[Mod] Carts [carts]

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Krock
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Re: [Mod] Carts [carts]

by Krock » Fri Aug 08, 2014 09:32

Well, it's already now possible to add own rails, it only needs some meta information about the acceleration.
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Re: [Mod] Carts [carts]

by Sokomine » Fri Aug 08, 2014 13:39

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.
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Krock
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Re: [Mod] Carts [carts]

by Krock » Fri Aug 08, 2014 13:51

Sokomine wrote:There are always problems with carts on a server to some degree due to lag.

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.

EDIT: Added rail switching by keys (used some lines of code by Kilarin)
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Re: [Mod] Carts [carts]

by lag01 » Sun Aug 10, 2014 19:24

Carts test video, it turned out to little story :)
http://youtu.be/tP8SoW7BeSw
 

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Re: [Mod] Carts [carts]

by Moab » Sat Aug 16, 2014 15:55

uh, Mr. Adam, your cart mod and skin changer didnt work! I followed the intructions
So, I said YEAH! YEAH- Wait, what?!
 

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Krock
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Re: [Mod] Carts [carts]

by Krock » Sat Aug 16, 2014 16:11

Moab wrote:uh, Mr. Adam, your cart mod and skin changer didnt work! I followed the intructions

*Guide-slaps Moab*
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Re: [Mod] Carts [carts]

by Moab » Sat Aug 16, 2014 23:47

Krock wrote:
Moab wrote:uh, Mr. Adam, your cart mod and skin changer didnt work! I followed the intructions

*Guide-slaps Moab*

Oh! Thanks!
So, I said YEAH! YEAH- Wait, what?!
 

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Re: [Mod] Carts [carts]

by balthazariv » Sun Aug 17, 2014 08:55

lag01 wrote:Carts test video, it turned out to little story :)
http://youtu.be/tP8SoW7BeSw


I like this ;-)
 

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Re: [Mod] Carts [carts]

by trev » Tue Dec 02, 2014 18:18

Awesome mod! Great Job. Do you think it would be possible to add sounds?
 

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Re: [Mod] Carts [carts]

by cHyper » Thu Jan 08, 2015 19:02

great mod, sounds would be a cool feature...
 

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Re: [Mod] Carts [carts]

by sofar » Thu Feb 05, 2015 07:15

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.

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Re: [Mod] Carts [carts]

by sofar » Thu Feb 05, 2015 07:18

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)
 

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Re: [Mod] Carts [carts]

by Krock » Fri Feb 06, 2015 11:03

sofar wrote:I'm a bit disappointed that carts are unmovable when you're inside of them.

Yes, I had the same "problem" and solved this with a few lines of code:
https://github.com/SmallJoker/boost_car ... lua#L82-87
I hope PilzAdam merges the pull requests, some of them are very good.
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Re: [Mod] Carts [carts]

by twoelk » Fri Feb 06, 2015 12:17

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.

Image

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
 

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Re: [Mod] Carts [carts]

by ASciortino » Sat Feb 28, 2015 20:40

How do you remove the carts from the tracks?
 

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Re: [Mod] Carts [carts]

by ExeterDad » Sat Feb 28, 2015 20:43

Shift+right-click
٩(̾●̮̮̃̾•̃̾)۶

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Re: [Mod] Carts [carts]

by TenPlus1 » Sat Feb 28, 2015 20:45

Shift + Left-Click
 

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Re: [Mod] Carts [carts]

by ExeterDad » Sun Mar 01, 2015 00:14

Yikes! I still don't know my right from left! Lol
Thanks TenPlus1
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Re: [Mod] Carts [carts]

by Don » Sun Mar 01, 2015 05:01

The left and the right are always fighting. You 2 should be politicians.
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Re: [Mod] Carts [carts]

by TenPlus1 » Sun Mar 01, 2015 08:53

lol
 

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Re: [Mod] Carts [carts]

by ExeterDad » Sun Mar 01, 2015 16:53

touché :P
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Re: [Mod] Carts [carts]

by sofar » Thu Mar 05, 2015 07:12

Could you detect if the cart runs into a cactus (or other damaging type node) and then do minetest.drop_item(cart, ....) ?

That would allow anyone to build tracks that automatically remove carts from rails, build conveyor belts that reuse carts (e.g. vacuuming them up and then putting them back in a dispenser).
 

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Re: [Mod] Carts [carts]

by 12Me21 » Thu Mar 05, 2015 14:48

Maybe the node breaker should pick up the cart (even though it's not a node). Having to crash carts into cactus to collect them (into an item transport system) seems so primitive and... minecrafty.
 

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Re: [Mod] Carts [carts]

by lag01 » Thu Mar 05, 2015 19:30

Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.
 

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Re: [Mod] Carts [carts]

by 12Me21 » Thu Mar 05, 2015 23:11

lag01 wrote:Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.


Yeah, that should be good. Though it would be easier to make the rail just end (so the cart falls off) than use pistons.
 

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Re: [Mod] Carts [carts]

by sofar » Fri Mar 06, 2015 00:59

lag01 wrote:Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.


I really don't like the piston trickery needed, since it forces you to put a piston, a vacuum tube etc. all close together which is hard to do. At least a cactus is a non-moving block.
 

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Re: [Mod] Carts [carts]

by 12Me21 » Fri Mar 06, 2015 01:20

sofar wrote:
lag01 wrote:Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.


I really don't like the piston trickery needed, since it forces you to put a piston, a vacuum tube etc. all close together which is hard to do. At least a cactus is a non-moving block.


just make the cart fall off the end of the rails.

Just think about it. How would a minecart break from hitting a cactus??
 

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Re: [Mod] Carts [carts]

by sofar » Fri Mar 06, 2015 05:16

12Me21 wrote:
sofar wrote:
lag01 wrote:Maybe modify cart mod to sometimes check if there is rail under cart and drop cart if there is no rail.
Then you can use pistons to move rail under cart away.


I really don't like the piston trickery needed, since it forces you to put a piston, a vacuum tube etc. all close together which is hard to do. At least a cactus is a non-moving block.


just make the cart fall off the end of the rails.

Just think about it. How would a minecart break from hitting a cactus??


Actually, I don't like the fact that the carts stop dead at the end of a rail, and I would indeed like to see them shoot off.
 

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Re: [Mod] Carts [carts]

by 12Me21 » Fri Mar 06, 2015 14:13

sofar wrote:
12Me21 wrote:
sofar wrote:I really don't like the piston trickery needed, since it forces you to put a piston, a vacuum tube etc. all close together which is hard to do. At least a cactus is a non-moving block.


just make the cart fall off the end of the rails.

Just think about it. How would a minecart break from hitting a cactus??


Actually, I don't like the fact that the carts stop dead at the end of a rail, and I would indeed like to see them shoot off.


Yeah, that would be good. However, wouldn't it be easier to make another rail to return the minecart to the start?
 

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Re: [Mod] Carts [carts]

by sofar » Sat Mar 07, 2015 00:59

12Me21 wrote:Yeah, that would be good. However, wouldn't it be easier to make another rail to return the minecart to the start?


that would mean rails have to always be circular tracks. In the real world, rails stop, and quite often too.
 

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