[Modpack] Railnet [minetest-railnet] [WIP]
- stu
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[Modpack] Railnet [minetest-railnet] [WIP]
WARNING: This modpack is still very much a work-in-progress and is not recommended for existing worlds or public servers at this stage. Expect to find bugs but do please report them, either in this topic or via the github issue tracker.
Proof of concept rail network mod which attempts to fix some of the shortcomings of existing mine cart implementations.
Browse code: https://github.com/stujones11/minetest-railnet
Download (zip): https://github.com/stujones11/minetest- ... master.zip
Features include:
All features of original carts mod by PilzAdam
Travel through unloaded map chunks without attached players
Chest-like inventory (sneak + RMB)
Impossible to derail *
Uses acceleration and velocity based movement
Mesecon activated switch rails
Superconducting rails (one push and it goes forever)
*Due to client-side prediction, carts may sometimes appear to leave the rails when travelling at high velocity. They should, however, snap back to the correct position on the next server step.
In order to achieve this the mod makes fairly heavy use of map metadata which is known to be quite slow. It is therefor not advisable to give everyone on a public server permission to place the rails or carts. By default, a 'carts' and/or 'rails' privilege is required when using multiplayer mode.
However, if used carefully this modpack can provide reliable rail links reaching out around entire worlds
Please note, the railcart mod generates a file called railcart.txt in the world directory. Removing this will erase all existing carts from the map. Expired entities are automatically removed when they next try to load.
There is still a lot to do before I am happy to make this a release so I would appreciate any help with the following:
TODO
Better textures, I really suck at those so they are mostly borrowed from PilzAdam's carts mod for now
Better documentation (I suck at this also)
Add configuration options
Testing and profiling, particularly on public servers
Simple physics and collisions
Add train engines and carriages and other railway items
More technical stuff with mesecons
Video demo
Last edited by stu on Sat Jan 16, 2016 21:42, edited 1 time in total.
- mahmutelmas06
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
When you release a mod, you do the best so i expect much from future :)
Thanks
Thanks
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
/me bookmarks thread
I do hope that someday we have some sort of railcarts api that easily allows to add custom engines, carriages/carts and rails. (hint,hint,hope,hope)
I do hope that someday we have some sort of railcarts api that easily allows to add custom engines, carriages/carts and rails. (hint,hint,hope,hope)
- stu
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
Thank you both for your comments, I have noticed that it seems to work much better in singleplayer than it does in (local) multiplayer. I am not sure if this is down to excessive meta reads or just latency screwing up my timings. I could easily get over the meta reads by using a file based or external data storage. The timing issue cries out for client side modding
I recently pushed some changes that should make the mod actually work. Some last minute additions had rendered the tracks un-placeable. I have removed the rail placement privilege until a better solution can be found.
I recently pushed some changes that should make the mod actually work. Some last minute additions had rendered the tracks un-placeable. I have removed the rail placement privilege until a better solution can be found.
- benrob0329
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
I'll have to test this out!
Any chance of getting some boost_carts features?
Any chance of getting some boost_carts features?
- stu
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
That's great, I would encourage anyone to try this, I can guarantee some fun for the dedicated. I would suggest you create a new world to do so, please let me know how you find it and what particular features you think are missing.benrob0329 wrote:I'll have to test this out!
Any chance of getting some boost_carts features?
Also, keep an eye on the repo, I am pushing bug-fixes and improvements as I find them but will not always necessarily bump this post.
- Hybrid Dog
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
Is the modpack compatible with the carts mod?
- stu
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
No, this modpack is not compatible with any other cart mod currently and could overwrite important metadata if you try to mix them. It is intended as a replacement for those mods and should by now have all the features of the original carts mod plus a great deal more ;-)Hybrid Dog wrote:Is the modpack compatible with the carts mod?
If you think it is missing anything other than what I have on my todo list then please let me know.
- everamzah
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
Is it intentional that digging a cart eliminates any inventory inside?
- stu
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
Err, no, that would be a bug, I will post a fix asap. Thanks for reporting that, it's the simple things you miss when testing in creative mode by yourself.everamzah wrote:Is it intentional that digging a cart eliminates any inventory inside?
- benrob0329
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
I have some suggestions:
Being able to punch the cart while in the cart (boost_carts)
Carts can fall of the end of the track and have gravity (monorail)
Powered rails are break rails when not powered (monorail)
Powered rails are conductive (only one needs to be powered, monorail)
Overall great mod!
Being able to punch the cart while in the cart (boost_carts)
Carts can fall of the end of the track and have gravity (monorail)
Powered rails are break rails when not powered (monorail)
Powered rails are conductive (only one needs to be powered, monorail)
Overall great mod!
- stu
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
+1 I will add this featurebenrob0329 wrote:I have some suggestions:
Being able to punch the cart while in the cart (boost_carts)
-1 Not a particularly helpful feature imobenrob0329 wrote:Carts can fall of the end of the track and have gravity (monorail)
Neutral, could be easily done thoughbenrob0329 wrote:Powered rails are break rails when not powered (monorail)
They are sort-of like that already, 'sections' only need to be powered at a single point, however, 'junctions' do need to be powered individually for now, I will work on this.benrob0329 wrote:Powered rails are conductive (only one needs to be powered, monorail)
Thank you :-)benrob0329 wrote:Overall great mod!
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
**cough**cough**I posted an issue in your repo about that some days ago**cough**cough**stu wrote:Err, no, that would be a bug, I will post a fix asap. Thanks for reporting that, it's the simple things you miss when testing in creative mode by yourself.everamzah wrote:Is it intentional that digging a cart eliminates any inventory inside?
Cool mod btw, is there any way to use the switching station without mesecons?
- stu
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
I am very sorry, I totally missed that one. This issue is now hopefully resolved, you are no longer able to pick them up if they contain items, this is consistent with the default chest.Dragonop wrote:**cough**cough**I posted an issue in your repo about that some days ago**cough**cough**stu wrote:Err, no, that would be a bug, I will post a fix asap. Thanks for reporting that, it's the simple things you miss when testing in creative mode by yourself.everamzah wrote:Is it intentional that digging a cart eliminates any inventory inside?
Cool mod btw, is there any way to use the switching station without mesecons?
Re. switching, I did at one time think about giving them a formspec for that. I will add that to my todo list ;-)
btw, I just added a simple 'boost' feature, may not be quite what you're used to but it's a start. Note that you can also punch the floor to stop yourself.
- everamzah
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
Punching from inside will make starting the cart on a 45 degree downward slope much easier. I haven't tested the newest version, but from what I could tell you had to punch the side of it. Punching from above wouldn't start it going.
- benrob0329
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
@Stu very nice! I like the directional punching!
Gravity carts would be used for an automatic cart dispenser:
Is there be a way to load and unload items in carts automatically?
Gravity carts would be used for an automatic cart dispenser:
Is there be a way to load and unload items in carts automatically?
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- everamzah
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
Even without the "carts" priv, it seems any player is able to pick up the cart. Placing of the cart is restricted, however.
The "rails" priv seems to have no effect.
The "rails" priv seems to have no effect.
- stu
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
Unfortunately, gravity is not so easy to apply as the carts have their physical property set false, meaning that they pass straight though 'solid' nodes. I do, however, plan to add a lot more mesecon related stuff including things like pistons, so what you describe may be possible in some other way.benrob0329 wrote:Gravity carts would be used for an automatic cart dispenser
I am hoping to make this work with the hoppers mod but if I can't then I will add a similar system of my own.benrob0329 wrote:Is there be a way to load and unload items in carts automatically?
Yes, that had to be disabled because the code did not work as I expected. It was a last minute addition and I hadn't fully tested it. I may even remove that entirely if I can improve efficiency, otherwise I will re-add the feature when I get it working satisfactorily.everamzah wrote:Even without the "carts" priv, it seems any player is able to pick up the cart. Placing of the cart is restricted, however.
The "rails" priv seems to have no effect.
Thanks ;-)Dragonop wrote:https://github.com/stujones11/minetest-railnet/issues/3
Re: [Modpack] Railnet [minetest-railnet] [WIP]
Italian version available here.
- Hybrid Dog
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
Emon, you could use the intllib mod
Re: [Modpack] Railnet [minetest-railnet] [WIP]
Thanks for the suggestion, I'm checking it :)Hybrid Dog wrote:Emon, you could use the intllib mod
- BirgitLachner
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
What's about a good sound? I tested some mods and all of them had no sound while carts are rolling. That's a bit strange. Do you know Opensound.org, where you can get recordings for free?
I searched a bit and found for example these, that can be used to prepare a sound file.
- https://www.freesound.org/people/Tomlija/sounds/198015/
- https://www.freesound.org/people/Edo333/sounds/258182/
- https://www.freesound.org/people/klankb ... ds/174218/
- https://www.freesound.org/people/mshahen/sounds/267544/
Birgit
I searched a bit and found for example these, that can be used to prepare a sound file.
- https://www.freesound.org/people/Tomlija/sounds/198015/
- https://www.freesound.org/people/Edo333/sounds/258182/
- https://www.freesound.org/people/klankb ... ds/174218/
- https://www.freesound.org/people/mshahen/sounds/267544/
Birgit
- stu
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Re: [Modpack] Railnet [minetest-railnet] [WIP]
That's great, however, I do plan to add intllib support to all of my current mods as time permits.Emon wrote:Italian version available here.
Thanks, I do plan to add sound effects at some stage, I will certainly keep these in mind.BirgitLachner wrote:What's about a good sound? I tested some mods and all of them had no sound while carts are rolling. That's a bit strange. Do you know Opensound.org, where you can get recordings for free?
I searched a bit and found for example these, that can be used to prepare a sound file.
- https://www.freesound.org/people/Tomlija/sounds/198015/
- https://www.freesound.org/people/Edo333/sounds/258182/
- https://www.freesound.org/people/klankb ... ds/174218/
- https://www.freesound.org/people/mshahen/sounds/267544/
Birgit
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