[Mod] Carts [carts]

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jojoa1997
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by jojoa1997 » Wed Jan 09, 2013 16:12

Will carts be able to pick up dropped items
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by PilzAdam » Wed Jan 09, 2013 16:34

jojoa1997 wrote:Will carts be able to pick up dropped items

No. Carts are only for player transport now.
 

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by jojoa1997 » Wed Jan 09, 2013 19:55

I kniw this is from minecraft but chest carts seem like a good idea. Is that possible in minetest.
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by PilzAdam » Wed Jan 09, 2013 20:12

jojoa1997 wrote:I kniw this is from minecraft but chest carts seem like a good idea. Is that possible in minetest.

Since we have minetest.show_formspec(playername, formspec) in the API now it is possible. I will add it in the near future.
 

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by rarkenin » Wed Jan 09, 2013 21:16

PilzAdam wrote:
rarkenin wrote:
aximx51v wrote:Is there a way to limit cart speed? I have a track that runs down hill. If i put mesecons alongside it to push my cart up the hill, when i go down the hill i end up going so fast that, well... let's just say glitch city.
what if mesecons could act as brakes for the cart? like, mesecons on the right side speed the cart up, and mesecons on the left slow it down. or maybe a mesecon block that slows down/speeds up the cart to a specific speed, regardless of direction?
all in all, great mod so far!

No, you can't, since Mesecons triggers a per-node on or off. I'll make a manual powered rail and manual brake rail, and I'll submit a pull request for that.

Would be nice.

Pull request submitted, awaiting feedback and response! This is my first experience doing much in Lua, so sorry if I made something not follow convention.

Edit: Oh, and I plan to submit another pull request with a handbrake(brake rail that can be punched to bring to full power)
Last edited by rarkenin on Wed Jan 09, 2013 21:27, edited 1 time in total.
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by aximx51v » Thu Jan 10, 2013 03:50

rarkenin wrote:
PilzAdam wrote:
rarkenin wrote:No, you can't, since Mesecons triggers a per-node on or off. I'll make a manual powered rail and manual brake rail, and I'll submit a pull request for that.

Would be nice.

Pull request submitted, awaiting feedback and response! This is my first experience doing much in Lua, so sorry if I made something not follow convention.

Edit: Oh, and I plan to submit another pull request with a handbrake(brake rail that can be punched to bring to full power)

What about a rail that slows you down when you travel over it one way, and speeds you up when you're going the other way?
 

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by rarkenin » Thu Jan 10, 2013 11:32

aximx51v wrote:
rarkenin wrote:
PilzAdam wrote:Would be nice.

Pull request submitted, awaiting feedback and response! This is my first experience doing much in Lua, so sorry if I made something not follow convention.

Edit: Oh, and I plan to submit another pull request with a handbrake(brake rail that can be punched to bring to full power)

What about a rail that slows you down when you travel over it one way, and speeds you up when you're going the other way?

I don't know how to do that, since I'm setting cart_acceleration in node metadata, I think. The cart would need to pay attention to node orientation, in that case. If PilzAdam changed the carts' core code, that would be awesome, though.
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by PilzAdam » Thu Jan 10, 2013 20:39

rarkenin wrote:
aximx51v wrote:
rarkenin wrote:Pull request submitted, awaiting feedback and response! This is my first experience doing much in Lua, so sorry if I made something not follow convention.

Edit: Oh, and I plan to submit another pull request with a handbrake(brake rail that can be punched to bring to full power)

What about a rail that slows you down when you travel over it one way, and speeds you up when you're going the other way?

I don't know how to do that, since I'm setting cart_acceleration in node metadata, I think. The cart would need to pay attention to node orientation, in that case. If PilzAdam changed the carts' core code, that would be awesome, though.

Sure, it is possible. Save a serialized unit vector in the node meta as "cart_acceleration_direction". If the carts detect the "cart_acceleration" field (or however I called it) it first checks the direction. The deceleration could be done via "cart_deceleration" or something similar.
 

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by rarkenin » Thu Jan 10, 2013 20:40

Oh, I didn't know about that. What form is the vector in? Lua doesn't have a built-in vector format IIRC. If it does, pardon my ignorance.
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by PilzAdam » Thu Jan 10, 2013 20:42

rarkenin wrote:Oh, I didn't know about that. What form is the vector in? Lua doesn't have a built-in vector format IIRC. If it does, pardon my ignorance.

With "It is possible" I meant, "It is possible to implement some day". So its not in my code currently.
And for the vectors its same as position, local vec = {x=0, y=0, z=0}. To serialize it call minetest.serialize(vec). This returns a string that can be stored in meta. Ill maybe implement this tomorow or so.
 

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by rarkenin » Thu Jan 10, 2013 21:34

PilzAdam wrote:
rarkenin wrote:Oh, I didn't know about that. What form is the vector in? Lua doesn't have a built-in vector format IIRC. If it does, pardon my ignorance.

With "It is possible" I meant, "It is possible to implement some day". So its not in my code currently.
And for the vectors its same as position, local vec = {x=0, y=0, z=0}. To serialize it call minetest.serialize(vec). This returns a string that can be stored in meta. Ill maybe implement this tomorow or so.

Nice! Can you take a look at the pull request and either merge the changes, or close it, first? It has also come to my attnetion that my diff got some weird line breaks, if so, I'm very sorry.
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by PilzAdam » Fri Jan 11, 2013 13:56

rarkenin wrote:
PilzAdam wrote:
rarkenin wrote:Oh, I didn't know about that. What form is the vector in? Lua doesn't have a built-in vector format IIRC. If it does, pardon my ignorance.

With "It is possible" I meant, "It is possible to implement some day". So its not in my code currently.
And for the vectors its same as position, local vec = {x=0, y=0, z=0}. To serialize it call minetest.serialize(vec). This returns a string that can be stored in meta. Ill maybe implement this tomorow or so.

Nice! Can you take a look at the pull request and either merge the changes, or close it, first? It has also come to my attnetion that my diff got some weird line breaks, if so, I'm very sorry.

Ill look at it and also fix the diff this weekend (hopefully).
 

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by madarexxx » Sat Jan 12, 2013 13:16

PilzAdam, could you implement powered cart and chest cart, pleeeeaaaaseee!
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by sapier » Sat Jan 12, 2013 16:48

madarexxx chest cart is supported in monorail ... but monorail graphics are a little bit less advanced
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by xrendan » Thu Jan 17, 2013 04:14

I love the mod but, I have a few problems:

1. Sometimes when going over strips of powered rails the cart suddenly reverses
2. Sometimes the cart stops randomly. (usually when a)there is another cart on the track b) on a slope c) when coming off of a strip of powered rails
3. You can't delete/remove a cart
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by PilzAdam » Thu Jan 17, 2013 11:54

xrendan wrote:3. You can't delete/remove a cart

Tried shift (or whatever sneak key you use) + leftclick?
 

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by xrendan » Thu Jan 17, 2013 14:15

Okay I will try that. Thanks :)
 

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by jojoa1997 » Thu Jan 17, 2013 22:55

can carts be smelted back into 5 steel ingots for the next update
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by Menche » Wed Jan 30, 2013 02:56

The cart seems to rock back and forth after coming to a stop. Also, I'm having trouble picking the cart back up.
Last edited by Menche on Wed Jan 30, 2013 02:57, edited 1 time in total.
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by PilzAdam » Wed Jan 30, 2013 10:48

Menche wrote:The cart seems to rock back and forth after coming to a stop. Also, I'm having trouble picking the cart back up.

Have you tried shift+leftclick?
 

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by rarkenin » Thu Jan 31, 2013 23:04

Can you please try to merge the powered and brake rails? It will help carts run autonomously without needing Mesecons, and the brake rail is just useful. Don't worry about the diff, I don't mind if you just do a giant copypaste from the file, as it is just some additions.
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by Mito551 » Fri Feb 01, 2013 08:07

rarkenin wrote:Can you please try to merge the powered and brake rails? It will help carts run autonomously without needing Mesecons, and the brake rail is just useful. Don't worry about the diff, I don't mind if you just do a giant copypaste from the file, as it is just some additions.

+1
 

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by Jordach » Fri Feb 01, 2013 08:10

Mito551 wrote:
rarkenin wrote:Can you please try to merge the powered and brake rails? It will help carts run autonomously without needing Mesecons, and the brake rail is just useful. Don't worry about the diff, I don't mind if you just do a giant copypaste from the file, as it is just some additions.

+1
Much more useful when making a rollercoaster since it needs a emergency break to scare people.

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by PilzAdam » Fri Feb 01, 2013 10:04

rarkenin wrote:Can you please try to merge the powered and brake rails? It will help carts run autonomously without needing Mesecons, and the brake rail is just useful. Don't worry about the diff, I don't mind if you just do a giant copypaste from the file, as it is just some additions.

Done.
The power function from default rails is removed now. Use powered rail instead.
Btw: You cant use mesecons.rules if you dont depend on mesecons. I have removed the rules.
 

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by jojoa1997 » Fri Feb 01, 2013 12:06

could you make mesecons.rule a soft dependency so we can still use mesecons to power regular rails. me and some people have made an entire network of rails(connecting 5 capitals with 10 cities per capital) please dont make us change everything. also mesecons allow some people to get to places under certain curcumstances.
Last edited by jojoa1997 on Fri Feb 01, 2013 12:09, edited 1 time in total.
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by PilzAdam » Fri Feb 01, 2013 12:52

jojoa1997 wrote:could you make mesecons.rule a soft dependency so we can still use mesecons to power regular rails. me and some people have made an entire network of rails(connecting 5 capitals with 10 cities per capital) please dont make us change everything. also mesecons allow some people to get to places under certain curcumstances.

I removed powering of normal rails because we have powered rails now.
 

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by jojoa1997 » Fri Feb 01, 2013 15:37

Could you have the copper rails be faster than the steel ones. Also could you make them connect to each other. Also I think you should add a chest rail and also drop off boxes where the chest's items go in and the other stuff comes out ( like in previous versions )
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by PilzAdam » Fri Feb 01, 2013 15:42

jojoa1997 wrote:Could you have the copper rails be faster than the steel ones.

Why? I dont see any reason for that.
jojoa1997 wrote:Also could you make them connect to each other.

Nope. The raillike drawtype is handled by the engine.
jojoa1997 wrote:Also I think you should add a chest rail and also drop off boxes where the chest's items go in and the other stuff comes out ( like in previous versions )

I already have a chest cart (or something like this) in mind. Maybe the pipeworks mod could be useful for getting the items out of it, but dunno.
 

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by BZab » Fri Feb 01, 2013 16:11

Can ya add powered copper rails? Maybe not a lot of job to do, but will looks nice when i connect powered to the copper ones ;)
@EDIT: When cart goes too far away from me - it disappear...
@EDIT2: When i put cart, and ride by it long way - when i come back into the position from which i started - cart is standing there, but its another... "cloned" one...
Last edited by BZab on Fri Feb 01, 2013 18:24, edited 1 time in total.
 

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by PilzAdam » Fri Feb 01, 2013 18:45

BZab wrote:Can ya add powered copper rails? Maybe not a lot of job to do, but will looks nice when i connect powered to the copper ones ;)

Hmm... dunno.
BZab wrote:@EDIT: When cart goes too far away from me - it disappear...
@EDIT2: When i put cart, and ride by it long way - when i come back into the position from which i started - cart is standing there, but its another... "cloned" one...

Thats a bug in the Minetest engine.
 

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