[Mod] Advanced Trains [advtrains] [2.4.3]
Re: [Mod] Advanced Trains [advtrains] [1.13]
Ups :)
Please only peacefully tanks :)
Where can i bye a “h“?
Please only peacefully tanks :)
Where can i bye a “h“?
-
- Member
- Posts: 20
- Joined: Tue Jun 27, 2017 04:15
- In-game: Parnikkapore
Re: [Mod] Advanced Trains [advtrains] [1.13]
I have the same problem of trains not going into some new segments. at_reroute usually fixes it (only for loded nodes...)
Re: [Mod] Advanced Trains [advtrains] [1.13]
Question....Mbb trains do not have the couple/decouple ability from the drivers stand. A few once coupled can not be decoupled. The only way to decouple the cars is to deactivate the train then delete. Is there a way to do away with the need to decouple the cars to delete them? It's a nice idea but should work with all the trains.Features:
- couple/decouple trains from a driver stand
Re: [Mod] Advanced Trains [advtrains] [1.13]
Cage wrote:Question....Mbb trains do not have the couple/decouple ability from the drivers stand. A few once coupled can not be decoupled. The only way to decouple the cars is to deactivate the train then delete. Is there a way to do away with the need to decouple the cars to delete them? It's a nice idea but should work with all the trains.Features:
- couple/decouple trains from a driver stand
when i have more time i will rewrite my trains
(if you know how you could do it too)
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.13]
Thanks Mbb, but I am not a lua programer but I guess I should learn it. Being a programmer myself I can read the lua files and understand it but modifying the code doesn't always get me the results I expect. So I will dig into lua programming so I can fix, add to, and create my own code. All I want to do right now is disable the need to decouple the cars to delete them in the mean while.when i have more time i will rewrite my trains
(if you know how you could do it too)
Re: [Mod] Advanced Trains [advtrains] [1.13]
Okay found the part that controls the need to decouple to delete cars. I remarked the code and it solved the problem.
In the wagon lua file......
In the wagon lua file......
Code: Select all
-- if #(self:train().trainparts)>1 then
-- minetest.chat_send_player(puncher:get_player_name(), attrans("Wagon needs to be decoupled from other wagons in order to destroy it."));
-- return
-- end
-
- New member
- Posts: 1
- Joined: Sun Jan 21, 2018 19:01
Re: [Mod] Advanced Trains [advtrains] [1.13]
Hi,
my name is Carsten, I'm new on this Board.
My Son loves MineTest - now we tried to install the advtrains mod and the game runs into an error.
Its the first mod I ever installed so maybe I did something wrong.
I downloaded the latest zip-package of advtrains, and unzipped it into the .minetest/mods-folder - now there is a new folder "advtrains-master" inside the mods-folder.
Starting minetest I can see the installed mod.
When I configure a new world, I can activate the advtrains-master and it automatically activates all adv-mods inside the package.
When we try to play in the new word, it runs into an error.
In debug.txt there is the following errorcode:
2018-01-21 19:53:36: ERROR[main]: ========== ERROR FROM LUA ===========
2018-01-21 19:53:36: ERROR[main]: Failed to load and run script from
2018-01-21 19:53:36: ERROR[main]: /home/jens/.minetest/mods/advtrains-master/advtrains/init.lua:
2018-01-21 19:53:36: ERROR[main]: .../jens/.minetest/mods/advtrains-master/advtrains/init.lua:115: attempt to index field 'settings' (a nil value)
2018-01-21 19:53:36: ERROR[main]: stack traceback:
2018-01-21 19:53:36: ERROR[main]: .../jens/.minetest/mods/advtrains-master/advtrains/init.lua:115: in main chunk
2018-01-21 19:53:36: ERROR[main]: ======= END OF ERROR FROM LUA ========
2018-01-21 19:53:36: ERROR[main]: Server: Failed to load and run /home/jens/.minetest/mods/advtrains-master/advtrains/init.lua
2018-01-21 19:53:36: ERROR[main]: ModError: ModError: Failed to load and run /home/jens/.minetest/mods/advtrains-master/advtrains/init.lua
2018-01-21 19:53:36: ERROR[main]: Error from Lua:
2018-01-21 19:53:36: ERROR[main]: .../jens/.minetest/mods/advtrains-master/advtrains/init.lua:115: attempt to index field 'settings' (a nil value)
2018-01-21 19:53:36: ERROR[main]: stack traceback:
2018-01-21 19:53:36: ERROR[main]: .../jens/.minetest/mods/advtrains-master/advtrains/init.lua:115: in main chunk
2018-01-21 19:53:36: ERROR[main]: Siehe debug.txt für Details.
I hope somebody can help me to fix the problem.
Thanks a lot!
ZehPunkt74
my name is Carsten, I'm new on this Board.
My Son loves MineTest - now we tried to install the advtrains mod and the game runs into an error.
Its the first mod I ever installed so maybe I did something wrong.
I downloaded the latest zip-package of advtrains, and unzipped it into the .minetest/mods-folder - now there is a new folder "advtrains-master" inside the mods-folder.
Starting minetest I can see the installed mod.
When I configure a new world, I can activate the advtrains-master and it automatically activates all adv-mods inside the package.
When we try to play in the new word, it runs into an error.
In debug.txt there is the following errorcode:
2018-01-21 19:53:36: ERROR[main]: ========== ERROR FROM LUA ===========
2018-01-21 19:53:36: ERROR[main]: Failed to load and run script from
2018-01-21 19:53:36: ERROR[main]: /home/jens/.minetest/mods/advtrains-master/advtrains/init.lua:
2018-01-21 19:53:36: ERROR[main]: .../jens/.minetest/mods/advtrains-master/advtrains/init.lua:115: attempt to index field 'settings' (a nil value)
2018-01-21 19:53:36: ERROR[main]: stack traceback:
2018-01-21 19:53:36: ERROR[main]: .../jens/.minetest/mods/advtrains-master/advtrains/init.lua:115: in main chunk
2018-01-21 19:53:36: ERROR[main]: ======= END OF ERROR FROM LUA ========
2018-01-21 19:53:36: ERROR[main]: Server: Failed to load and run /home/jens/.minetest/mods/advtrains-master/advtrains/init.lua
2018-01-21 19:53:36: ERROR[main]: ModError: ModError: Failed to load and run /home/jens/.minetest/mods/advtrains-master/advtrains/init.lua
2018-01-21 19:53:36: ERROR[main]: Error from Lua:
2018-01-21 19:53:36: ERROR[main]: .../jens/.minetest/mods/advtrains-master/advtrains/init.lua:115: attempt to index field 'settings' (a nil value)
2018-01-21 19:53:36: ERROR[main]: stack traceback:
2018-01-21 19:53:36: ERROR[main]: .../jens/.minetest/mods/advtrains-master/advtrains/init.lua:115: in main chunk
2018-01-21 19:53:36: ERROR[main]: Siehe debug.txt für Details.
I hope somebody can help me to fix the problem.
Thanks a lot!
ZehPunkt74
Re: [Mod] Advanced Trains [advtrains] [1.13]
ZehPunkt74 rename the folder to just advtrains, then it should work.Hi,
I downloaded the latest zip-package of advtrains, and unzipped it into the .minetest/mods-folder - now there is a new folder "advtrains-master" inside the mods-folder.
- orwell
- Member
- Posts: 958
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [1.13]
As i can tell from the error, it's caused by an older version of minetestCage wrote:ZehPunkt74 rename the folder to just advtrains, then it should work.Hi,
I downloaded the latest zip-package of advtrains, and unzipped it into the .minetest/mods-folder - now there is a new folder "advtrains-master" inside the mods-folder.
What version of minetest are you using?
- orwell
- Member
- Posts: 958
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [1.13]
https://github.com/mbblp/advtrains_trai ... ahn/pull/1mbb wrote:Cage wrote:Question....Mbb trains do not have the couple/decouple ability from the drivers stand. A few once coupled can not be decoupled. The only way to decouple the cars is to deactivate the train then delete. Is there a way to do away with the need to decouple the cars to delete them? It's a nice idea but should work with all the trains.Features:
- couple/decouple trains from a driver stand
when i have more time i will rewrite my trains
(if you know how you could do it too)
EDIT: The fact that it was no longer possible do decouple 'by hand' was a bug and not a feature. It's fixed now.
- Mainote Cont
- New member
- Posts: 8
- Joined: Sat Feb 10, 2018 03:22
- In-game: singleplayer
- Location: TOKYO JAPAN
Re: [Mod] Advanced Trains [advtrains] [1.13]
I am Mainote.
This mod is brilliant works and has the potential to develop. So, I created train models to the mod.
I made Yamanote line stock models known as the Japanese commuter train. This stocks work well because the completeness of advtrain mod is high.
Do you mind if I posting these file to here and other website (example Youtube) ? of course I going to share according to copyright notice.
This mod is brilliant works and has the potential to develop. So, I created train models to the mod.
I made Yamanote line stock models known as the Japanese commuter train. This stocks work well because the completeness of advtrain mod is high.
Do you mind if I posting these file to here and other website (example Youtube) ? of course I going to share according to copyright notice.
Spoiler
Maybe my English is wrong.I'm studying blender.
- orwell
- Member
- Posts: 958
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [1.13]
Looks nice! Seems like you already packed it into a module.
You can either post the files here (or somewhere else) and I can put them into the modpack, or you open up a GitHub repository and I link to your repo in my mod's forum topic
(I'm always happy if someone contributes!)
@all: I started a poll!
You can either post the files here (or somewhere else) and I can put them into the modpack, or you open up a GitHub repository and I link to your repo in my mod's forum topic
(I'm always happy if someone contributes!)
@all: I started a poll!
- rubenwardy
- Moderator
- Posts: 6978
- Joined: Tue Jun 12, 2012 18:11
- GitHub: rubenwardy
- IRC: rubenwardy
- In-game: rubenwardy
- Location: Bristol, United Kingdom
- Contact:
Re: [Mod] Advanced Trains [advtrains] [1.13]
I think you should include a core set of trains - steam, diesel, subway - but then not to many others. And they should each be a separate mod, preferably
- orwell
- Member
- Posts: 958
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [1.13]
So more or less as it is now...rubenwardy wrote:I think you should include a core set of trains - steam, diesel, subway - but then not to many others. And they should each be a separate mod, preferably
Of course, I'll pack each train into a separate mod.
Re: [Mod] Advanced Trains [advtrains] [1.13]
Mainote Cont wrote:I am Mainote.
This mod is brilliant works and has the potential to develop. So, I created train models to the mod.
I made Yamanote line stock models known as the Japanese commuter train. This stocks work well because the completeness of advtrain mod is high.
Do you mind if I posting these file to here and other website (example Youtube) ? of course I going to share according to copyright notice.
Spoiler
nice work +1
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.13]
Do the doors work on that train? That would be extremely cool!
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
- Member
- Posts: 2577
- Joined: Wed Oct 19, 2016 15:18
- GitHub: Andrey2470T
- In-game: Andrey01
- Location: Russia, Moscow
Re: [Mod] Advanced Trains [advtrains] [1.13]
Really is each train not packed into separate mod now? Your modification is modpack.orwell wrote:So more or less as it is now...rubenwardy wrote:I think you should include a core set of trains - steam, diesel, subway - but then not to many others. And they should each be a separate mod, preferably
Of course, I'll pack each train into a separate mod.
- orwell
- Member
- Posts: 958
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [1.13]
Yes, each atrain is a separate mod,Andrey01 wrote:Really is each train not packed into separate mod now? Your modification is modpack.orwell wrote:So more or less as it is now...rubenwardy wrote:I think you should include a core set of trains - steam, diesel, subway - but then not to many others. And they should each be a separate mod, preferably
Of course, I'll pack each train into a separate mod.
-
- New member
- Posts: 7
- Joined: Mon Jul 10, 2017 13:49
- GitHub: lemon-melon
Re: [Mod] Advanced Trains [advtrains] [1.13]
Album on Imgur
Mods: advtrains (duh), bakedclay, biome_lib, ethereal, luscious, moreblocks, moretrees, plantlife_modpack, skylands, unified_inventory, worldedit, and default minetest_game stuff.
Mapgen: carpathian.
(Yes, yellow baked clay is very crude.)
- Mainote Cont
- New member
- Posts: 8
- Joined: Sat Feb 10, 2018 03:22
- In-game: singleplayer
- Location: TOKYO JAPAN
Re: [Mod] Advanced Trains [advtrains] [1.13]
Thank you orwell .
Here is that modelpack. Please use that as you see fit.
Yamanote rolling stocks
https://github.com/Mainote/JR_E231serie ... ain_jre231
Here is that modelpack. Please use that as you see fit.
Yamanote rolling stocks
https://github.com/Mainote/JR_E231serie ... ain_jre231
Thank you.mbb wrote:nice work +1
Yes,these do. I Adjusted moving speedgpcf wrote:Do the doors work on that train?
Maybe my English is wrong.I'm studying blender.
- maxx
- Member
- Posts: 44
- Joined: Thu Feb 15, 2018 15:24
- GitHub: maxhipp
- In-game: maxx or max
- Location: Germany | Bavaria
Re: [Mod] Advanced Trains [advtrains] [1.13]
I like this mod pretty much. But there's still a huge problem: Everytime, when I restart the server or the world some rails, signals and bumbers turn into other rails, signals, bumpers or mesecon switches. So you can't use the track until you have rebuild it. My first thought was that it has sth. to do with worldedit but it still happens without WE. Maybe siomeone knows an answer?
- Attachments
-
- screenshot_20180215_161432.png (453.82 KiB) Viewed 1292 times
Stay safe! | Don't forget the planet
Re: [Mod] Advanced Trains [advtrains] [1.13]
Hi, same problems here.... What is your SO, The version of Minetest and Avanced trains?maxx wrote:I like this mod pretty much. But there's still a huge problem: Everytime, when I restart the server or the world some rails, signals and bumbers turn into other rails, signals, bumpers or mesecon switches. So you can't use the track until you have rebuild it. My first thought was that it has sth. to do with worldedit but it still happens without WE. Maybe siomeone knows an answer?
(The trains speeds are clipped to 0 every time you restart Minetest, is right?)
viewtopic.php?f=11&t=14726&start=800
Regards, R
- orwell
- Member
- Posts: 958
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [1.13]
hm, it seems that this problem is more common than I thought
i donˋt have much time the next days, so i can't investigate on the problem
interestingly, neither can i reproduce the problem on my computer nor does it happen on the linuxworks server
i guess it's caused by older save files that got corrupted at some point in the past by my mod. @codesound or someone who has the problem, can you send me one of your advtrains save files ('advtrains' from the world directory)
And the trains should certainly not stop when loading the world...
wait, are you using LuaJIT?
i donˋt have much time the next days, so i can't investigate on the problem
interestingly, neither can i reproduce the problem on my computer nor does it happen on the linuxworks server
i guess it's caused by older save files that got corrupted at some point in the past by my mod. @codesound or someone who has the problem, can you send me one of your advtrains save files ('advtrains' from the world directory)
And the trains should certainly not stop when loading the world...
wait, are you using LuaJIT?
-
- Member
- Posts: 94
- Joined: Sun Oct 21, 2012 06:25
- In-game: pheonix
- Location: Australia
Re: [Mod] Advanced Trains [advtrains] [1.13]
Hi mbb,
earlier in the thread you posted a tender locomotive, where about's can I get a copy of the files
to give it a try, I couldn't find it on your github(there is a chance I missed it)
Also if your looking for a challenge for your next train a garratt steam locomotive maybe be of interest
pheonixfire
earlier in the thread you posted a tender locomotive, where about's can I get a copy of the files
to give it a try, I couldn't find it on your github(there is a chance I missed it)
Also if your looking for a challenge for your next train a garratt steam locomotive maybe be of interest
pheonixfire
Who is online
Users browsing this forum: No registered users and 22 guests