[Mod] Monorail [0.1.2] [monorail]

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Evergreen
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by Evergreen » Sat May 25, 2013 22:07

Inocudom wrote:I noticed today that even with booster tracks that are powered by mesecons, the carts can't go up diagonal slopes that go really high. Is this intentional? If so, could something be added to this mod that allows carts to climb such slopes?

Yes, I would love something like that. Maybe add a chain lift rail from rollercoasters or something.
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CalumMc
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by CalumMc » Sat Jun 01, 2013 16:06

I'm having a problem with your mod and mesecons. When I place a switch, my server crashes with:

Code: Select all
16:57:44: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=588 m_static_exists=true but static data doesn't actually exist in (0,0,-11)
WARNING: StaticObjectList::remove(): id=588 not found
16:57:44: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=589 m_static_exists=true but static data doesn't actually exist in (0,0,-11)
WARNING: StaticObjectList::remove(): id=589 not found
16:57:44: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: .../games/minetest_game/mods/mesecons/mesecons/util.lua:5: bad argument #-2 to 'add_node' (string expected, got nil)
16:57:44: ERROR[main]: stack traceback:
In thread b745bb30:
/home/user/minetest-minetest-098692e/src/main.cpp:2024: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b745bb30:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual MapBlock* ServerMap::emergeBlock(v3s16, bool): p=(-2,0,-12), create_blank=1)
(Leftover data: #3 MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #4 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
Aborted


Any suggestions, have I done something wrong?

Thanks
Last edited by CalumMc on Sat Jun 01, 2013 16:21, edited 1 time in total.
 

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by Inocudom » Thu Aug 08, 2013 01:02

CalumMc wrote:I'm having a problem with your mod and mesecons. When I place a switch, my server crashes with:

Code: Select all
16:57:44: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=588 m_static_exists=true but static data doesn't actually exist in (0,0,-11)
WARNING: StaticObjectList::remove(): id=588 not found
16:57:44: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=589 m_static_exists=true but static data doesn't actually exist in (0,0,-11)
WARNING: StaticObjectList::remove(): id=589 not found
16:57:44: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: .../games/minetest_game/mods/mesecons/mesecons/util.lua:5: bad argument #-2 to 'add_node' (string expected, got nil)
16:57:44: ERROR[main]: stack traceback:
In thread b745bb30:
/home/user/minetest-minetest-098692e/src/main.cpp:2024: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b745bb30:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual MapBlock* ServerMap::emergeBlock(v3s16, bool): p=(-2,0,-12), create_blank=1)
(Leftover data: #3 MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #4 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
Aborted


Any suggestions, have I done something wrong?

Thanks


This looks like a serious problem. Could anything be done about it?

Any new ideas for this mod?
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vanek.james4
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by vanek.james4 » Sat Aug 17, 2013 13:44

I have similar problem on my singleplayer to CalumMC's problem:
Code: Select all
15:41:14: ACTION[ServerThread]: singleplayer places node pushable_block:switch_on at (36,15,31)
15:41:14: ACTION[ServerThread]: facedir: 3
15:41:14: ACTION[ServerThread]: singleplayer leaves game. List of players:
15:41:15: ERROR[main]: ServerError: LuaError: error: ...ds/Jeija-minetest-mod-mesecons-96011bc/mesecons/util.lua:5: bad argument #3 to 'add_node' (string expected, got table)

I have about a month old minetest 0.4.7 from git on Linux Ubuntu 12.04.
Last edited by vanek.james4 on Sun Aug 18, 2013 13:19, edited 1 time in total.
 

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by Exilyth » Sat Aug 17, 2013 22:26

I've been trying out [pushable_blocks] together with [carts]... both mods treat each others rails/sliders as rails/sliders, but don't treat the accelerators of the other mod as accelerators. Noticed this when one of my carts suddenly switched to the parallel monorail track while going though a corner :)
I'm running 0.4.13 stable with [technic][carts][farming_plus][biome_lib][unified_inventory] and a few other mods.
 

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by Inocudom » Tue Aug 20, 2013 00:07

Have any changes been made to this mod lately?
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by sapier » Tue Aug 20, 2013 10:42

no it's feature complete, usually it's tested for compatibility along with mobf release ;-). I guess mesecons broke compatibility .. again
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Krock
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by Krock » Thu Oct 10, 2013 10:32

Is there a way to fix this?
Code: Select all
12:31:29: ERROR[main]: ServerError: LuaError: error: ...mme\minetest\bin\..\mods
\pushable_block/nodes_crafts.lua:276: attempt to index global 'mesecon' (a nil v
alue)

I really like this mod but it's already a bit older :/

Btw: First post! Hello Minetest forums!
Last edited by Krock on Thu Oct 10, 2013 10:33, edited 1 time in total.
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by Topywo » Thu Oct 10, 2013 12:22

Krock wrote:Is there a way to fix this?
Code: Select all
12:31:29: ERROR[main]: ServerError: LuaError: error: ...mme\minetest\bin\..\mods
\pushable_block/nodes_crafts.lua:276: attempt to index global 'mesecon' (a nil v
alue)

I really like this mod but it's already a bit older :/

Btw: First post! Hello Minetest forums!



There's no mesecons in the depends.txt, but maybe it is depending on mesecons?

https://forum.minetest.net/viewtopic.php?id=628
 

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by Krock » Thu Oct 10, 2013 12:43

Topywo wrote:There's no mesecons in the depends.txt, but maybe it is depending on mesecons?

https://forum.minetest.net/viewtopic.php?id=628

thanks! it has been fixed :)
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by jhlucario3 » Mon Oct 14, 2013 00:35

How do i run this mod on minetest 0.4.5 it keep saying mod failed to load and run
 

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by VanessaE » Mon Oct 14, 2013 05:50

jhlucario3, do not repeat yourself.

First, you need to update your copy of Minetest - 0.4.5 is quite obsolete. 0.4.7 is the current release.

Second, make sure the folder name is correct for your copy of the monorail mod.

Third, post the exact error message from the debug.txt file - just 'failed to load and run' is not enough.
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by sapier » Tue Oct 15, 2013 22:26

I've just tested against current (20131015) master of minetest. Even if this mod seems to be quite old it still is fully operational and working. If someone finds a bug I didn't recognize plz tell me.
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by Dan Duncombe » Thu Oct 17, 2013 12:02

I have 2 big suggestions, although I don't know if they would be possible, since both would probably require ABMs.

  • Crafting Cart- acts like the Workbench in Castles+ Mod.
  • Furnace Cart- acts like a furnace.

They would both be like the transport cart in that they have a formspec.

Also, what do the switches do?
Last edited by Dan Duncombe on Thu Oct 17, 2013 12:03, edited 1 time in total.
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by sapier » Thu Oct 17, 2013 22:54

Dan while those additions wouldn't be that difficult to add I'm sorry but I don't see any benefit of those additions.
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by sapier » Mon Dec 09, 2013 16:04

Just added carts mimicry mode ... hope those addicted to carts graphics are now going to take a look too ;-)
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by Inocudom » Mon Dec 09, 2013 17:13

Sapier, you must rename the mod from pushable_block to monorail in the init.lua file. Otherwise, nobody will figure out how to get it working. That would be a shame, because monorail is superior to carts.
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by sapier » Mon Dec 09, 2013 17:58

already done in git ... will update it once I discovered another trackfinding bug I just realized
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by sapier » Tue Dec 10, 2013 18:15

Ok 0.1.0 is ready now
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by Inocudom » Tue Dec 10, 2013 19:52

VanessaE, would you be able to test this mod on your servers? No server has ever hosted this mod before, and I would like to see that change.
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BRICK
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by BRICK » Thu Jan 23, 2014 00:09

Pardon my "noobness", but could someone explain to me how exactly this works? I can place the carts on the monorail track, but I can't control them while I'm riding them.

Furthermore, I can't seem to figure out what any of the other blocks that come with this mod do. The cart detector, the accelerator, the switch etc - none of them seem to have any affect on the cart.
 

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by polletfa » Fri Feb 07, 2014 00:43

@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.

@sapier : I had a server crash every time I tried to turn a switch off with mesecons. There is an error line 34 of switch.lua. It should be "offstate" instead of "onstate", then it works great. Also, the models look for 2 textures files that don't exist: pushable_block_cart_mesh.png, cart.png.
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by polletfa » Fri Feb 07, 2014 00:56

Oh I forgot: if mesecons mod is present, cart detectors become unknown objects when taken back into the inventory.
In nodes_craft.lua, the 2 lines:
drop = 'monorail:cart_detector 1',
must be changed in:
drop = 'monorail:cart_detector_off 1',
 

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by rubberduck » Tue Mar 04, 2014 13:43

i installed the monorail mod with the ingame-function
the first issue is, that the name of the folder was wrong when i installed it.

after renaming it worked.

but i noticed a problem with the different kinds of rails (normal rail, booster rail and break rail)
they don't adjust their direction to their adjacent track-segments if i use two different kinds of rails.

also the game crashed when i placed a switch (i was back to menu, not the whole game crashed).
i found out, that sometime the game crashes, when you try to put an active switch (in creative mode)

i have installed mesecons too (if there are problems with this mod, i heart about problems with this mod)
and i use the stable version 0.4.9

do i need the newest dev-version and what about the carts mod (is it better or not?)
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Re: [Mod] Monorail [0.1.0] [monorail]

by theoluk » Tue Jun 10, 2014 22:45

One Bug, and this may just be for me, but when I place something in a transport cart, it also appears in the inventory of all the other transport carts.
 

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