[Mod] Monorail [0.1.2] [monorail]
[Mod] Monorail [0.1.2] [monorail]
I've updated pushable block now finaly supporting full featured monorails.
License: WTFPL
Dependencies: default
Actions
Punch (transport)cart (standing next to it) --> accelerate cart
Punch cart from distance --> enter cart
Rightclick cart --> take cart
Rightclick transport cart --> open rightclick menu
*take -->take cart
*content --> show content inventory
Settings:
monorail_carts_mimicry=false (If you're addicted to carts mod set to yes)
Changes:
0.1.2
-fixed crash on using mesecons (thanks polletfa)
0.1.1
-fix bug all transport carts having same inventory
-disallow taking transport cart while inventory not empty
0.1.0
-internal rename to monorail
-fix bug carts not moving correct on some situation where a curve was right after up
0.0.18
-add carts mimicry mode
0.0.17
-fixup for 0.0.16
0.0.16:
-broken
0.0.15:
-add workaround for carts stopping randomly on slow servers
0.0.14:
-fix crash on riding cart
-fix cart orientation problems (up/down/direction)
-fix carts loosing track on load/unload of cart object
0.0.13:
-improve graphics
-add rightclick menu
-reduce reciep prices
0.0.12:
-add workaround for mesecon support
0.0.11:
-added smooth entity riding support
-added transport cart for item movement
0.0.10:
-added mese puncher
-added mese cart detector
-fixed bug if switches were on higher level but attached rails on lower
-fixed bug curve going to lower level
-fixed craft recieps
0.0.9:
-added mese switches
-added mese accelerators/breaks
Version 0.0.1 (block only)
Version 0.0.2 (sliders and boosters too)
Version 0.0.3 (rideable moveblocks)
Version 0.0.4 this version doesn't work with master
Version 0.0.6 this version doesn't work with master
Version 0.0.7 (monorails)
Version 0.0.8 (switches)
Version 0.0.9 (mesecon)
Version 0.0.10
Version 0.0.11
Version 0.0.12
Version 0.0.13
Version 0.0.14
Version 0.0.15
Version 0.0.18
Version 0.1.0
Version 0.1.1
Version 0.1.2
License: WTFPL
Dependencies: default
Actions
Punch (transport)cart (standing next to it) --> accelerate cart
Punch cart from distance --> enter cart
Rightclick cart --> take cart
Rightclick transport cart --> open rightclick menu
*take -->take cart
*content --> show content inventory
Settings:
monorail_carts_mimicry=false (If you're addicted to carts mod set to yes)
Changes:
0.1.2
-fixed crash on using mesecons (thanks polletfa)
0.1.1
-fix bug all transport carts having same inventory
-disallow taking transport cart while inventory not empty
0.1.0
-internal rename to monorail
-fix bug carts not moving correct on some situation where a curve was right after up
0.0.18
-add carts mimicry mode
0.0.17
-fixup for 0.0.16
0.0.16:
-broken
0.0.15:
-add workaround for carts stopping randomly on slow servers
0.0.14:
-fix crash on riding cart
-fix cart orientation problems (up/down/direction)
-fix carts loosing track on load/unload of cart object
0.0.13:
-improve graphics
-add rightclick menu
-reduce reciep prices
0.0.12:
-add workaround for mesecon support
0.0.11:
-added smooth entity riding support
-added transport cart for item movement
0.0.10:
-added mese puncher
-added mese cart detector
-fixed bug if switches were on higher level but attached rails on lower
-fixed bug curve going to lower level
-fixed craft recieps
0.0.9:
-added mese switches
-added mese accelerators/breaks
Version 0.0.1 (block only)
Version 0.0.2 (sliders and boosters too)
Version 0.0.3 (rideable moveblocks)
Version 0.0.4 this version doesn't work with master
Version 0.0.6 this version doesn't work with master
Version 0.0.7 (monorails)
Version 0.0.8 (switches)
Version 0.0.9 (mesecon)
Version 0.0.10
Version 0.0.11
Version 0.0.12
Version 0.0.13
Version 0.0.14
Version 0.0.15
Version 0.0.18
Version 0.1.0
Version 0.1.1
Version 0.1.2
Last edited by sapier on Fri Jun 08, 2018 17:21, edited 6 times in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
it doesn't seem to work the debug said
ebug streams initialized, disable_stderr=1
20:06:21: ACTION[main]: minetest with SER_FMT_VER_HIGHEST=21, VER=0.4.dev-20111209-1 RUN_IN_PLACE=1 USE_GETTEXT=0 INSTALL_PREFIX=//Vboxsvr/home-celeron55/minetest_install_win32 BUILD_TYPE=Release
20:06:21: INFO[main]: Parsing configuration file: "C:\Users\sean\Documents\minetest-0.4.dev-20111209-1-win32\bin\..\minetest.conf"
20:06:21: INFO[main]: Settings: Setting not found: "enable-unittests"
20:06:21: INFO[main]: Settings: Setting not found: "server"
20:06:21: INFO[main]: Settings: Setting not found: "speedtests"
20:06:21: INFO[main]: Settings: Setting not found: "random-input"
20:06:21: INFO[main]: text_height=18
20:06:21: INFO[main]: Created main menu
20:06:36: INFO[main]: Dropping main menu
ebug streams initialized, disable_stderr=1
20:06:21: ACTION[main]: minetest with SER_FMT_VER_HIGHEST=21, VER=0.4.dev-20111209-1 RUN_IN_PLACE=1 USE_GETTEXT=0 INSTALL_PREFIX=//Vboxsvr/home-celeron55/minetest_install_win32 BUILD_TYPE=Release
20:06:21: INFO[main]: Parsing configuration file: "C:\Users\sean\Documents\minetest-0.4.dev-20111209-1-win32\bin\..\minetest.conf"
20:06:21: INFO[main]: Settings: Setting not found: "enable-unittests"
20:06:21: INFO[main]: Settings: Setting not found: "server"
20:06:21: INFO[main]: Settings: Setting not found: "speedtests"
20:06:21: INFO[main]: Settings: Setting not found: "random-input"
20:06:21: INFO[main]: text_height=18
20:06:21: INFO[main]: Created main menu
20:06:36: INFO[main]: Dropping main menu
sycam industry's yesterdays technology today
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
punching it multiple times (left mouse button) does work for me but still could be a race condition in your case can you provide the crash log?
I'll try to fix it but honestly this mod really needs some minetest addons I've just finished as early implementation but don't seem to be accepted by celeron (at least not the way I wrote it). Probably I can fix it so that he's happy with it but I cant promise.
Have a look at this video to see what it looks like Video
But there's still major problems NOT fixable:
1) mb staying on track can't be ensured
2) mb sometimes crashes surface before lifted up on upwards sliders (same reason as 1)
3) mb stops in case of corner with directly attached block in original movement direction same reason as 1)
I'll try to fix it but honestly this mod really needs some minetest addons I've just finished as early implementation but don't seem to be accepted by celeron (at least not the way I wrote it). Probably I can fix it so that he's happy with it but I cant promise.
Have a look at this video to see what it looks like Video
But there's still major problems NOT fixable:
1) mb staying on track can't be ensured
2) mb sometimes crashes surface before lifted up on upwards sliders (same reason as 1)
3) mb stops in case of corner with directly attached block in original movement direction same reason as 1)
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
They won't stay on track if accelerated too much so it isn't really a working implementation.
And they won't relyable go up either.
And they won't relyable go up either.
Last edited by sapier on Tue Jan 10, 2012 22:21, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
So what's the progress on this? Curious.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
Well I just tried the fork with latest rideable blocks mod. Can't seem to actually ride the blocks or keep the block on the track lol.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)
You need to use the git tree I added it isn't updated to latest minetest. I'll do another try to get those changes into master as soon as sound changes are in ... probably combined with mob removal patches.
Progress is that it was working ... at least kind of. Riding was implemented as linking different CAO/SAO together making movement of one override/disable movement handling of the linked child. This is a change in sao and cao handling but there have been other changes recently in those too. So these patches need to be rebased.
The last open issue was handling movement in lua isn't possible for "high" speeds as there isnt guaranteed that the on_step handler gets called within time to change directions. For example if your track goes right but when the onstep handler gets called next time you already moved 2 blocks forward you won't be able to decide which track to take. Thats the reason why this mod is experimental as I don't see an easy solution to this issue.
Progress is that it was working ... at least kind of. Riding was implemented as linking different CAO/SAO together making movement of one override/disable movement handling of the linked child. This is a change in sao and cao handling but there have been other changes recently in those too. So these patches need to be rebased.
The last open issue was handling movement in lua isn't possible for "high" speeds as there isnt guaranteed that the on_step handler gets called within time to change directions. For example if your track goes right but when the onstep handler gets called next time you already moved 2 blocks forward you won't be able to decide which track to take. Thats the reason why this mod is experimental as I don't see an easy solution to this issue.
Last edited by sapier on Tue Jan 31, 2012 19:37, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
Maybe the speed could be limited to about 1.999999 blocks per step, so this issue doesn't show up? I think that's plenty fast enough for things like minecarts and similar.sapier wrote:The last open issue was handling movement in lua isn't possible for "high" speeds as there isnt guaranteed that the on_step handler gets called within time to change directions. For example if your track goes right but when the onstep handler gets called next time you already moved 2 blocks forward you won't be able to decide which track to take. Thats the reason why this mod is experimental as I don't see an easy solution to this issue.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
reccomendations remove sliders add rails instead then change the booster to look like real tracks!
Code: Select all
function is_slider(name)
if name == "default:rail" or
name == "pushable_block:booster" then
return true
end
return false
end
Zen S.D.
The next generation of tranquility!malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno
@Temperest limiting speed would reduce chance the problem would happen but it wouldn't fix it ... btw speed is already kind of limited by physics as air resistance as well as friction are handled like in real world. But back to why it wouldn't fix the problem. Movement depends on on_step handler as soon as you've got enough load at the server it may be delayed beyond any limit you've arbitrary set.
And I've forgotten another open issue too running up sometimes stops as collision with the block is detected before on_step handler has increased y position enough for it to pass.
@sdzen I've already had a discussen because I've implemented a mod that someone else thought was to close to his mod and don't want another one. Especialy not for a mod that doesn't work as expected. And of course it isn't even operational with master minetest version too.
And I've forgotten another open issue too running up sometimes stops as collision with the block is detected before on_step handler has increased y position enough for it to pass.
@sdzen I've already had a discussen because I've implemented a mod that someone else thought was to close to his mod and don't want another one. Especialy not for a mod that doesn't work as expected. And of course it isn't even operational with master minetest version too.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
How about this:sapier wrote:@Temperest limiting speed would reduce chance the problem would happen but it wouldn't fix it ... btw speed is already kind of limited by physics as air resistance as well as friction are handled like in real world. But back to why it wouldn't fix the problem. Movement depends on on_step handler as soon as you've got enough load at the server it may be delayed beyond any limit you've arbitrary set.
And I've forgotten another open issue too running up sometimes stops as collision with the block is detected before on_step handler has increased y position enough for it to pass.
For each call of the handler:
- Add the current delta to the accumulated delta, which is initialized to 0.
- If the accumulated delta is not too small, move to the stored block position if it is present in the metadata and set the accumulated delta to 0, otherwise don't move at all.
- Current velocity is used to find the next node the movable block is to go to, and it is clamped such that the speed does not exceed 1.999999 blocks.
- The block location is stored in the movable block's metadata.
I would love to see minecart-like means of transportation in MineTest.
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
Your suggestion is exactly how the minecart mod is doing movement. Having the effect that movement looks a little bit "choppy". This is the due to on_step handlers aren't called fast enough to create a smooth movement from lua.
Pushable blocks just uses acceleration and speed and "movement" itself is done by client/server which is much more efficient and smooth. But causes the other problems to happen.
So either way it's not better than minecart mod.
The other feature "riding blocks" isn't exactly related to this mod, if the patches are aplied to minetest adding it to minecart mod wouldn't be much work at all.
Pushable blocks just uses acceleration and speed and "movement" itself is done by client/server which is much more efficient and smooth. But causes the other problems to happen.
So either way it's not better than minecart mod.
The other feature "riding blocks" isn't exactly related to this mod, if the patches are aplied to minetest adding it to minecart mod wouldn't be much work at all.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
- IPushButton2653
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