[Modpack]Super Mine Kart

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apercy
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[Modpack]Super Mine Kart

by apercy » Post

Hello!

Here I am again with another fresh mod. Now it's time to race! And a complete modpack! Welcome to the Super Mine Kart! It is a modpack with basically a kart and checkpoints.
But wait, how does it work? This revolves more around the checkpoint system, which I explain after the image.
I suggest you use a test map I made, it's zipped as karttest.zip
Unzip the karttest.zip file in the worlds folder of your minetest. But before running this map, make sure you have the following mods installed (only for this map, the modpack do not depend on it): basic_machines, basic_materials, moreblocks, racing, worldedit

Image

Simplified usage explanation by Krock
Krock wrote:
Sat May 30, 2020 13:55
The wall of text makes setup instructions kinda hard to read. Here's a chopped-down how-to.

Setup
1) git clone https://github.com/APercy/superminekart.git --depth 2
2) cd superminekart
3) git submodules init
4) Enable the "superminekart" modpack in your world (edited)

Driving
1) Put down a kart
2) Right-click (place) to jump into the cart
3) Right-click (place) the fuel into the seat area
4) Press space to start the engine (sound appears)
5) WASD as usual, Sneak to drive backwards
You have 2 icons with flags, one white, the other a green. And a fuel pistol plus a black and white flag item. The white flag is a start checkpoint. The green is a race checkpoint. If ou know where you start the grid line, put the start icon 10 blocks ahead (it has 10 blocks radius, you can punch it to see). When you click with right button and it show a dialog, you can set the previous checkpoint (I suggest you put "last" here, see ahead) and a number of laps (default 10). When you click on Update (yes, click on Update or it will not save), it changes the start parameters and the race_id (later I explain it).
Now you can place the green flags in strategic places of your track to prevent cheaters getting shortcuts. With the right click, it shows you a dialog where you name the checkpoint and tell's it the name of the previous one. If this is the first, you can name it as "check_01" or whatever and the previous as "start", so you inform it and click on Update. The next checkpoint you name it "check_02" or as you desire and tell it the previous was "check_01". Do it until you come to the last. I suggest you to name the last checkpoint simply as "last", as you informed the "start" checkpoint. Now your circuit is ready, you can place a car and run it. The first to complete all the laps configured at start checkpoint, his name will be saved in first place of a ten fields list. To reset the race and the list you use the status_restarter flag, the checker flag icon. Punch it against the start icon (white flags), the race_id will change and winners list cleaned. You can place the basic_machines keypad to reset the start checkpoint, just config the target node at your start icon location and set the text to send as "start".
If a single kart need to be reseted, punch it with the status_restarter (only works with kart, unless you copy the activation routine to your vehicle code)
When a car passes through the start checkpoint zone, it will check the race_id of that car. If it's different, the car status is reseted and automatically it's on a new race. In case it's the same race_id, the lap count is incremented until the race ending.
And the fuel? Well, your kart starts with no fuel. If you are not in a race or your car was reseted by the black white flag, you can put biofuel on it. You need to attach himself to the car with the right button and punch the car with the biofuel gallon. Ok. But when you are in a race, you can only refuel at a refuel zone, marked by the fuel pistol icon. This zones have a radius of 5 blocks. To refuel you need stop, turn the engine off and punch the gallon against the kart. So you turn engine running again and go to the victory... or not!

-- advanced:
-the start checkpoint can be configured to show it's text on another node, like a remote sign, just inform the relative coordinate in target msg fields and click "Set Message Target". So any update on infotext of the node will be replicated at the informed node position.
-the start display can be placed the same way.
-if using basic machines, you can set a keypad to start a race, just configuring to send the string "start" to start node location.

https://github.com/APercy/superminekart

===========================
To make it ease to first use, I made a single map. You only need decompress it at worlds folder and check for the follow dependencies:

basic_machines
basic_materials
moreblocks

map here ===> https://github.com/APercy/kartmap/releases/tag/0.1 <=== map here

(ps: it's exactly that test map, but in one zip package)
(ps2: before any race, I recommend one punch in every checkpoint of the track, to restart timers in case of any error)
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Last edited by apercy on Wed Jun 03, 2020 00:36, edited 9 times in total.

apercy
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Re: Super Mine Kart

by apercy » Post

I forgot to say. To start the engine you press jump key. To control, use wasd keys. Sneak is used for reversing. You can move without engine, but veeeeery slow.

Gundul
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Re: Super Mine Kart

by Gundul » Post

The folder trackelements is empty. The world cannot be loaded because
it looks for an init.lua in that folder X)
My servers: Jungle, Lilly in the valley, ZombieTest

apercy
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Re: Super Mine Kart

by apercy » Post

Gundul wrote:
Sun May 24, 2020 07:58
The folder trackelements is empty. The world cannot be loaded because
it looks for an init.lua in that folder X)
strange...
I put as a submodule on git...
Get it from here: https://github.com/APercy/trackelements

PS: better get from here, the entire package https://mega.nz/file/BFw0iCIa#kJDpmdH8V ... e2eGbAJrx8

apercy
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Re: Super Mine Kart

by apercy » Post

sad... no feedbacks :(

ShadMOrdre
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Re: Super Mine Kart

by ShadMOrdre » Post

apercy,

Just update github, rather than point users to a random, unknown link. No one likes random links.
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.

apercy
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Re: Super Mine Kart

by apercy » Post

ShadMOrdre wrote:
Thu May 28, 2020 19:19
apercy,

Just update github, rather than point users to a random, unknown link. No one likes random links.
it's on github, but Gundul had problems, so I posted it at mega too, but it's there, at github

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techniX
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Re: Super Mine Kart

by techniX » Post

Great mod! Installed it on my server, with minor patches (changed biofuel recipe to reuse fuel from techpack, changed kart recipe to use rubber and stainless steel from technic), and players seem to love it! Anyway, we need to build a racing track, because our highway system designed for bikes - and karts just can't go uphill :-)

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Re: Super Mine Kart

by apercy » Post

you can use ramps ;)
And I'm curious to see

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Krock
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Re: [Modpack]Super Mine Kart

by Krock » Post

The wall of text makes setup instructions kinda hard to read. Here's a chopped-down how-to.

Setup
1) git clone https://github.com/APercy/superminekart.git --depth 2
2) cd superminekart
3) git submodules init
4) Enable the "racing" modpack in your world

Driving
1) Put down a kart
2) Right-click (place) to jump into the cart
3) Right-click (place) the fuel into the seat area
4) Press space to start the engine (sound appears)
5) WASD as usual, Sneak to drive backwards


@apercy: This mod is really nice. Thank you!
What would you think about changing the modpack name to "superminekart"? It's confusing to have such differently named modpacks (directory vs world configuration)
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

apercy
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Re: [Modpack]Super Mine Kart

by apercy » Post

Krock wrote:
Sat May 30, 2020 13:55
The wall of text makes setup instructions kinda hard to read. Here's a chopped-down how-to.

Setup
1) git clone https://github.com/APercy/superminekart.git --depth 2
2) cd superminekart
3) git submodules init
4) Enable the "racing" modpack in your world

Driving
1) Put down a kart
2) Right-click (place) to jump into the cart
3) Right-click (place) the fuel into the seat area
4) Press space to start the engine (sound appears)
5) WASD as usual, Sneak to drive backwards


@apercy: This mod is really nice. Thank you!
What would you think about changing the modpack name to "superminekart"? It's confusing to have such differently named modpacks (directory vs world configuration)
Thank you! I'll put your simplified manual on first post ;)
and it's a good idea the name change.

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Re: [Modpack]Super Mine Kart

by Gundul » Post

Finally I got it working XD

It would be much easier if you would use the mod.conf correctly :)
moreblocks was missing and without it you have plenty of unknown nodes and the game
crashes as soon as you want to drive. No clues in the debug.txt that there is a dependency on
moreblocks :)
My servers: Jungle, Lilly in the valley, ZombieTest

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Re: [Modpack]Super Mine Kart

by FreeGamers » Post

This looks really cool. Someone should make a game or server for this. I don't think I could justify putting it in my survival game I am working on now. :) Its cool enough to where it is tempting though.

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Re: [Modpack]Super Mine Kart

by apercy » Post

Krock wrote:
Sat May 30, 2020 13:55
@apercy: This mod is really nice. Thank you!
What would you think about changing the modpack name to "superminekart"? It's confusing to have such differently named modpacks (directory vs world configuration)
Done

apercy
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Re: [Modpack]Super Mine Kart

by apercy » Post

Gundul wrote:
Sat May 30, 2020 15:25
Finally I got it working XD

It would be much easier if you would use the mod.conf correctly :)
moreblocks was missing and without it you have plenty of unknown nodes and the game
crashes as soon as you want to drive. No clues in the debug.txt that there is a dependency on
moreblocks :)
That map is only an example and only it uses moreblocks ;)
How can I put a mod.conf on a map?

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Re: [Modpack]Super Mine Kart

by Gundul » Post

You could make a game out of it, that would include all mods.
I guess :) I am not very experienced in making games X)
My servers: Jungle, Lilly in the valley, ZombieTest

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Re: [Modpack]Super Mine Kart

by apercy » Post

Gundul wrote:
Tue Jun 02, 2020 16:36
You could make a game out of it, that would include all mods.
I guess :) I am not very experienced in making games X)
You again gave-me a good idea! When I go to Wacken, I can buy you a beer =D

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Re: [Modpack]Super Mine Kart

by Gundul » Post

Yeah :D But one beer is no beer. I pay the next :)
My servers: Jungle, Lilly in the valley, ZombieTest

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Re: [Modpack]Super Mine Kart

by CalebJ » Post

This is very interesting. Good work, apercy.
If you want realism, you're in the wrong place. Get off your mobile.

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Re: [Modpack]Super Mine Kart

by apercy » Post

CalebJ wrote:
Tue Jun 02, 2020 23:26
This is very interesting. Good work, apercy.
Thank you!

apercy
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Re: [Modpack]Super Mine Kart

by apercy » Post

Gundul, I made something like a "game"

To make it ease to first use, I made a world with the modpack inside it at worldmod folder. You only need decompress it at worlds folder and check for the follow dependencies:

basic_machines
basic_materials
moreblocks

====> https://github.com/APercy/kartmap/releases/tag/0.1 <====

(ps: it's exactly that test map, but in one package)
(ps2: before any race, I recommend one punch in every checkpoint of the track, to restart timers in case of any error)

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