[Modpack] Railnet [minetest-railnet] [WIP]

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orwell
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Re: [Modpack] Railnet [minetest-railnet] [WIP]

by orwell » Sun May 29, 2016 17:21

I am working on my own mod for trains, since 1. there are no ones out there yet and even you did not get to couple carts together and 2. I dislike these 90deg rails. you can find it here:
viewtopic.php?f=9&t=14726
I will move it to github soon.
May i draw inspiration from your code for forceloading, of course while giving credit to you?
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Re: [Modpack] Railnet [minetest-railnet] [WIP]

by stu » Sun May 29, 2016 18:45

orwell wrote:I am working on my own mod for trains, since 1. there are no ones out there yet and even you did not get to couple carts together and 2. I dislike these 90deg rails. you can find it here:
viewtopic.php?f=9&t=14726
I will move it to github soon.
May i draw inspiration from your code for forceloading, of course while giving credit to you?


You are more than welcome to use any part of this you find useful, however, I doubt that it will be of much help since it is quite heavily dependent on the default 90 degree rail system. Your project looks really interesting and I will be following it's progress, best of luck.
 

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Re: [Modpack] Railnet [minetest-railnet] [WIP]

by lisacvuk » Sun May 29, 2016 20:22

Just tried it now; I like the mod, it works pretty better than some other railway mods I've seen before.
But, as with every single of these mods, carts seem to 'fly off' the rails. You mentioned that in your post. Now, developers should focus on fixing that, as in engine developers :D Well, I'd rate it 8/10. Overall, mod is awesome.
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Re: [Modpack] Railnet [minetest-railnet] [WIP]

by stu » Sun May 29, 2016 21:28

lisacvuk wrote:Just tried it now; I like the mod, it works pretty better than some other railway mods I've seen before.
But, as with every single of these mods, carts seem to 'fly off' the rails. You mentioned that in your post. Now, developers should focus on fixing that, as in engine developers :D Well, I'd rate it 8/10. Overall, mod is awesome.


Thank you for your appraisal, however, I cannot stress enough that this is still very much a proof of concept and work in progress (or not). There could and likely will be big changes before I submit this as a release candidate, if that ever even happens.
 

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orwell
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Re: [Modpack] Railnet [minetest-railnet] [WIP]

by orwell » Mon May 30, 2016 06:45

stu wrote:
orwell wrote:I am working on my own mod for trains, since 1. there are no ones out there yet and even you did not get to couple carts together and 2. I dislike these 90deg rails. you can find it here:
viewtopic.php?f=9&t=14726
I will move it to github soon.
May i draw inspiration from your code for forceloading, of course while giving credit to you?


You are more than welcome to use any part of this you find useful, however, I doubt that it will be of much help since it is quite heavily dependent on the default 90 degree rail system. Your project looks really interesting and I will be following it's progress, best of luck.

Thanks. I found a way on my own to get trains to drive through unloaded map chunks, but thank you anyway.
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Re: [Modpack] Railnet [minetest-railnet] [WIP]

by TumeniNodes » Mon May 30, 2016 16:14

I noticed the rails section of default's nodes.lua seems very vague?
I was looking through it because I saw some mentions of the 90* turns do not work so well, and thought I might take a look to see if I can create 45* turns instead, to see if I can help.
I was thrown a bit to see the tiles in the code are set as if a basic 6 sided node? And there is only a single registered node, yet 4? seperate rails to choose from.
I am a bit confused by this set up. I'd like to be able to help improve rails, and I am thinking maybe to widen them, and reduce the turns to 45*. Would this help with the issues of carts going off the rails..., "like a crazy train... I'm goin off of the rails on a.... " sorry I got distracted
I hope it does not seem as if I am off topic, if so let me know and I will move this comment.
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