Sokomine wrote:It would be great if players could be handled the same way as other lua entities. Why can players be moved downwards (gravity in action) or even upwards (with the group of the node the player falls onto set like in the jumping mod) but not be moved/accelerated sideways? Does anyone know if there is a reason to this? Accelerating the player might cause its own problems (like players falling down and dying), but in a controlled environment (like a 2x1 underground tunnel) that might be less of a problem.
Sokomine wrote:A "continue travelling forward" key would help a lot.
aldobr wrote:I have a request :
Powered tunneler/railroad layer.
Make a powered cart that breaks rocks in front of it (up to 3 upside, 3 left 3 right) and lays a new track over the recently opened area, and so on (like those tunel making machines that are used today to build tunnels for the subway), until it runs out of tracks (You place tracks into the cart, kick it and it turns on and do his things...
At the same time rocks and material that are removed get inside the cart and can be collected by the player...
Maybe add another cart that goes back and fort along the line transporting tracks in the trip towards the cart and bringing back collected material in the return trip...
This would simplifly resource collection/track building...
23:18:55: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_rightclick': ...inetest-ru-win32\bin\..\mods\minetest\carts\init.lua:746: attempt to index a nil value
23:18:55: ERROR[main]: stack traceback:
In thread 1450:
..\..\minetest\src\main.cpp:1749: main: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 1450:
#0 main
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 ServerMap::save)
(Leftover data: #3 ServerMap::saveBlock)
(Leftover data: #4 ItemStack::serialize)
BrandonReese wrote:I'm getting an error periodically when trying to enter a cart. Using the attachment branch.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
23:18:55: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_rightclick': ...inetest-ru-win32\bin\..\mods\minetest\carts\init.lua:746: attempt to index a nil value
23:18:55: ERROR[main]: stack traceback:
In thread 1450:
..\..\minetest\src\main.cpp:1749: main: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 1450:
#0 main
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 ServerMap::save)
(Leftover data: #3 ServerMap::saveBlock)
(Leftover data: #4 ItemStack::serialize)
Aslanex wrote:Hi, meseconrail stop really doesn't work. I've tried to put the mesecon everywhere but the cart won't stop. Please fix it. Thanks!
PilzAdam wrote:BrandonReese wrote:I'm getting an error periodically when trying to enter a cart. Using the attachment branch.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
23:18:55: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_rightclick': ...inetest-ru-win32\bin\..\mods\minetest\carts\init.lua:746: attempt to index a nil value
23:18:55: ERROR[main]: stack traceback:
In thread 1450:
..\..\minetest\src\main.cpp:1749: main: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 1450:
#0 main
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 ServerMap::save)
(Leftover data: #3 ServerMap::saveBlock)
(Leftover data: #4 ItemStack::serialize)
Do you use 0.4.4-dev version of Minetest?
for i,item in ipairs(tmp) do
if not item:is_player() and item:get_luaentity().name ~= "carts:cart" then
table.insert(self.items, item)
end
end
for i,item in ipairs(tmp) do
if item:is_player() ~= nil and item:get_luaentity() ~= nil then
if not item:is_player() and item:get_luaentity().name ~= "carts:cart" then
table.insert(self.items, item)
end
end
end
yohoho wrote:but it has a few issues.
yohoho wrote:Another issue is I have mesecons installed and it seems the built in mesecons features of cart mod just don't work.
PilzAdam wrote:yohoho wrote:but it has a few issues.
Are you kidding? This is the most buggy mod I can imagine!
PilzAdam wrote:yohoho wrote:Another issue is I have mesecons installed and it seems the built in mesecons features of cart mod just don't work.
As I said above the mesecon API changed a bit and I have to update it. Dunno when I will do that.
The carts mod code makes the depressive because its so bad :-(
yohoho wrote:Maybe someone (or multiple people) on the forums with some knowledge and skill can band together with you to re-write this mod to make it the best it can be? Seems "carts" is something almost everyone wants. I wish I could be of service but all I can do is offer some testing.
yohoho wrote:PilzAdam wrote:yohoho wrote:but it has a few issues.
Are you kidding? This is the most buggy mod I can imagine!
I've seen worse lolPilzAdam wrote:yohoho wrote:Another issue is I have mesecons installed and it seems the built in mesecons features of cart mod just don't work.
As I said above the mesecon API changed a bit and I have to update it. Dunno when I will do that.
The carts mod code makes the depressive because its so bad :-(
Maybe someone (or multiple people) on the forums with some knowledge and skill can band together with you to re-write this mod to make it the best it can be? Seems "carts" is something almost everyone wants. I wish I could be of service but all I can do is offer some testing.
yohoho wrote:The cart will continue down the slope a way but almost always stop somewhere midway with no apparent rhyme or reason. The tunnel is a simple stair basically (before stairs were added to minetest).
BrandonReese wrote:I have mesecons working with the rails and switches.
Replace your carts/mesecons.lua with this one:
[link]http://ubuntuone.com/66jJaOqsloRvL3EATTzIO8[/link]
and add mesecons to your carts/depends.txt file
All I had to do was remove the old add_receptor_node functions and register the nodes with register_effector, I also added, mesecon=2 to the rail group so the mesecons will attach to the rails.
The original effect on the switch may be changed also, power on == right, power off == left
dannydark wrote:Problem with this is it will mean anyone who wants to use this mod will also have to install mesecons which for me is not a problem but some people might not want to, maybe it would be better to add the extra functionality and just have a simple bool in the code that will check if mesecon_support is enabled and if so use the extra features.
Obviously the user would also need to then add mesecons to the depends file maybe this can be told to them above the mesecon_support bool?
if minetest.get_modpath("mesecons") ~= nil then
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