading tracks: i'll investigate the error
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.11]
Orwell, what to do me with this error? It works as bad as before.
Re: [Mod] Advanced Trains [advtrains] [1.11]
I could be mistaken, but the train engine and cars seem to need a footprint of 3x3 nodes. When placing parallels I never put the rails closer than 3 nodes something like this (gravel, rail, gravel, stone, gravel, rail, gravel). Have never used platform nodes as they seem a bit obstructive. There may need to be more distance while turning corners in parallel, but I have not tested this. Perhaps give that a try and see if the errors go away.
Something like: platform, stone, rail, stone, stone, stone, rail, stone, platform
In keeping with your decor. Looks good btw. :)
Re: [Mod] Advanced Trains [advtrains] [1.11]
And for the real reason I logged in. Finished a 4.5k node loop and putting on the finishing touches. To simplify some of the tracks, I've used detector rails to automate passage from one rail onto the next. The idea is to manually change track to travel off the main loop and to lay the track out in a manner to automatically return to the loop to continue the route. (Unless the tracks are manually chosen to travel a different pattern.) All works as it should unless travelling in reverse through an automated switch. Here's a screenshot of the uh-oh moment:
https://drive.google.com/file/d/1aNXNpC ... sp=sharing
So either I have to change direction or get off and manually operate the switch to continue. Here's a screenshot of getting off after the uh-oh to inspect and decide next step showing the detector, switch and override placement:
https://drive.google.com/file/d/1SHhjGE ... sp=sharing
So, I went back to hq to hash things out and come up with a way in game to circumvent such things. This is a screenshot of a delay array which gives me just a little more time to finish transitionaing from one rail to the next before the switch disengages:
https://drive.google.com/file/d/1Di8G1V ... sp=sharing
That's two delays and a diode added to the detector switch.
That was the scenerio, now for the question. Here is what looks to be the section of lua code which returns the rail from on to off state as the train leaves the detector node:
---cut---
advtrains = {
on_train_leave=function(pos, train_id)
advtrains.ndb.swap_node(pos, {name="advtrains:dtrack_detector_off".."_"..suffix..rotation, param2=advtrains.ndb.get_node(pos).param2})
mesecon.receptor_off(pos, advtrains.meseconrules)
end
}
---cut---
Would it be possible to add a small delay in transition before the detector node switches off? A second should be more than enough as long as the train isn't creeping and would simplify the layout. Wouldn't it be funny if I was the only person in the world who ever ran into this. Lol!!! What a goof. 8O Have fun!!
Doog
https://drive.google.com/file/d/1aNXNpC ... sp=sharing
So either I have to change direction or get off and manually operate the switch to continue. Here's a screenshot of getting off after the uh-oh to inspect and decide next step showing the detector, switch and override placement:
https://drive.google.com/file/d/1SHhjGE ... sp=sharing
So, I went back to hq to hash things out and come up with a way in game to circumvent such things. This is a screenshot of a delay array which gives me just a little more time to finish transitionaing from one rail to the next before the switch disengages:
https://drive.google.com/file/d/1Di8G1V ... sp=sharing
That's two delays and a diode added to the detector switch.
That was the scenerio, now for the question. Here is what looks to be the section of lua code which returns the rail from on to off state as the train leaves the detector node:
---cut---
advtrains = {
on_train_leave=function(pos, train_id)
advtrains.ndb.swap_node(pos, {name="advtrains:dtrack_detector_off".."_"..suffix..rotation, param2=advtrains.ndb.get_node(pos).param2})
mesecon.receptor_off(pos, advtrains.meseconrules)
end
}
---cut---
Would it be possible to add a small delay in transition before the detector node switches off? A second should be more than enough as long as the train isn't creeping and would simplify the layout. Wouldn't it be funny if I was the only person in the world who ever ran into this. Lol!!! What a goof. 8O Have fun!!
Doog
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.11]
DoogMitt, hmm, strangely i could set the trains on this railroad before. When i have installed latest version of the mod i can`t do it.
Re: [Mod] Advanced Trains [advtrains] [1.11]
Yeah, early on I think they had the standards set rather easy. But as they try to make things more realistic-ish they seem to keep tightening those thumb screws. A real kick in the pants for me came when the box car inventory was cut in half. Had to re-arrange the tracks to accomodate for a train twice the length. Is all good though. As many things as they change, the general thrust of this mod does seem to get better over time. There's no knowing, a year from now we'll probably have to change all the tracks again for some other major upgrade. Lol!! Ooohhh... Like double box cars that are 8 nodes long... And then they can have 48 stacks per box car again!! 8O I like it! 8DAndrey01 wrote:DoogMitt, hmm, strangely i could set the trains on this railroad before. When i have installed latest version of the mod i can`t do it.
Doog fades into the distance bouncing off doors and walls dreaming in his stupid little head.
Peace :)
Re: [Mod] Advanced Trains [advtrains] [1.11]
Lately in the comments was announced a lot of screenshots with new models and new textures. When will they be added in the main branch of the mod or in distribution from mbb's?
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.11]
It's definitely not the footprint.
I have added a commit that implements an additional check, so that the error should no longer appear. However, i need to investigate where this error comes from.
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.11]
Ah.user wrote:Hi,
thanks for answer, but it is not really helpful.
I build a track like this:
and i get messages and errors like this:
minetest is 0.4.16
I hope you can help.
best regards
user
GABRIEL?!
When you split the rails from the core mod, you didnt move the train_load function along...
loading.lua needs to go into advtrains_train_track and get included properly.
I don't have access to my computer right now, i'll fix it tomorrow in the evening...
Re: [Mod] Advanced Trains [advtrains] [1.11]
Fixed on github.
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] [1.12]
1.12
Rewrote large parts of the rail connection system (see commit message for more details)
- Might cause problems that i'm unaware of yet
- /at_sync_ndb and off-track trains no longer spam the chat
- trackplacer finally works with switches
- side effect: trains can now also pass a switch from the 'wrong' branch, however, when reversing, they go back where they came from, i'm still thinking how to solve this best. Workaround is to right-click the switch twice
- fix loading rails (with gabriel (sorry, i forgot to add you in the commit message))
- new (yet undocumented) feature: right-clicking rail with track worker while holding aux1 will rotate rail by 180°
Rewrote large parts of the rail connection system (see commit message for more details)
- Might cause problems that i'm unaware of yet
- /at_sync_ndb and off-track trains no longer spam the chat
- trackplacer finally works with switches
- side effect: trains can now also pass a switch from the 'wrong' branch, however, when reversing, they go back where they came from, i'm still thinking how to solve this best. Workaround is to right-click the switch twice
- fix loading rails (with gabriel (sorry, i forgot to add you in the commit message))
- new (yet undocumented) feature: right-clicking rail with track worker while holding aux1 will rotate rail by 180°
Re: [Mod] Advanced Trains [advtrains] [1.12]
Hi,orwell wrote:1.12
Rewrote large parts of the rail connection system (see commit message for more details)
- Might cause problems that i'm unaware of yet
- /at_sync_ndb and off-track trains no longer spam the chat
- trackplacer finally works with switches
- side effect: trains can now also pass a switch from the 'wrong' branch, however, when reversing, they go back where they came from, i'm still thinking how to solve this best. Workaround is to right-click the switch twice
- fix loading rails (with gabriel (sorry, i forgot to add you in the commit message))
- new (yet undocumented) feature: right-clicking rail with track worker while holding aux1 will rotate rail by 180°
Thanks now I download and try. I'll let you know...
R
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