[Mod] Cars and tracks [0.1.4] [lwroad_tracks]

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loosewheel
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Joined: Mon Dec 28, 2020 01:19
GitHub: loosewheel
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[Mod] Cars and tracks [0.1.4] [lwroad_tracks]

by loosewheel » Post

LWRoad_Tracks provides cars and road tracks, similar in function to rail carts. This mod is derived from the boost_cart mod.

Image

Version
0.1.4

Minetest Version
This mod was developed on version 5.3.0

Dependencies
default
dye

Optional Dependencies
intllib
mesecons

Licence
Code licence: LGPL 2.1
Art licence: CC-BY 4.0
Sound licence: CC BY 4.0

The road tracks act the same as rail tracks but have a tyre track texture.

The cars work the same as rail carts but also respond to the up/forward (W) key to start and accelerate.

Controls
  • Right click - mount/dismount.
  • Sneak+Right click - open car inventory.
  • Punch - start/accelerate.
  • Sneak+Punch - Dig (will not dig if inventory is not empty).
  • Up/forward (W) - start/accelerate.
  • Down/Back (S) - decelerate/stop.
  • Left (A) - turn left (if track allows).
  • Right (D) - turn right (if track allows).
Boom gates and the stop line can only be placed on flat straight track. Tracks
do not automatically connect to them, the layout of tracks must be led up
to it. Their rotation depends on player direction when placed.

Tracks that accept mesecons power can be connected on the sides and below,
including a vertical mesecons wire below the block the track is on.

An api is exposed to register cars and tracks. See mod_api.txt.
Track
Image

Power Track
Image

Brake Track
Image

Start/Stop Track
Image

Detector Track
Image

Boom Gate
Image

Mesecons Boom Gate
Image

Stop Line
Image

Traffic Light
Image

Blue Car
Image

Green Car
Image

Red Car
Image

Yellow Car
Image

White Car
Image Github
Download, extract to mods folder and rename to "lwroad_tracks".
Last edited by loosewheel on Tue Mar 08, 2022 11:01, edited 4 times in total.

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loppi
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Re: [Mod] Cars and tracks [0.1.0] [lwroad_tracks]

by loppi » Post

very nice but,i wish me two things:
1.compatibility with moreblocks,at slopes,the tracks float.
2.a cabin for the car,its very annoying at rainy days. :P
"ich liebe industrie!" And yes, its a Russian Bulldozer 😁

loosewheel
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Posts: 155
Joined: Mon Dec 28, 2020 01:19
GitHub: loosewheel
In-game: loosewheel

Re: [Mod] Cars and tracks [0.1.0] [lwroad_tracks]

by loosewheel » Post

I agree with the slopes floating looking a bit odd, but this mod just registers the tracks with the boost_cart api as a rail track which operates them.

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loppi
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Joined: Sat May 29, 2021 11:30
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Location: Niedersachsen,Germany

Re: [Mod] Cars and tracks [0.1.0] [lwroad_tracks]

by loppi » Post

ok
"ich liebe industrie!" And yes, its a Russian Bulldozer 😁

loosewheel
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Posts: 155
Joined: Mon Dec 28, 2020 01:19
GitHub: loosewheel
In-game: loosewheel

Re: [Mod] Cars and tracks [0.1.1] [lwroad_tracks]

by loosewheel » Post

Added boom gates.
Added car inventory.
Improved car angle and height on slopes.
Less horn sound.
Tracks use dirt sounds.

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Mantar
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Posts: 585
Joined: Thu Oct 05, 2017 18:46
Contact:

Re: [Mod] Cars and tracks [0.1.1] [lwroad_tracks]

by Mantar » Post

1:1 size slot cars for minetest? Cool!
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

loosewheel
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Posts: 155
Joined: Mon Dec 28, 2020 01:19
GitHub: loosewheel
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Re: [Mod] Cars and tracks [0.1.2] [lwroad_tracks]

by loosewheel » Post

Added traffic light and stop line.

Update to v0.1.2 was a rewrite of the mechanism removing the dependency on boost_cart. This is compatible with previous versions, but already placed cars need to be dug and placed to update the stop texture (displayed while braking).

loosewheel
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Posts: 155
Joined: Mon Dec 28, 2020 01:19
GitHub: loosewheel
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Re: [Mod] Cars and tracks [0.1.4] [lwroad_tracks]

by loosewheel » Post

Due to actions by some members of the maintenance team of Minetest it appears obvious that this is not a FOSS project. ContentDB stopped updating from Github weeks ago. Continuing with the mod appears pointless as they are primarily inaccessible, and I have no interest contributing to an exclusive interest project. This mod was released under an open license so it can obviously be forked, if there is any interest to do so.

viewtopic.php?p=415477#p415477

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