[Modpack] Advanced Carts [advcarts]
- azekill_DIABLO
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Re: [Modpack] Advanced Carts [advcarts]
Yeah, i imagine the thing... I roll in a super cart and oops, i fly away from rails, i go trough nodes i hit unloaded chunks etc...
- v-rob
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Re: [Modpack] Advanced Carts [advcarts]
The mod has 200 kph carts as of now. I do not get any drops in fps or any noticeable lag. I do not fly off the rails any more than I do with a 80 kph cart. The chunks load fast enough. Download it yourself. (As a note: No, my computer is not an exceedingly good one. In fact, it is fairly bad.)
About merging it: No. The reasons: I love how good advtrains is at handling its trains. Default carts lag at a very slow rate, but advtrains doesn't lag nearly at all. That's the reason I use advtrain's core instead of the default carts. But advtrains is what I call a "high class mod," which is my term for a mod that doesn't have very many of it's ideas accepted. I don't want to have to use my mod with a bunch of other trains when I only want carts. That is my mod's main focus, and I do not want it to be part of another larger mod.
About the changes to the core: I made it possible for trains to go 200 kph (50 speed). Advtrains's limit is 80 kph (20 speed), which ruins my mese and diamond trains and carts. I am currently trying to make 4-way train intersections, which is impossible in advtrains unless you make it a switch. Also, I am trying to make absolutely vertical rails for mining carts, which also is be impossible as of now in advtrains. I would not be able to get these changes in advtrains be cause it is so "high class"
Lastly, I want to be able to satisfy more of what people want. I know I hate it when I get ignored.
I think that all these reasons combined make solid grounds for keeping advcarts separate. But just so you know, yes there will be a git repository, but I just have to upload the stuff on to it.
@ Andrey01: I'm not quite sure about adding new rails, but I'll think about it. They'd be a bit expensive for the already overly-expensive mese and diamond trains. It'll be discussed on github once I get it up.
BTW: Most of the other carts you suggested will be implemented in other mods in the modpack.
About merging it: No. The reasons: I love how good advtrains is at handling its trains. Default carts lag at a very slow rate, but advtrains doesn't lag nearly at all. That's the reason I use advtrain's core instead of the default carts. But advtrains is what I call a "high class mod," which is my term for a mod that doesn't have very many of it's ideas accepted. I don't want to have to use my mod with a bunch of other trains when I only want carts. That is my mod's main focus, and I do not want it to be part of another larger mod.
About the changes to the core: I made it possible for trains to go 200 kph (50 speed). Advtrains's limit is 80 kph (20 speed), which ruins my mese and diamond trains and carts. I am currently trying to make 4-way train intersections, which is impossible in advtrains unless you make it a switch. Also, I am trying to make absolutely vertical rails for mining carts, which also is be impossible as of now in advtrains. I would not be able to get these changes in advtrains be cause it is so "high class"
Lastly, I want to be able to satisfy more of what people want. I know I hate it when I get ignored.
I think that all these reasons combined make solid grounds for keeping advcarts separate. But just so you know, yes there will be a git repository, but I just have to upload the stuff on to it.
@ Andrey01: I'm not quite sure about adding new rails, but I'll think about it. They'd be a bit expensive for the already overly-expensive mese and diamond trains. It'll be discussed on github once I get it up.
BTW: Most of the other carts you suggested will be implemented in other mods in the modpack.
Re: [Modpack] Advanced Carts [advcarts]
Advtrains is split up in several mods. The trains aren't even provided by the advtrains mod, they're separate mods inside the modpack. Also, if you make changes to the core, chances are that we want to put them in. We also want trains that go 200 and 4-way intersections. So please try to rebase the mod on the advtrains core. I can help you with it.
Play on Linuxworks server. We have got lots of trains.
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
- Andrey01
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Re: [Modpack] Advanced Carts [advcarts]
I think so too. Because if people will use advtrains and advcarts at the same time some conflicts can cause as your mod has same stuff such in advtrains. As trainmap and other... That`s why you should add dependencies from advtrains.gpcf wrote:Advtrains is split up in several mods. The trains aren't even provided by the advtrains mod, they're separate mods inside the modpack. Also, if you make changes to the core, chances are that we want to put them in. We also want trains that go 200 and 4-way intersections. So please try to rebase the mod on the advtrains core. I can help you with it.
Re: [Modpack] Advanced Carts [advcarts]
I have moved the default tracks out of the advtrains core today, the Pull request still needs to be accepted. I'll try to make a version of advcarts that is compatible with advtrains tomorrow.
Play on Linuxworks server. We have got lots of trains.
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
- v-rob
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Re: [Modpack] Advanced Carts [advcarts]
(sigh). I suppose I'll (potentially) give in. If all tracks get moved, including ATC, loading, and unloading, along with all nodes (I want advtrains to be a base with the actual things in the modpack), then I'll agree to have this merged. Only if advtrains is a base, no nodes!gpcf wrote:I have moved the default tracks out of the advtrains core today, the Pull request still needs to be accepted. I'll try to make a version of advcarts that is compatible with advtrains tomorrow.
(Sorry, but you'll have to do the GitHub stuff. I can't understand it at all.)
- Andrey01
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Re: [Modpack] Advanced Carts [advcarts]
An error when i enabled the mod in flat mapgen:
Code: Select all
2017-08-26 13:26:31: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'advcarts' in callback environment_Step(): /home/user/.minetest/mods/advcarts/advcarts/init.lua:333: attempt to call field 'load' (a nil value)
2017-08-26 13:26:31: ERROR[Main]: stack traceback:
2017-08-26 13:26:31: ERROR[Main]: /home/user/.minetest/mods/advcarts/advcarts/init.lua:333: in function 'load'
2017-08-26 13:26:31: ERROR[Main]: /home/user/.minetest/mods/advcarts/advcarts/init.lua:38: in function 'func'
2017-08-26 13:26:31: ERROR[Main]: /usr/share/minetest/builtin/common/after.lua:18: in function </usr/share/minetest/builtin/common/after.lua:4>
2017-08-26 13:26:31: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392>
2017-08-26 13:26:31: ERROR[Main]: stack traceback:
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Re: [Modpack] Advanced Carts [advcarts]
*shrug*. I have no idea. I've never gotten that error, and I just tried it. It seems to have to do with the loading of files saved in the world folder, but I'm not sure.Andrey01 wrote:An error when i enabled the mod in flat mapgen:Code: Select all
2017-08-26 13:26:31: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'advcarts' in callback environment_Step(): /home/user/.minetest/mods/advcarts/advcarts/init.lua:333: attempt to call field 'load' (a nil value) 2017-08-26 13:26:31: ERROR[Main]: stack traceback: 2017-08-26 13:26:31: ERROR[Main]: /home/user/.minetest/mods/advcarts/advcarts/init.lua:333: in function 'load' 2017-08-26 13:26:31: ERROR[Main]: /home/user/.minetest/mods/advcarts/advcarts/init.lua:38: in function 'func' 2017-08-26 13:26:31: ERROR[Main]: /usr/share/minetest/builtin/common/after.lua:18: in function </usr/share/minetest/builtin/common/after.lua:4> 2017-08-26 13:26:31: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392> 2017-08-26 13:26:31: ERROR[Main]: stack traceback:
- Andrey01
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Re: [Modpack] Advanced Carts [advcarts]
That`s wonderful i never got the error in previous versions. I will try to run it without multiply of mods that i enabled.v-rob wrote:*shrug*. I have no idea. I've never gotten that error, and I just tried it. It seems to have to do with the loading of files saved in the world folder, but I'm not sure.Andrey01 wrote:An error when i enabled the mod in flat mapgen:Code: Select all
2017-08-26 13:26:31: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'advcarts' in callback environment_Step(): /home/user/.minetest/mods/advcarts/advcarts/init.lua:333: attempt to call field 'load' (a nil value) 2017-08-26 13:26:31: ERROR[Main]: stack traceback: 2017-08-26 13:26:31: ERROR[Main]: /home/user/.minetest/mods/advcarts/advcarts/init.lua:333: in function 'load' 2017-08-26 13:26:31: ERROR[Main]: /home/user/.minetest/mods/advcarts/advcarts/init.lua:38: in function 'func' 2017-08-26 13:26:31: ERROR[Main]: /usr/share/minetest/builtin/common/after.lua:18: in function </usr/share/minetest/builtin/common/after.lua:4> 2017-08-26 13:26:31: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:412: in function </usr/share/minetest/builtin/game/register.lua:392> 2017-08-26 13:26:31: ERROR[Main]: stack traceback:
- orwell
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Re: [Modpack] Advanced Carts [advcarts]
Modified advcarts base version to depend on advtrains
-- NOT FOR END USERS! --
Well, I need to add something:
Of course, you only need to depend on the advtrains base mod (and probably advtrains_luaautomation). All the trains and the rails advtrains adds are inside those advtrains_* mods.
-- NOT FOR END USERS! --
Well, I need to add something:
Of course, you only need to depend on the advtrains base mod (and probably advtrains_luaautomation). All the trains and the rails advtrains adds are inside those advtrains_* mods.
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- Glory!
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Re: [Modpack] Advanced Carts [advcarts]
Hey, V-rob, excuse me, but do you have any interesting in keeping this mod going? Thanks.
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- v-rob
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Re: [Modpack] Advanced Carts [advcarts]
I will continue advcarts once advtrains has these features:Glory! wrote:Hey, V-rob, excuse me, but do you have any interesting in keeping this mod going? Thanks.
- 4-way, 6-way, and 8-way crossings
- Furnace wagons
- Autocrafter wagons
- Tanker wagons
- Wagons that only carry certain item groups (Like bookshelves only carry books)
I do have textures and models for everything. I just need these features before I can remake advcarts.
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