[Mod] Rail corridors + treasures [0.13.0][tsm_railcorridors]

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Wuzzy
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[Mod] Rail corridors + treasures [0.13.0][tsm_railcorridors]

by Wuzzy » Sun Oct 12, 2014 13:12

Simple underground railway corridors with a few treasure chests.
Image
Image
Image
More screenshots
Even more screenshots

This mod is still in alpha stage but works pretty OK so far. I may rarely generate odd-looking structures.

The main difference from the original mod is that this mod utilizes Treasurer to spawn the treasures in the chests, so there can be more variety in the treasures you can find. Using Treasurer is optional, if you don’t use this mod, this mod falls back to a couple of default treasures.
This mod also allows finetuning of the railway corridors with the advanced settings menu.

This mod is a fork of Joz’ Minecraft-like railway corridors railcorridors mod [railcorridors].

Last edited by Wuzzy on Mon Aug 14, 2017 21:07, edited 21 times in total.
 

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by cHyper » Wed Jan 14, 2015 11:49

i can't see any railway corridors on a new generated map?
what did i do wrong?
 

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by Wuzzy » Sat Jan 17, 2015 16:27

Well, it works for me. The railway corridors appear underground. If you can't find any, try to test this: use noclip and fly mode to explore the underground more quickly. If you still cannot find any mines after 5 minutes of searching, then you probably have a problem.

I can't help you; you should provide more information for me. Which version of Minetest did you use? Which mods did you have enabled? Are there any error messages? Which mapgen did you use? Where did you search? How long did you search?
 

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by TeTpaAka » Wed Mar 04, 2015 15:31

It should depend on tnt since it falls back to the default behavior, where tnt:tnt is in the chest. Usually, this isn't a problem, but since it uses nodes from there it should contain it in depends.txt.

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by Wuzzy » Wed Mar 04, 2015 16:27

Whoops, you are right. [farming] was also a dependency.
Both mods are now in depends.txt.

Maybe I make those dependencies optional or whatever. But for now I just made the lazy fix. :P
 

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by burli » Tue Mar 29, 2016 18:56

I guess this should not happen. But I think this is a problem of the cavegen, not from railcorridors, right?

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by benrob0329 » Tue Mar 29, 2016 22:01

I really like this mod, I like how it adds a sort of life to the underground, even without mobs.

However, it also feels dead, or stagnant, like the air is stale from being sealed up for so long, and much of the stone has turned to gravel over time, making repairing these long broken down corridors more dangerous than it would seem at first.

It makes it seem as though, there have been people before you, though, a long time ago, and have since disappeared for some unknown reason.

The effect is best seen with tone mapping on:

Image

Image
 

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by burli » Wed May 04, 2016 18:46

If sofars Torches mod is installed the wall mounted torches are horizontal

https://github.com/minetest-mods/torches

If the torches mod is installed default:torch_wall must be used

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by Napiophelios » Thu May 05, 2016 02:06

burli wrote:If sofars Torches mod is installed the wall mounted torches are horizontal

https://github.com/minetest-mods/torches

If the torches mod is installed default:torch_wall must be used

[img]https://forum.minetest.net/download/file.php?mode=view&id=6052&sid=a5047707ea9649a2f8f5ba9e0c87e0c7[img]


replace occurances of "default:torch" with "default:torch_wall" in the init.lua file

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Version 0.8.0

by Wuzzy » Sat Nov 12, 2016 21:54

New version (0.8.0) released!
Updates:

- Allow for finetuning in advanced settings menu (have fun!)
- Update metadata: Screenshot, description, mod.conf
- Fix chest formspec not using the default style
- Fix mod crashing when Treasurer is not used
- Refactor

Note this mod is still VERY much alpha and experimental. But you can always try the Git version for the very lastest stuff.
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Version 0.9.0

by Wuzzy » Fri Nov 18, 2016 22:32

Version 0.9.0 released!

Changes:
- Fix crash when mod ran without Treasurer
- Fix weird wall torches when using the torches mod (thanks to burli)
- More careful map generation: Non-ground content (cobblestone, brick blocks, other artificial blocks) are not destroyed anymore
- Add wooden platform below rails when they are generated over air
- Rarely use different wood types
- Make rails actually connect in curves and some crossings

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by mahmutelmas06 » Sun Nov 20, 2016 19:32

Could you add more life to corridors like vagons, coal lumps around, more chest with traps etc. ?
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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by Christian9 » Sun Nov 20, 2016 20:57

Perhaps there can be things like chests that act like bat spawners? And unstable wood that wood falls when you walk on it? Also, Great Mod!
 

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by cHyper » Sun Nov 20, 2016 22:15

- Add wooden platform below rails when they are generated over air


where can i find it?

Can somebody post a picture?!!
 

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by Wuzzy » Mon Nov 21, 2016 00:11

cHyper wrote:
- Add wooden platform below rails when they are generated over air


where can i find it?

Can somebody post a picture?!!


Wuzzy wrote:Image
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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by trainwrecktony » Tue Jan 24, 2017 21:14

This mod was working pretty well for me till the last week of commits to Minetest engine. It's only client side though(windows x64 mingw), client will freeze server however will continue without error. Don't have debugger, error logs freeze without error and windows eventvwr logs application hang only.

My builds are cygwin crosscompiled with mingw64 gcc 5.4.0 luajit, leveldb,redis,spatial. As test tried singleplayer that freezes too.
Also freezes sfan5's builds minetest-0.4.15-7279f0b3-win64 lockups but minetest-0.4.15-7387b190-win64 is OK
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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by Wuzzy » Tue Jan 24, 2017 22:00

I do not like to support bleeding edge versions of Minetest. Supporting the latest stable is hard enough.
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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by texmex » Wed Jan 25, 2017 10:22

I'd like to install this on a server, but since I can't find a height setting it interferes with nether realms and such stuff. Would it be possible to look into it. A min_height and and max_height as global setting variables would be ideal.
 

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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by Wuzzy » Wed Jan 25, 2017 19:25

Good idea. I will probably add it later, when I work on the mapgen stuff for MineClone 2. This mod seems to be the perfect addition to MineClone 2.
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Re: [Mod] Railway corridors for Treasurer [tsm_railcorridors

by bell07 » Fri Apr 07, 2017 21:42

I tried the mod today, great Idea!
There is a "cosmetic" bug if high is changed in curve the rails are in the air sometimes.
Image

The other issue with other cave generators like geomoria or underworld was already mentioned above.
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0.10.0

by Wuzzy » Thu May 11, 2017 00:11

Version 0.10.0 released!
Image

I am working on this mod to eventually include it into MineClone 2.
I fixed some of the worst weirdness in this mod.

Updates:
  • Requires Minetest Game 0.4.15
  • Add height limits in which railway corridors can appear. Default: Y=-30 or below.
  • Prevent railway corridors starting in mid-air
  • The dirt room has a center rail piece
  • Tweak the end of railway corridors
  • Add rails to the slopes
  • Get rid of the majority of floating rails (a few of them remain)
  • Make it a bit easier to include this mod in subgames (see readme)
  • Fix broken torches in Minetest Game 0.4.15

Remaining bugs:
  • Sometimes the corridors have a wooden floor even when no bridge is required
  • Missing curve rails on bridges
  • A few floating rails remain
  • Corridors never penetrate X=0 or Z=0 for some reason
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