[Mod] Carts [carts]

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Phitherek_
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by Phitherek_ » Post

Great mod! Can you make it compatible with copper rail from MoreOres mod?
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Posted by Phitherek_

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PilzAdam
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by PilzAdam » Post

Phitherek_ wrote:Great mod! Can you make it compatible with copper rail from MoreOres mod?
Yes I will do it (see GitHub).

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Phitherek_
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by Phitherek_ » Post

Wow, this was the most fastly done request ever :D. Thank you!
Last edited by Phitherek_ on Sun Aug 26, 2012 13:34, edited 1 time in total.
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PilzAdam
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by PilzAdam » Post

Phitherek_ wrote:Wow, this was the most fastly done request ever :D. Thank you!
It was realy hard work ;-) https://github.com/PilzAdam/carts/commi ... b5dafff8be

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by rubenwardy » Post

PilzAdam wrote:
Phitherek_ wrote:Wow, this was the most fastly done request ever :D. Thank you!
It was realy hard work ;-) https://github.com/PilzAdam/carts/commi ... b5dafff8be
lol
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sysedit
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by sysedit » Post

Hello,

when the cart is not moving its sound is played in a loop.
Even If I move very far away from the rails.
I think this happened after logging out while a cart was moving.
Logging out and back in again does not change a thing.

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PilzAdam
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by PilzAdam » Post

sysedit wrote:Hello,

when the cart is not moving its sound is played in a loop.
Even If I move very far away from the rails.
I think this happened after logging out while a cart was moving.
Logging out and back in again does not change a thing.
Wich version of minetest do you use? This can be a bug in the sound api of the engine.

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Phitherek_
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by Phitherek_ » Post

I found one more bug. It may be due to lags, but the carts replicate themselves out of nothing :D.
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Posted by Phitherek_

sysedit
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by sysedit » Post

PilzAdam wrote: Wich version of minetest do you use? This can be a bug in the sound api of the engine.
0.4.2 rc1

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Phitherek_
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by Phitherek_ » Post

Uh, one more bug, quite serious and annoying. It is with meseconrails (cart detectors). Firstly, they do not connect to other rails, so sometimes it is really hard to make a detector. What is more, a turned on meseconrail does NOT connect with turned off meseconrail, which causes real problems even if you try to kind of setup the rails to match the normal ones.
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PilzAdam
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by PilzAdam » Post

Phitherek_ wrote:Uh, one more bug, quite serious and annoying. It is with meseconrails (cart detectors). Firstly, they do not connect to other rails, so sometimes it is really hard to make a detector. What is more, a turned on meseconrail does NOT connect with turned off meseconrail, which causes real problems even if you try to kind of setup the rails to match the normal ones.
This are only texture bugs. It has no effect on the cart.
Anyway I cant do anything about it because the engine (Minetest) dont accept raillike drawtypes with different rails.

sysedit
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by sysedit » Post

After restart of the server the looping sound went away. I try to reproduce it again and will keep you posted.

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Phitherek_
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by Phitherek_ » Post

sysedit: The restart of the server generally fixes most of the problems with lags, hanging and chunks not loading. It seems to me that you just had some lag or hang that caused it.
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SegFault22
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by SegFault22 » Post

What if, punching minecarts gives them some velocity, but then they slow down and stop? Maybe, crafting a rail with a mesecon can make a track that gives a moving cart velocity, and when off it makes the cart slow down...?
That would be radical,...
"All we need it the right major crisis and the nations will accept the new world order."

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PilzAdam
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by PilzAdam » Post

SegFault22 wrote:What if, punching minecarts gives them some velocity, but then they slow down and stop? Maybe, crafting a rail with a mesecon can make a track that gives a moving cart velocity, and when off it makes the cart slow down...?
That would be radical,...
I was thinking of a more realistic behavior. I will make it when I have the time for it.

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by jordan4ibanez » Post

please update this
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PilzAdam
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by PilzAdam » Post

jordan4ibanez wrote:please update this
Update what? There is no "good" way to implement carts in lua. It has to be done in c++.

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GJH105775
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by GJH105775 » Post

Thanks, I modded it so that copper rails went faster and love it, eccept for the player has no free abilty to look where going.
Check out my mod xtrablocks, has some different types of marble that you can build with or mine at different depths

I am not here regularly as I just kind of pop in and out. If you want to find me I'll be on quadcopterforum.com helping with multirotor builds and spending other's money haha.

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DrB
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by DrB » Post

nutz the carts kinda stop when out of site for me... dont know if i need a power generator beside the rail, etc... would be nice if the rail chest would auto load into a furnace, then i could mine and log trees through them into the cart and send it back to the furnace to run, LOL

Temperest
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by Temperest » Post

Carts do not work if they move into an unloaded chunk. There is nothing that can be done about this outside of adding fake players to stand at designated positions, or increasing the chunk load distance in your minetest.conf configuration file.
Last edited by Temperest on Mon Oct 01, 2012 19:52, edited 1 time in total.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

DrB
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by DrB » Post

Temperest wrote:Carts do not work if they move into an unloaded chunk. There is nothing that can be done about this outside of adding fake players to stand at designated positions, or increasing the chunk load distance in your minetest.conf configuration file.
Hmmm, i don't have a chunk setting, BUT, i do know what you mean (and do know how to add it)

Ok only thing i could find about distance is...

max_block_send_distance = 20
max_block_generate_distance = 14

so i added those, but the question i have is, is there a way to use mesecons to run power to the rails so they will continously run?
Last edited by DrB on Wed Oct 03, 2012 04:12, edited 1 time in total.

Temperest
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by Temperest » Post

You can probably just run a long Mesecons wire (uninsulated) beside the track to power the entire railway.
Last edited by Temperest on Wed Oct 03, 2012 19:29, edited 1 time in total.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.

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PilzAdam
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by PilzAdam » Post

Hybrid Dog wrote:You could define the player as an object.
Players are objects...
The problem is that you cant handle them like Lua-entities.

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Topywo
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by Topywo » Post

Hybrid Dog wrote:again:
Fatal error: Out of memory (allocated 1835008) (tried to allocate 19456 bytes) in /srv/www/minetest.net/www/forum/include/url/Default/forum_urls.php on line 75
Just go back, wait a sec and click the link/page/post again. That works for me.

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Topywo
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by Topywo » Post

Hybrid Dog wrote:again:
Fatal error: Out of memory (allocated 1835008) (tried to allocate 19456 bytes) in /srv/www/minetest.net/www/forum/include/url/Default/forum_urls.php on line 75
Just go back, wait a sec and click the link/page/post again. That works for me.

Edit: lol, I got this one trying to submit reply:

Fatal error: Out of memory (allocated 2359296) (tried to allocate 311296 bytes) in /srv/www/minetest.net/www/forum/cache/cache_bans.php on line 1255

Edit2: Looks like it did post it though.
Last edited by Topywo on Wed Nov 07, 2012 19:26, edited 1 time in total.

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