Ah come on, minecarts.

ABJ
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Ah come on, minecarts.

by ABJ » Sat Apr 04, 2015 11:13

I know this is an obvious request but I am repeating what others have been saying for a long time.
PLEASE ADD MINECARTS!!!!
It's such a total shame MT doesn't have minecarts.
It really makes the game feel so empty. Now I know Celeron wants this game small, but still! Carts surely wouldn't make this thing a Ubisoft!
 

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Re: Ah come on, minecarts.

by riff » Sat Apr 04, 2015 11:37

again you should make a poll and minecarts would be hard to add as you need to move an entity with the player smoothly but there loads of mods, I suggest using mesecon
I used to be registered as nextmissinglink but I kinda want to start fresh.
 

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Re: Ah come on, minecarts.

by ABJ » Sat Apr 04, 2015 12:27

riff wrote:again you should make a poll and minecarts would be hard to add as you need to move an entity with the player smoothly but there loads of mods, I suggest using mesecon

-How do I make a poll?
-There is a minecart mod with many good forks. Just take the mod, tweak to add some things, (like collision detection etc) add it to game, done! (At least thats what I think)
 

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Re: Ah come on, minecarts.

by rubenwardy » Sat Apr 04, 2015 18:19

We have boats, but no carts, which is weird. It probably due to Minetest Game's history - it used to be maintained by a community member as Minetest Next, which is when boats was added.

There are rails in Minetest Game.
 

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Re: Ah come on, minecarts.

by Sokomine » Mon Apr 06, 2015 03:36

Minecarts only work to a degree. They tend to get stuck or behave oddly pretty frequently - even on servers where there's not too much lag and where an efficient mod is used. If you want to travel somewhere fast, minecarts seem to be an obvious solution at first glance. They just don't work very well for this purpose. It's usually faster and easier to walk manually. At lest then you'll arrive at your destination eventually. Most of the time, teleportation mods just do a far better job at getting from A to B. Much less fuss for server and client - just teleport the player to where he wants to go.
Transporting materials works fine using pneumatic tubes from pipeworks. They're a very good replacement for minecarts in that regard. They efficiently transport items through the world and may even do sorting, filling chests etc.
I'm afraid carts can only work convincingly if the client learns about where a cart wants to go and some parts of the engine are changed.
A list of my mods can be found here.
 

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Re: Ah come on, minecarts.

by ABJ » Mon Apr 06, 2015 11:33

No Soko that is not ALWAYS the case. Carts HAVE got me from A to B faster than walking indeed. And they are not half as buggy as you seem to describe (though they DO derail sometimes and get on a parallel line going the opposite way and such and such sometimes :D). As for the client knowing where the cart needs to go, look herehttps://gitlab.com/CiaranG/railcarts/blob/master/README.md
 

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12Me21
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Re: Ah come on, minecarts.

by 12Me21 » Mon Apr 06, 2015 13:09

I use minecarts a lot on the just test server, and haven't had any problems.
 

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Re: Ah come on, minecarts.

by rubenwardy » Tue Apr 07, 2015 18:21

The client has no idea where the cart is going to go. Mods are run on the server, not the client. The client needs to be able to predict where it will go to be less laggy.

Map generation, loading from the database, and sending could be a lot faster. It would be cool to go at 60 mph down a rail, but unloaded blocks would currently stop you.
 

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Re: Ah come on, minecarts.

by prestidigitator » Tue Apr 07, 2015 20:16

Then clearly an enhancement to the engine is what is needed. A mod needs to be able to lay out not just an entity's current position, velocity, and acceleration, but also a projected path (speed or time plus control points; perhaps a Bezier or B-spline curve) and either some versatile settings controlling how to handle collisions or (better yet) a callback. The currently set path could be sent to the clients so they can predict all movement an arbitrary amount of time in the future.

A way of applying an arbitrary impulse (change in velocity) and/or force to the player object is a bit overdue and would be really nice too.

(Second Life/OpenSim does scripted player and object movement and collisions really well, if any devs want inspiration in that regard.)
 

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Re: Ah come on, minecarts.

by 12Me21 » Tue Apr 07, 2015 21:59

I just want to point out that I have had no problems with minecarts (at least not on the just test server)...
 

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Re: Ah come on, minecarts.

by rubenwardy » Tue Apr 07, 2015 22:03

They don't go at 60mph, though!
 

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Re: Ah come on, minecarts.

by 12Me21 » Tue Apr 07, 2015 22:23

rubenwardy wrote:They don't go at 60mph, though!

Hmm... I wonder how fast they actually can go...
 

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Re: Ah come on, minecarts.

by ABJ » Wed Apr 08, 2015 11:45

prestidigitator wrote:to handle collisions

Do you mean collision detection? If so, PA's monorails mod has collision detection, sorta buggy, but still fine for 90% of the time.
So why can't that be implemented on carts? Or am I misunderstanding something?
 

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Re: Ah come on, minecarts.

by prestidigitator » Wed Apr 08, 2015 19:37

ABJ wrote:Do you mean collision detection? If so, PA's monorails mod has collision detection, sorta buggy, but still fine for 90% of the time.
So why can't that be implemented on carts? Or am I misunderstanding something?

I mean full event-based collision detection and handling, reporting collisions (when asked) between physical objects like players/entities with each other and with applicable nodes to mod event handlers. This would most likely serve to actually decrease server load, as it would reduce the number of timers mods need to use continually polling every frame or so for objects within 1 space of an entity or player. That's how mobs, carts, boats, arrows from the throwing mod, etc. currently need to do things.
 

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Re: Ah come on, minecarts.

by ABJ » Thu Apr 09, 2015 16:12

That's exciting.
 


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