[Mod] Monorail [0.1.2] [monorail]
Re: [Mod] Monorail [0.1.1] [monorail]
Quite some time since you reported that bug but finally I managed to fix it. 0.1.1 has different inventories for each cart again.
Re: [Mod] Monorail [0.1.2] [monorail]
Still no servers testing this mod...
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Re: [Mod] Monorail [0.1.2] [monorail]
true, seems like mods not beeing updated frequently because they're feature complete get lost :-)
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Re: [Mod] Monorail [0.1.2] [monorail]
I just saw one where a small monorail system was installed, but don't remember which server it was.Inocudom wrote: Still no servers testing this mod...
Yes. That seems so. It's a bit diffrent if the mod is used on many popular servers. Otherwise, mods witch are buried deep inside the mod releases part of the forum are more or less lost. I've tried to start a page on the wiki where I assigned categories to mods so that people looking for something in particular have at least a chance to find a mod, but that's a lot of work and will not progress further until I write (or get) a script for doing part of that automaticly. There're just too many mods for manual cut&paste.sapier wrote: true, seems like mods not beeing updated frequently because they're feature complete get lost :-)
A list of my mods can be found here.
Re: [Mod] Monorail [0.1.2] [monorail]
Hello together,
I think I found a little bug in your code. In line 330 of cart_generic.lua there's this line
current_state.pos.x = math.floor(current_state.pos.x + 0.5)
you need to replace x with z:
current_state.pos.z = math.floor(current_state.pos.z + 0.5)
I think this caused the cart to stop when it goes in this kind of curves because the cart could hang in the wall.
Was not easy to find this :-)
Also I recognised the mesecon signal from the Cart Detector Block switches to off for short moments, although there is a cart standing in front of it the whole time. This gave me some problems when controlling a switch with a Cart Detector Block, but I found some mesecon logic to avoid it.
Maybe you could add support for moreores:copper_rails to your mod, too?
I used it with normal carts, not monorails and started a little cart network, with seems to work very good now. Thanks!
I think I found a little bug in your code. In line 330 of cart_generic.lua there's this line
current_state.pos.x = math.floor(current_state.pos.x + 0.5)
you need to replace x with z:
current_state.pos.z = math.floor(current_state.pos.z + 0.5)
I think this caused the cart to stop when it goes in this kind of curves because the cart could hang in the wall.
Was not easy to find this :-)
Also I recognised the mesecon signal from the Cart Detector Block switches to off for short moments, although there is a cart standing in front of it the whole time. This gave me some problems when controlling a switch with a Cart Detector Block, but I found some mesecon logic to avoid it.
Maybe you could add support for moreores:copper_rails to your mod, too?
I used it with normal carts, not monorails and started a little cart network, with seems to work very good now. Thanks!
Re: [Mod] Monorail [0.1.2] [monorail]
Hi,
I had again problems with carts stopping at always the same curve and found that two if blocks are missing in your code.
Add this code to function handle_curves in slider.lua, line 618, after the other if blocks.
Thanks.
I had again problems with carts stopping at always the same curve and found that two if blocks are missing in your code.
Code: Select all
if (node_z_prev ~= nil and is_slider(node_z_prev.name)) and
(node_x_prev_below ~= nil and is_slider(node_x_prev_below.name))
then
return "x-"
end
if (node_z_next ~= nil and is_slider(node_z_next.name)) and
(node_x_next_below ~= nil and is_slider(node_x_next_below.name))
then
return "z+"
end
Thanks.
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Re: [Mod] Monorail [0.1.2] [monorail]
I can't figure out how to get the "vertical sliders" to work. Any guide or hints or explanation? I just can't figure it out.
How to use Accelerator, Switch, etc.
How to place the accelerator and switch so they work? I tried to put an accelerator behind a cart on a turn, but nothing happened when I powered it up. I also tried switches at various location around a branch but so far could not figure it out.polletfa wrote:@Brick : The accelerator pushes a cart when powered on by mesecons (so you can start a cart automatically). The cart detector can be use to power a mesecons circuit on when a cart passes by. The switch select a direction and can be turned on/off with mesecons or by hand.
Thanks!
Re: [Mod] Monorail [0.1.2] [monorail]
Any progress on that matter?bloodpuddingyum wrote:I can't figure out how to get the "vertical sliders" to work. Any guide or hints or explanation? I just can't figure it out.
Trying to stay me.
Re: [Mod] Monorail [0.1.2] [monorail]
Don't get your hopes up, for it doesn't look like there ever will be.Sane wrote:Any progress on that matter?bloodpuddingyum wrote:I can't figure out how to get the "vertical sliders" to work. Any guide or hints or explanation? I just can't figure it out.
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Re: [Mod] Monorail [0.1.2] [monorail]
Oh, too bad.Inocudom wrote:Don't get your hopes up, for it doesn't look like there ever will be.Sane wrote:Any progress on that matter?bloodpuddingyum wrote:I can't figure out how to get the "vertical sliders" to work. Any guide or hints or explanation? I just can't figure it out.
I am still looking for something to get me down to mine levels and up again without teleporting, and without endless manual ladder climbing.
Trying to stay me.
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Re: [Mod] Monorail [0.1.2] [monorail]
Well, the down part usually isn't the problem....Although, in the end, having to load all those blocks inbetween is not that entertaining. Teleporting is a practical approach.Sane wrote: I am still looking for something to get me down to mine levels and up again without teleporting, and without endless manual ladder climbing.
A list of my mods can be found here.
Re: [Mod] Monorail [0.1.2] [monorail]
Yep, that's very annoying.Sane wrote:without endless manual ladder climbing.
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Re: [Mod] Monorail [0.1.2] [monorail]
Hm, this mod is abandoned ever since I started playing Minetest...
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