[Mod] Carts [carts]
Re: [Mod] Carts [carts]
Hello!
I have This problem, someone know how to repeir this?
I have This problem, someone know how to repeir this?
- Attachments
-
- lol.jpg (19.58 KiB) Viewed 1666 times
Re: [Mod] Carts [carts]
rename your folder from carts-master to just carts.
-
- Member
- Posts: 22
- Joined: Mon Jun 02, 2014 20:21
- GitHub: LotekHeavy
- IRC: lotek
- In-game: lotek
- Location: Switzerland
- Contact:
Re: [Mod] Carts [carts]
I had the same problem. in my case this fork solved the problem https://github.com/Kilarin/cartsBrockenflabel wrote:Are the carts designed to go up and down slopes and stairs? When I go up stairs
I always end up flying, sometimes several blocks in the air and my cart floats there.
I have fall to the ground then build up blocks to get it back.
Note 2014-07-31
Please note that in my case, the patches from kilarin crashed my server with the error message "attempt to perform arithmetic on a nil value" https://github.com/PilzAdam/carts/pull/15
- lag01
- Member
- Posts: 321
- Joined: Sun Mar 16, 2014 03:41
- GitHub: AndrejIT
- IRC: lag01
- In-game: lag
- Contact:
Re: [Mod] Carts [carts]
Hi!
I forked and rewritten original PilzAdam mod, so it can work fast and with less bugs.
I tested it on my server and it works pretty good.
Licence GNU LGPLv2.1 or later.
Source on github: https://github.com/AndrejIT/carts
Zip download https://github.com/AndrejIT/carts/archive/master.zip, folder need to be renamed to "carts".
What is still missing:
not tested with mesecons
sometimes cart just stops with no reason, but much less than in original mod
user controls may be improved, now they work only on low speed
cart just stops if at 0 speed on uphill/downhill
I forked and rewritten original PilzAdam mod, so it can work fast and with less bugs.
I tested it on my server and it works pretty good.
Licence GNU LGPLv2.1 or later.
Source on github: https://github.com/AndrejIT/carts
Zip download https://github.com/AndrejIT/carts/archive/master.zip, folder need to be renamed to "carts".
What is still missing:
not tested with mesecons
sometimes cart just stops with no reason, but much less than in original mod
user controls may be improved, now they work only on low speed
cart just stops if at 0 speed on uphill/downhill
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: [Mod] Carts [carts]
Interesting, I forked it too and rewrote some parts of it.
Positive
Efficient way checking (every 1-2 nodes)
Almost no position resets
Negative: Can glitch through walls
Todo: Add player controls to switch direction
https://github.com/SmallJoker/boost_cart
Positive
Efficient way checking (every 1-2 nodes)
Almost no position resets
Negative: Can glitch through walls
Todo: Add player controls to switch direction
https://github.com/SmallJoker/boost_cart
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
Re: [Mod] Carts [carts]
sometimes cart just stops with no reason
-----
thats the Reason why i dont implement this Mod in my Game. But i missed this Mod. :(
***
Add player controls to switch direction
---
This can make the Stoppbug tolerable
Keep on Working plz.. Need a bugfree Carts ;)
-----
thats the Reason why i dont implement this Mod in my Game. But i missed this Mod. :(
***
Add player controls to switch direction
---
This can make the Stoppbug tolerable
Keep on Working plz.. Need a bugfree Carts ;)
- lag01
- Member
- Posts: 321
- Joined: Sun Mar 16, 2014 03:41
- GitHub: AndrejIT
- IRC: lag01
- In-game: lag
- Contact:
Re: [Mod] Carts [carts]
I just tested it in version 4.10 on my server and i was able to ride 1200 blocks long railway without stops or other issues(on version 4.9 there was stops and freezes).
So i think that cart mod is pretty usable now.
So i think that cart mod is pretty usable now.
Re: [Mod] Carts [carts]
The stops in 0.4.9 were due to get_node(p).name returning "ignore" erroneously at chunk boundaries. You still see lighting glitches from time to time at the chunk bounds, so I don't know that the issue won't continue to come up in some other use cases.
Re: [Mod] Carts [carts]
Interesting. I was considering rewriting Carts again myself.
The change I was thinking of, which perhaps you guys would be interested in implementing was this:
It seems like there are several different ideas for rails, and even some different ideas for carts (I still want to make a powered steam cart!). But under the current cart mod structure, to add a new type of rail or a new cart requires forking the mod. What if we rewrote the Cart mod as a cart api. All of the basic functionality for movement on the rails, and acceleration due to gravity, would be built into the cart mod. But actual carts and rails would be done separately, and would call a carts_register_cart(mycart.mycartfunction) or carts_register_rail(myrail.myrailfunction)
When the cart mod is moving a cart along on the rails, each turn it would calculate the rail direction, deal with controls, and calculate acceleration due to gravity. BUT, then it would call the registered function for that particular cart to allow that cart to add any acceleration unique to that cart. And then it would call the registered function for the rail it is currently on and add any acceleration for that particular rail.
That way, if someone wanted to add low power rails, or reverse power rails, or mesecon conductive but non-power rails, or my touring rails, or whatever kind of rails they wanted, they could do so without having to fork and rewrite the cart mod. And if someone wanted to add a steam cart, they could do so without having to fork and rewrite the cart mod.
Just an idea for consideration.
The change I was thinking of, which perhaps you guys would be interested in implementing was this:
It seems like there are several different ideas for rails, and even some different ideas for carts (I still want to make a powered steam cart!). But under the current cart mod structure, to add a new type of rail or a new cart requires forking the mod. What if we rewrote the Cart mod as a cart api. All of the basic functionality for movement on the rails, and acceleration due to gravity, would be built into the cart mod. But actual carts and rails would be done separately, and would call a carts_register_cart(mycart.mycartfunction) or carts_register_rail(myrail.myrailfunction)
When the cart mod is moving a cart along on the rails, each turn it would calculate the rail direction, deal with controls, and calculate acceleration due to gravity. BUT, then it would call the registered function for that particular cart to allow that cart to add any acceleration unique to that cart. And then it would call the registered function for the rail it is currently on and add any acceleration for that particular rail.
That way, if someone wanted to add low power rails, or reverse power rails, or mesecon conductive but non-power rails, or my touring rails, or whatever kind of rails they wanted, they could do so without having to fork and rewrite the cart mod. And if someone wanted to add a steam cart, they could do so without having to fork and rewrite the cart mod.
Just an idea for consideration.
- HeroOfTheWinds
- Member
- Posts: 470
- Joined: Wed Apr 23, 2014 23:16
- GitHub: HeroOfTheWinds
- IRC: WindHero
- Location: Hawaii
Re: [Mod] Carts [carts]
+100, a marvelous idea. I know of someone who has had to fork it and add his own rails, I'm sure a lot of people would benefit from this...Kilarin wrote:Interesting. I was considering rewriting Carts again myself.
The change I was thinking of, which perhaps you guys would be interested in implementing was this:
It seems like there are several different ideas for rails, and even some different ideas for carts (I still want to make a powered steam cart!). But under the current cart mod structure, to add a new type of rail or a new cart requires forking the mod. What if we rewrote the Cart mod as a cart api. All of the basic functionality for movement on the rails, and acceleration due to gravity, would be built into the cart mod. But actual carts and rails would be done separately, and would call a carts_register_cart(mycart.mycartfunction) or carts_register_rail(myrail.myrailfunction)
When the cart mod is moving a cart along on the rails, each turn it would calculate the rail direction, deal with controls, and calculate acceleration due to gravity. BUT, then it would call the registered function for that particular cart to allow that cart to add any acceleration unique to that cart. And then it would call the registered function for the rail it is currently on and add any acceleration for that particular rail.
That way, if someone wanted to add low power rails, or reverse power rails, or mesecon conductive but non-power rails, or my touring rails, or whatever kind of rails they wanted, they could do so without having to fork and rewrite the cart mod. And if someone wanted to add a steam cart, they could do so without having to fork and rewrite the cart mod.
Just an idea for consideration.
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: [Mod] Carts [carts]
Well, it's already now possible to add own rails, it only needs some meta information about the acceleration.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
-
- Member
- Posts: 4290
- Joined: Sun Sep 09, 2012 17:31
- GitHub: Sokomine
- IRC: Sokomine
- In-game: Sokomine
Re: [Mod] Carts [carts]
There are always problems with carts on a server to some degree due to lag. I think the only way to do it properly would be to teach the client about rails in general so that the client can predict the movement of objects attached to rails. Handling rail switches would still require updates from the server, but most movements could be done by the client. "Rails" ought to be a very general concept so that things like tubes from pipeworks and the items shooting through them are handled by the same code.
A list of my mods can be found here.
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: [Mod] Carts [carts]
Excactly. Also, the global step is not always the same and that's the reason I made my own fork of it. It seems to run smoothly now beause the position is not always sent to the player.Sokomine wrote:There are always problems with carts on a server to some degree due to lag.
EDIT: Added rail switching by keys (used some lines of code by Kilarin)
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- lag01
- Member
- Posts: 321
- Joined: Sun Mar 16, 2014 03:41
- GitHub: AndrejIT
- IRC: lag01
- In-game: lag
- Contact:
Re: [Mod] Carts [carts]
Carts test video, it turned out to little story :)
http://youtu.be/tP8SoW7BeSw
http://youtu.be/tP8SoW7BeSw
Re: [Mod] Carts [carts]
uh, Mr. Adam, your cart mod and skin changer didnt work! I followed the intructions
So, I said YEAH! YEAH- Wait, what?!
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: [Mod] Carts [carts]
*Guide-slaps Moab*Moab wrote:uh, Mr. Adam, your cart mod and skin changer didnt work! I followed the intructions
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
Re: [Mod] Carts [carts]
Oh! Thanks!Krock wrote:*Guide-slaps Moab*Moab wrote:uh, Mr. Adam, your cart mod and skin changer didnt work! I followed the intructions
So, I said YEAH! YEAH- Wait, what?!
- balthazariv
- Member
- Posts: 214
- Joined: Mon Apr 07, 2014 15:48
- Contact:
Re: [Mod] Carts [carts]
I like this ;-)lag01 wrote:Carts test video, it turned out to little story :)
http://youtu.be/tP8SoW7BeSw
Re: [Mod] Carts [carts]
Awesome mod! Great Job. Do you think it would be possible to add sounds?
Re: [Mod] Carts [carts]
great mod, sounds would be a cool feature...
Re: [Mod] Carts [carts]
https://github.com/PilzAdam/carts/pull/19
Added a patch which makes the player "sit" in carts. Please pull if you like, I think this is quite reasonable.
Added a patch which makes the player "sit" in carts. Please pull if you like, I think this is quite reasonable.
Re: [Mod] Carts [carts]
I'm a bit disappointed that carts are unmovable when you're inside of them. I'd rather see a cart be slow (e.g. max speed while manually pushing 4) than the current situation, since carts are just no fun unless you start building all sorts of mese-powered contraptions. Please consider making carts player-powered when attached (e.g. punching them while in one should just work)
- Krock
- Developer
- Posts: 4650
- Joined: Thu Oct 03, 2013 07:48
- GitHub: SmallJoker
- Location: Switzerland
- Contact:
Re: [Mod] Carts [carts]
Yes, I had the same "problem" and solved this with a few lines of code:sofar wrote:I'm a bit disappointed that carts are unmovable when you're inside of them.
https://github.com/SmallJoker/boost_car ... lua#L82-87
I hope PilzAdam merges the pull requests, some of them are very good.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
-
- Member
- Posts: 1482
- Joined: Fri Apr 19, 2013 16:19
- GitHub: twoelk
- IRC: twoelk
- In-game: twoelk
- Location: northern Germany
Re: [Mod] Carts [carts]
you could of course place a powered rail and connect a button to it by using mesecons or simply two blocks of mese. Hop inside and press the button. Not much unlike mc iirc.
ok could be done simpler but this one on VanessaE's creative server was supposed to serve four lines ... if I get it sorted some day
ok could be done simpler but this one on VanessaE's creative server was supposed to serve four lines ... if I get it sorted some day
-
- New member
- Posts: 1
- Joined: Sat Feb 21, 2015 19:46
- In-game: Aodan
Re: [Mod] Carts [carts]
How do you remove the carts from the tracks?
Who is online
Users browsing this forum: No registered users and 38 guests