It will be easier to help you if you try again and copy the error message (or copy it from your debug.txt file)Stormageton wrote:it keeps talking about something to do with the init.lua.
[Mod] Carts [carts]
What did it say about init.lua? This is the information needed to diagnose and fix the issue.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
Here is a video of my own track showing the reversing direction issue mentioned by Exilyth. Not so random as it happens in the same places each time.Exilyth wrote:Aside from carts randomly reversing direction on powered rails, it's a great mod.
Mesecon enabled track switches would be nice to have.
Edit:
Just noticed something...
When riding a cart, your head goes through nodes in a height 3 nodes above the track
http://youtu.be/F1tNelIkoPU
I use a track configuration by VanessaE to make the cart change direction at the top of the ramp but the cart auto-reverses in three different places. Interestingly, on the last run the cart ends up above the track. This is the only time I have seen this behavior
Minetest 0.4.9; Windows 7 x64, Direct3D9 video setting; Carts from GitHub on 15thJan
I also tried the solution posted by VK:markbe wrote:Here is a video of my own track showing the reversing direction issue mentioned by Exilyth. Not so random as it happens in the same places each time.Exilyth wrote:Aside from carts randomly reversing direction on powered rails, it's a great mod.
Mesecon enabled track switches would be nice to have.
Edit:
Just noticed something...
When riding a cart, your head goes through nodes in a height 3 nodes above the track
http://youtu.be/F1tNelIkoPU
I use a track configuration by VanessaE to make the cart change direction at the top of the ramp but the cart auto-reverses in three different places. Interestingly, on the last run the cart ends up above the track. This is the only time I have seen this behavior
Minetest 0.4.9; Windows 7 x64, Direct3D9 video setting; Carts from GitHub on 15thJan
d.y = 0
local p = cart_func.v3:add(cart_func.v3:copy(pos), d)
if cart_func:is_rail(p) or minetest.env:get_node(p).name == "ignore" then
return d
end
but my carts left the track to the right even where there was a solid object
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This mod is nice, thanks!
You could make the power and break rail glow a little, when mesecon signal is attached etc.
You could make the power and break rail glow a little, when mesecon signal is attached etc.
Last edited by specopsbarton on Sun Jan 26, 2014 18:40, edited 1 time in total.
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[SHIFT] + Clicklightonflux wrote:There is still no way to remove carts, isn't it?
Worked everytime
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When i drive over some powerrails the accerate me in the wrong direction (against driving direction) or don't accelerate. Sounds like a bug. Or is there a direction the power rails accelerate?
BTW: is there a formula how much powerrails you need to raise x blocks?
Edit: I made a video: http://znn.info/files/minetest-carts-bug.ogv
Sorry for the bad quality, but i think you get the point.
BTW: is there a formula how much powerrails you need to raise x blocks?
Edit: I made a video: http://znn.info/files/minetest-carts-bug.ogv
Sorry for the bad quality, but i think you get the point.
Last edited by lightonflux on Tue Jan 28, 2014 14:51, edited 1 time in total.
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I'm running minetest 0.4.9 under linux. Just tried adding mods for the first time: carts, invoice++, and zcg.
I put down some rails, and crafted a cart and dropped it on the rails. I left click the cart, and it moves! So far, AWESOME!
Then I try the following, I right click the cart to get into it, and the right click DOES link me to the cart (My point of view moves to being on top of the cart)
But now, I can't get the cart to move while I'm IN it. movement keys don't do anything (I assumed they wouldn't) But also, left clicking the cart doesn't cause the cart to move!
I put the debug level to 4 and reproduced the issue. This is the log of me right clicking the cart to get in, and then left clicking it 3 times with no movement, then right clicking to dismount. The left clicks, after I'm in the cart, show the punching message, but no movement.
Am I experiencing a bug, or is there something different I'm supposed to do to make the cart move with me in it?
This is a REALLY cool mod. Any help in getting it working for me would be very appreciated.
I put down some rails, and crafted a cart and dropped it on the rails. I left click the cart, and it moves! So far, AWESOME!
Then I try the following, I right click the cart to get into it, and the right click DOES link me to the cart (My point of view moves to being on top of the cart)
But now, I can't get the cart to move while I'm IN it. movement keys don't do anything (I assumed they wouldn't) But also, left clicking the cart doesn't cause the cart to move!
I put the debug level to 4 and reproduced the issue. This is the log of me right clicking the cart to get in, and then left clicking it 3 times with no movement, then right clicking to dismount. The left clicks, after I'm in the cart, show the punching message, but no movement.
Am I experiencing a bug, or is there something different I'm supposed to do to make the cart move with me in it?
Code: Select all
06:52:27: INFO[main]: Pointing at [object 4]
06:52:30: INFO[main]: Right-clicked object
06:52:30: INFO[ServerThread]: ServerMap: Written: 0 sector metadata files, 3 block files, 746 blocks in memory.
06:52:30: INFO[ServerThread]: ServerMap: Blocks modified by:
06:52:30: INFO[ServerThread]: deactivateFarObjects: Static data changed considerably...: 3
06:52:30: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=3, item=0, pointed=[object 4]
06:52:30: ACTION[ServerThread]: singleplayer right-clicks object 4: LuaEntitySAO at (703,24,-389.905)
06:52:30: INFO[main]: Pointing at [nothing]
06:52:30: INFO[main]: Pointing at [node under=703,24,-387 above=703,25,-387]
06:52:30: INFO[main]: Pointing at [node under=703,24,-386 above=703,24,-387]
06:52:31: INFO[main]: Pointing at [node under=703,24,-386 above=703,25,-386]
06:52:31: INFO[main]: Pointing at [node under=703,24,-387 above=703,25,-387]
06:52:31: INFO[main]: Pointing at [node under=703,24,-388 above=703,25,-388]
06:52:31: INFO[main]: Pointing at [node under=703,24,-389 above=703,25,-389]
06:52:32: INFO[main]: Pointing at [object 4]
06:52:32: VERBOSE[main]: Client: time_of_day=11234 time_speed=72 dr=1000
06:52:32: INFO[main]: Client: avg_rtt=3.02448e-28
06:52:33: INFO[main]: Left-clicked object
06:52:33: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=0, pointed=[object 4]
06:52:33: ACTION[ServerThread]: singleplayer punches object 4: LuaEntitySAO at (703,24,-389.905)
06:52:33: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 20 sound names loaded
06:52:33: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 2 playing sounds
06:52:34: INFO[main]: Left-clicked object
06:52:34: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=0, pointed=[object 4]
06:52:34: ACTION[ServerThread]: singleplayer punches object 4: LuaEntitySAO at (703,24,-389.905)
06:52:34: VERBOSE[main]: OpenALSoundManager::maintain(): 0 playing sounds, 20 sound names loaded
06:52:35: INFO[main]: Left-clicked object
06:52:35: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=0, item=0, pointed=[object 4]
06:52:35: ACTION[ServerThread]: singleplayer punches object 4: LuaEntitySAO at (703,24,-389.905)
06:52:35: VERBOSE[main]: OpenALSoundManager::maintain(): 0 playing sounds, 20 sound names loaded
06:52:37: INFO[main]: Right-clicked object
06:52:37: VERBOSE[ServerThread]: TOSERVER_INTERACT: action=3, item=0, pointed=[object 4]
06:52:37: ACTION[ServerThread]: singleplayer right-clicks object 4: LuaEntitySAO at (703,24,-389.905)
Last edited by Kilarin on Fri Mar 14, 2014 13:37, edited 1 time in total.
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Now, thats a bug report!
But (afaik) this is no bug. Just but the cart on an up/down hill slope and jump in. In case you want to have more complex mechanics there is a mod called monorail.
But (afaik) this is no bug. Just but the cart on an up/down hill slope and jump in. In case you want to have more complex mechanics there is a mod called monorail.
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Just tried it, and no difference in behavior. rebuilt my rails on a downhill slope. Put my cart on the slope, and right clicked to get in. no movement. left clicked on the cart while I was in it, no movement. Got out and left clicked, cart took off.Iqualfragile wrote:Just but the cart on an up/down hill slope and jump in.
I'll check it out, thanks.Iqualfragile wrote:In case you want to have more complex mechanics there is a mod called monorail.
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Had the same "problem". Punch it first - then jump in. It's a bit tricky but one gets used to it. In monorail you can setup accelerators and switches, but this will need [mesecons] to work. Otherwise you will have to punch-jump there too while 'jump in' is like punching from a distance, so instead of left-right-click [carts] you do double-left-click.
Last edited by klappspaten on Fri Mar 14, 2014 15:03, edited 1 time in total.
Tricky indeed, but I got it to work. thanks! Is this the way it is supposed to work?klappspaten wrote:Had the same "problem". Punch it first - then jump in. It's a bit tricky but one gets used to it.
I tried turning off cart, and installing monorail, and minecraft crashed, badly. I suspect switching between the two after you have already created in game items is a BAD idea. So back to cart and I'm going to experiment there.klappspaten wrote:In monorail you can setup accelerators and switches, but this will need [mesecons] to work.
<edit>: Actually, looks like it wasn't monorail afterall. I'm having trouble with mesecons. I think I'll put off playing with that mod until I'm ready to start with a fresh map.
Last edited by Kilarin on Fri Mar 14, 2014 16:58, edited 1 time in total.
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Not sure . But havent found another way to make them move yet.Kilarin wrote:Tricky indeed, but I got it to work. thanks! Is this the way it is supposed to work?
I tested around a bit a while ago with both mods simultaneously but without mesecons. They DO work next to each other but not together. Both mods ignore each other's special rails but both use Minetest default rail. I finally chose monorail over carts because in singleplayer I dont care about the occasional off-drifting lorry. Carts tend to promptly stop if a chunk isnt loaded fast enough while driving at full speed, so you have to get out, punch, jump in, drive, stop, get out.... Monorail instead "stutters" til the chunk is loaded and keeps moving. If you use monorail without mesecons prepare to use a lot of speed rails and dont forget to place some block to stop you as monorail wont stop automatically at the end of a track (which carts does).I tried turning off cart, and installing monorail, and minecraft crashed, badly. I suspect switching between the two after you have already created in game items is a BAD idea. So back to cart and I'm going to experiment there.
<edit>: Actually, looks like it wasn't monorail afterall. I'm having trouble with mesecons. I think I'll put off playing with that mod until I'm ready to start with a fresh map.
Last edited by klappspaten on Fri Mar 14, 2014 21:02, edited 1 time in total.
The first post cyptically says "This mod has also mesecon compatibility. When placing the power- or brakerail with a the mesecon mod installed, the rails will only work if they get a mesecon signal."
How do I give them a mesecon signal? (Suggest you add this to the first post)
Also removing carts from track and getting carts moving (left click, then jump in) is totally non-discoverable. My young gamers are not pleased!
How do I give them a mesecon signal? (Suggest you add this to the first post)
Also removing carts from track and getting carts moving (left click, then jump in) is totally non-discoverable. My young gamers are not pleased!
Last edited by spillz on Sun Mar 16, 2014 05:14, edited 1 time in total.
Yes, just like you would put redstone torches next to power rails in MC.spillz wrote:Every single one?Morn76 wrote: Put a mesecons torch next to the power rail.
I'm considering doing a fork of the carts mod so you would need fewer power rails per distance. Especially for upward-sloping tracks, the current version of the mod IMO needs an obscene amount of power rails or the carts will slow down and stop. Which is not very good for roller coasters.
I don't really play MC, but my kids do. So maybe obvious if you are a MC player. But why not have mese as part of powered rail recipe? About as realistic as powering it with a mese torch!Morn76 wrote: Yes, just like you would put stone torches next to power rails in MC.
Probably just need to change a couple of parameters for power and friction. Would also like to be able to hit a stationary cart while inside it to make it move (not a lot but enough to get it moving if it has stopped)I'm considering doing a fork of the carts mod so you would need fewer power rails per distance. Especially for upward-sloping tracks, the current version of the mod IMO needs an obscene amount of power rails or the carts will slow down and stop. Which is not very good for roller coasters.
Last edited by spillz on Sun Mar 16, 2014 15:44, edited 1 time in total.
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