My Train Mod

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Re: My Train Mod

by twoelk » Tue Mar 24, 2015 14:01

dgm5555 wrote:+1 This looks great. How far will they go from players before stopping/returning (like minecarts do)? Could you have a trans-MT rail system?


nothing is supposed to happen in minetest in a block/chunk that is not loaded - hence the anchor-mods found in other places.

Maybe rails that include a map-anchor might be of use for such a mod in the future or maybe some sort of teleporting feature that only works if lines are considered connected and thus when the train approaches an unloaded part of the map it teleports the train to the next loaded part of the map on the line with a calculated delay of course. Stations could be places that are forced to loat when the train is calculated to pass that region.
 

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Re: My Train Mod

by dgm5555 » Sat Mar 28, 2015 08:34

The easiest option would be make the train itself a mobile anchor and it could forceload a couple of nodes around it and un-forceload them when it left. If a player causes loading of radius 32 nodes that's between 48 and 216 mapblocks. A train moves more, but even so should be a lot less load than quite a number of players. Even if forceloading means an entire mapblock of abms is activated, it might result in some unexpected local discrepancies, but probably wouldn't be a major glitch. It would also be a heck of a lot better than the current situation when you send off spaced carts and they return as a pack when they are re-activated.

Forceloading the rails, could quite quickly exceed forceload limits, so I would have thought not such a good idea. However if you kept a table of rails, you could build a timetable of when a train passes each point. The idea of having a station/junction/railend block is OK. The problem with this is if you stood next to a section of track where a train should pass it wouldn't do so without the rail table, and would still result in un-needed block loading. If I was setting it up a massive rail network, for efficient processing I think I'd use a table which could be generated/updated by a maintainance cart which travelled the network and mapped it, and possibly replaced every eg 32nd node with a monitoring node. These nodes could have abms to spawn a train at an appropriate direction and time when players were near tho this could have an issue with locally nodes spawning multiple trains if this process wasn't also recorded in the table. Finally allow the trains to also update the map if they happened to be active, but which vanished if in moving state but inactive. I don't think the server notifies when this will happen, but could occur on reactivation. The sl issue could be trains vanishing when singleplayer exits and re-enters the game but I think using mt time of day would be ok for maintaining this and would be a pretty small glitch.
 

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Re: My Train Mod

by ABJ » Fri Apr 03, 2015 04:07

Nice mod but do please make this run on ordinary rails or even if you can't, make those 3D rails look better :)
 

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Re: My Train Mod

by ABJ » Sat Apr 04, 2015 12:54

This topic is getting too quiet. Hope you haven't abandoned it.
 

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Re: My Train Mod

by ExeterDad » Sat Apr 04, 2015 14:42

by jordan4ibanez » Fri Jan 30, 2015 10:19 am

Just taking a break from this so I don't get burnt out, I'm putting up a Github today. Might work on another not so big mod as well.


Be patient. He just has other things to do for now.
 

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Re: My Train Mod

by ABJ » Sun May 17, 2015 06:38

No I don't think so.
Well, though I DO wonder what's happened to j4i. I know he took a break buuuuuuut................I hope he hasn't forgotten or what not :D
And anyway. someone else will do it if he doesn't. (I personally would once I learn enough :))
The topic is still active.
 

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Re: My Train Mod

by Don » Tue May 19, 2015 21:54

jordan4ibanez wrote:I'll be working on this again.

Happy to hear that. Lots of people want this mod.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: My Train Mod

by ABJ » Wed May 20, 2015 07:01

YESS Finally you are back jordan4ibanez!!! I was soooooo worried you had *ed :D
 

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Re: My Train Mod

by lightonflux » Sat Jul 04, 2015 11:54

ABJ wrote:Jordan? Where are you?


Busy posting videos to /r/Minetest and having fun with love2d it seems.
 

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Re: My Train Mod

by im-poke » Sat Aug 22, 2015 16:00

rubenwardy wrote:Awesome. Will that be like the Minecraft train mod?

please do not talk about that stuff.
ARE YOU A NYAN CAT?????
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Re: My Train Mod

by rubenwardy » Sat Aug 22, 2015 16:19

...

In the Minecraft train mod, you can connect and deconnect cars, ride trains, switches, stations, etc.
As you can see from the video.

Don't be so hostile against the mention of Minecraft.
 

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Re: My Train Mod

by Glory! » Sun Aug 23, 2015 04:13

Here's a tip: try making an electric train first (like subways). They are mostly modular and easy to model, and don't need extremely different models for different cars. I can help with textures and sounds. On the other hand...
*_* I wish I could donate $$$. *_* TRAINS. MUST. COME. INCLUDED. WITH MT.
Also I'm happy someone's making trains for Minetest. ^_^
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Re: My Train Mod

by mbb » Tue Jan 19, 2016 14:23

hi i need a modle vor my train mod can somebody help me?


here is the link
viewtopic.php?f=4&t=13894&hilit=big+trains+mod
If you want to contact me please send me a twitter pm https://twitter.com/mbbdev
 

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Re: My Train Mod

by ABJ » Mon Jan 25, 2016 15:50

Come on. Why is this so not happening?
I think someone who knows the stuff can make some commits? It might get him started.
 

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Re: My Train Mod

by jordan4ibanez » Mon Feb 01, 2016 07:22

I think I might need to remake this mod it seems really badly programmed.
I've been gone for a long time
 

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Re: My Train Mod

by ABJ » Mon Feb 01, 2016 08:10

Oh! Oh! I know that feeling I guess.
Am sure people need to help him do that. A highly wanted mod ending up in a coding mess is one of the most annoying things.
Cheers and courage, j4i.
 

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Re: My Train Mod

by benrob0329 » Tue Feb 02, 2016 02:36

Perhaps you could base it on the railnet mod.
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Re: My Train Mod

by jordan4ibanez » Sat Jul 16, 2016 10:29

Just an update, I am rebuilding the mod, it's buggy, glitchy, it only runs at one speed, there's only a minecart which works as the train and cars, there's no turn guessing, so for one tick minecarts go over the center of the node it's turning on so it looks and handles terribly at higher speeds, this is a prototype, don't put this into your server

How to use:
You place it on rail using a default:stick, place additional carts near it (preferably in a straight line to avoid crazy behavior) then sneak click the minecart, then the one you want to connect to it and it'll connect. next click the lead minecart and your train will start.

Here is a video of it/basic "tutorial"
I've been gone for a long time
 

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