[Mod] Monorail [0.1.2] [monorail]

jhlucario3
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by jhlucario3 » Mon Oct 14, 2013 00:35

How do i run this mod on minetest 0.4.5 it keep saying mod failed to load and run
 

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VanessaE
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by VanessaE » Mon Oct 14, 2013 05:50

jhlucario3, do not repeat yourself.

First, you need to update your copy of Minetest - 0.4.5 is quite obsolete. 0.4.7 is the current release.

Second, make sure the folder name is correct for your copy of the monorail mod.

Third, post the exact error message from the debug.txt file - just 'failed to load and run' is not enough.
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by sapier » Tue Oct 15, 2013 22:26

I've just tested against current (20131015) master of minetest. Even if this mod seems to be quite old it still is fully operational and working. If someone finds a bug I didn't recognize plz tell me.
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Dan Duncombe
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by Dan Duncombe » Thu Oct 17, 2013 12:02

I have 2 big suggestions, although I don't know if they would be possible, since both would probably require ABMs.

  • Crafting Cart- acts like the Workbench in Castles+ Mod.
  • Furnace Cart- acts like a furnace.

They would both be like the transport cart in that they have a formspec.

Also, what do the switches do?
Last edited by Dan Duncombe on Thu Oct 17, 2013 12:03, edited 1 time in total.
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by sapier » Thu Oct 17, 2013 22:54

Dan while those additions wouldn't be that difficult to add I'm sorry but I don't see any benefit of those additions.
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by sapier » Mon Dec 09, 2013 16:04

Just added carts mimicry mode ... hope those addicted to carts graphics are now going to take a look too ;-)
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Inocudom
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by Inocudom » Mon Dec 09, 2013 17:13

Sapier, you must rename the mod from pushable_block to monorail in the init.lua file. Otherwise, nobody will figure out how to get it working. That would be a shame, because monorail is superior to carts.
 

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by sapier » Mon Dec 09, 2013 17:58

already done in git ... will update it once I discovered another trackfinding bug I just realized
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by sapier » Tue Dec 10, 2013 18:15

Ok 0.1.0 is ready now
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by Inocudom » Tue Dec 10, 2013 19:52

VanessaE, would you be able to test this mod on your servers? No server has ever hosted this mod before, and I would like to see that change.
 

BRICK
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by BRICK » Thu Jan 23, 2014 00:09

Pardon my "noobness", but could someone explain to me how exactly this works? I can place the carts on the monorail track, but I can't control them while I'm riding them.

Furthermore, I can't seem to figure out what any of the other blocks that come with this mod do. The cart detector, the accelerator, the switch etc - none of them seem to have any affect on the cart.
 

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by polletfa » Fri Feb 07, 2014 00:43

@Brick : The accelerator pushes a cart when powered on by mesecons (so you can start a cart automatically). The cart detector can be use to power a mesecons circuit on when a cart passes by. The switch select a direction and can be turned on/off with mesecons or by hand.

@sapier : I had a server crash every time I tried to turn a switch off with mesecons. There is an error line 34 of switch.lua. It should be "offstate" instead of "onstate", then it works great. Also, the models look for 2 textures files that don't exist: pushable_block_cart_mesh.png, cart.png.
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by polletfa » Fri Feb 07, 2014 00:56

Oh I forgot: if mesecons mod is present, cart detectors become unknown objects when taken back into the inventory.
In nodes_craft.lua, the 2 lines:
drop = 'monorail:cart_detector 1',
must be changed in:
drop = 'monorail:cart_detector_off 1',
 

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by rubberduck » Tue Mar 04, 2014 13:43

i installed the monorail mod with the ingame-function
the first issue is, that the name of the folder was wrong when i installed it.

after renaming it worked.

but i noticed a problem with the different kinds of rails (normal rail, booster rail and break rail)
they don't adjust their direction to their adjacent track-segments if i use two different kinds of rails.

also the game crashed when i placed a switch (i was back to menu, not the whole game crashed).
i found out, that sometime the game crashes, when you try to put an active switch (in creative mode)

i have installed mesecons too (if there are problems with this mod, i heart about problems with this mod)
and i use the stable version 0.4.9

do i need the newest dev-version and what about the carts mod (is it better or not?)
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Re: [Mod] Monorail [0.1.0] [monorail]

by theoluk » Tue Jun 10, 2014 22:45

One Bug, and this may just be for me, but when I place something in a transport cart, it also appears in the inventory of all the other transport carts.
 

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Re: [Mod] Monorail [0.1.1] [monorail]

by sapier » Sun Aug 24, 2014 00:05

Quite some time since you reported that bug but finally I managed to fix it. 0.1.1 has different inventories for each cart again.
 

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Re: [Mod] Monorail [0.1.2] [monorail]

by Inocudom » Sun Aug 24, 2014 03:28

Still no servers testing this mod...
 

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Re: [Mod] Monorail [0.1.2] [monorail]

by sapier » Sun Aug 24, 2014 13:10

true, seems like mods not beeing updated frequently because they're feature complete get lost :-)
 

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Re: [Mod] Monorail [0.1.2] [monorail]

by Sokomine » Sun Aug 24, 2014 13:44

Inocudom wrote:Still no servers testing this mod...

I just saw one where a small monorail system was installed, but don't remember which server it was.

sapier wrote:true, seems like mods not beeing updated frequently because they're feature complete get lost :-)

Yes. That seems so. It's a bit diffrent if the mod is used on many popular servers. Otherwise, mods witch are buried deep inside the mod releases part of the forum are more or less lost. I've tried to start a page on the wiki where I assigned categories to mods so that people looking for something in particular have at least a chance to find a mod, but that's a lot of work and will not progress further until I write (or get) a script for doing part of that automaticly. There're just too many mods for manual cut&paste.
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Re: [Mod] Monorail [0.1.2] [monorail]

by Miner59 » Mon Sep 22, 2014 19:59

Hello together,

I think I found a little bug in your code. In line 330 of cart_generic.lua there's this line

current_state.pos.x = math.floor(current_state.pos.x + 0.5)

you need to replace x with z:

current_state.pos.z = math.floor(current_state.pos.z + 0.5)

I think this caused the cart to stop when it goes in this kind of curves because the cart could hang in the wall.
Was not easy to find this :-)

Also I recognised the mesecon signal from the Cart Detector Block switches to off for short moments, although there is a cart standing in front of it the whole time. This gave me some problems when controlling a switch with a Cart Detector Block, but I found some mesecon logic to avoid it.

Maybe you could add support for moreores:copper_rails to your mod, too?

I used it with normal carts, not monorails and started a little cart network, with seems to work very good now. Thanks!
 

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Re: [Mod] Monorail [0.1.2] [monorail]

by Miner59 » Sat Oct 04, 2014 14:25

Hi,
I had again problems with carts stopping at always the same curve and found that two if blocks are missing in your code.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all

    if (node_z_prev ~= nil and is_slider(node_z_prev.name)) and
       (node_x_prev_below ~= nil and is_slider(node_x_prev_below.name))
         then
        return "x-"
    end

    if (node_z_next ~= nil and is_slider(node_z_next.name)) and
       (node_x_next_below ~= nil and is_slider(node_x_next_below.name))
    then
        return "z+"
    end



Add this code to function handle_curves in slider.lua, line 618, after the other if blocks.
Thanks.
 

bloodpuddingyum
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Re: [Mod] Monorail [0.1.2] [monorail]

by bloodpuddingyum » Fri Oct 24, 2014 12:02

I can't figure out how to get the "vertical sliders" to work. Any guide or hints or explanation? I just can't figure it out.
 

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How to use Accelerator, Switch, etc.

by arifsaha » Tue May 19, 2015 01:11

polletfa wrote:@Brick : The accelerator pushes a cart when powered on by mesecons (so you can start a cart automatically). The cart detector can be use to power a mesecons circuit on when a cart passes by. The switch select a direction and can be turned on/off with mesecons or by hand.


How to place the accelerator and switch so they work? I tried to put an accelerator behind a cart on a turn, but nothing happened when I powered it up. I also tried switches at various location around a branch but so far could not figure it out.

Thanks!
 

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Re: [Mod] Monorail [0.1.2] [monorail]

by Sane » Tue Jul 21, 2015 11:19

bloodpuddingyum wrote:I can't figure out how to get the "vertical sliders" to work. Any guide or hints or explanation? I just can't figure it out.


Any progress on that matter?
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Re: [Mod] Monorail [0.1.2] [monorail]

by Inocudom » Fri Jul 24, 2015 22:35

Sane wrote:
bloodpuddingyum wrote:I can't figure out how to get the "vertical sliders" to work. Any guide or hints or explanation? I just can't figure it out.


Any progress on that matter?

Don't get your hopes up, for it doesn't look like there ever will be.
 

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Re: [Mod] Monorail [0.1.2] [monorail]

by Sane » Sat Jul 25, 2015 15:20

Inocudom wrote:
Sane wrote:
bloodpuddingyum wrote:I can't figure out how to get the "vertical sliders" to work. Any guide or hints or explanation? I just can't figure it out.


Any progress on that matter?

Don't get your hopes up, for it doesn't look like there ever will be.


Oh, too bad.
I am still looking for something to get me down to mine levels and up again without teleporting, and without endless manual ladder climbing.
Trying to stay me.
 

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Re: [Mod] Monorail [0.1.2] [monorail]

by Sokomine » Wed Jul 29, 2015 23:27

Sane wrote:I am still looking for something to get me down to mine levels and up again without teleporting, and without endless manual ladder climbing.

Well, the down part usually isn't the problem....Although, in the end, having to load all those blocks inbetween is not that entertaining. Teleporting is a practical approach.
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Re: [Mod] Monorail [0.1.2] [monorail]

by wilkgr76 » Sun Mar 13, 2016 08:06

Sane wrote:without endless manual ladder climbing.
Yep, that's very annoying.
I do not care.
 

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