[Mod] Carts [carts]

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Mito551
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by Mito551 » Fri Feb 01, 2013 19:45

PilzAdam wrote:
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.


how about having separate file like powrails.lua with power rails and leaving everything else default carts? do you get the idea?
 

rarkenin
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by rarkenin » Sat Feb 02, 2013 02:44

I think that since we;re not depending on mesecons, the recipes in Github should also be changed so it uses MESE added to rails for power, another steel ingot for braking. Also, since we now don't require mesecons, we should add it to default.
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by 0gb.us » Sat Feb 02, 2013 05:22

rarkenin wrote:I think that since we;re not depending on mesecons, the recipes in Github should also be changed so it uses MESE added to rails for power, another steel ingot for braking. Also, since we now don't require mesecons, we should add it to default.


Entities are still not handled by Minetest as effectively as they need to be. I don't think Minetest default is ready for something that depends on entities as much as carts.
 

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by PilzAdam » Sat Feb 02, 2013 11:30

 

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VoidLord
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by VoidLord » Tue Feb 05, 2013 21:28

Hey Pilzadam, can you take the textures from the privious version for brake rail and make them a detector rail, also it would be helpful if you remade those wood switch things, and the reason I ask this of you is because it has many plausible potential applications in the game.

P. S. How do you add a graphic to your profile?
Last edited by VoidLord on Thu Jun 13, 2013 20:10, edited 1 time in total.
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</forumposthing>
</body>
</html>
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rarkenin
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by rarkenin » Tue Feb 05, 2013 21:57

VoidLord wrote:Hey Pilzadam, can you take the textures from the privious version for brake rail and make them a detector rail, also it would be helpful if you remade those wood switch things, and the reason I ask this of you is because it has many plausible potential applications in the game.

P. S. How do you add a graphic to your profile?

End of line.


Yeah, and punchable brake rails.
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BZab
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by BZab » Tue Feb 05, 2013 22:33

Yeah - detector will be usefull -> Using microcontrollers and mesecons i can make auto-breaking for cart ;)
Switchers? May be usefull but they aren't needful
 

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RabbiBob
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by RabbiBob » Wed Feb 06, 2013 00:09

Pilz - Awesome job. Spent an hour with my seven year old son just laying down tracks between various spots in our world and getting transportation up and running. This really added something back to the game for us. +100
 

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Chinchow
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by Chinchow » Wed Feb 06, 2013 01:57

It only moves when i punch it when i am not in it is this normal?
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by VanessaE » Wed Feb 06, 2013 04:40

This is the normal behavior. Depending on your version of the mod, you must place a mesecons circuit next to a rail and turn it on (or use a power plant or torch next to the rail), or use a powered rail to keep them moving.

I keep a slightly older copy of this mod on my server because it responds to mesecons signals; unless I missed something, updating would break at least a few complex structures.
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by Dynazor » Wed Feb 06, 2013 10:40

If I want to implement your mod I get an error:

ModError: Failed to load an run D:\Eigene Dateien\Meine Spiele\minetest-0.4.4-win32\bin\..\mods\minetest\PilzAdam-carts-39d9c51\init.lua

I'm using the 32-bit version of Windows 7
I have the same problem with other mods like the snowbiom mod or the TNT mod, however the noncubic mod or the mesecon mod do not cause problems.
 

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by Topywo » Wed Feb 06, 2013 12:03

Dynazor wrote:If I want to implement your mod I get an error:

ModError: Failed to load an run D:\Eigene Dateien\Meine Spiele\minetest-0.4.4-win32\bin\..\mods\minetest\PilzAdam-carts-39d9c51\init.lua

I'm using the 32-bit version of Windows 7
I have the same problem with other mods like the snowbiom mod or the TNT mod, however the noncubic mod or the mesecon mod do not cause problems.


Rename the mod-folder-name:
PilzAdam-carts-39d9c51 --> carts

So, remove the name of the author and the serialnumbers.

This also works for other mods.

When in doubt of a name, check it in the init.lua or in the textures folder --> It's the one before the : or before the _

Edit: Also don't use uppercases/capitalixations (so not Carts, but carts)
Last edited by Topywo on Wed Feb 06, 2013 12:05, edited 1 time in total.
 

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jojoa1997
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by jojoa1997 » Wed Feb 06, 2013 12:09

Topywo wrote:
Dynazor wrote:If I want to implement your mod I get an error:

ModError: Failed to load an run D:\Eigene Dateien\Meine Spiele\minetest-0.4.4-win32\bin\..\mods\minetest\PilzAdam-carts-39d9c51\init.lua

I'm using the 32-bit version of Windows 7
I have the same problem with other mods like the snowbiom mod or the TNT mod, however the noncubic mod or the mesecon mod do not cause problems.


Rename the mod-folder-name:
PilzAdam-carts-39d9c51 --> carts

So, remove the name of the author and the serialnumbers.

This also works for other mods.

When in doubt of a name, check it in the init.lua or in the textures folder --> It's the one before the : or before the _

Edit: Also don't use uppercases/capitalixations (so not Carts, but carts)
also the name in the brackets is what you use to name it [Mod] Carts [carts]
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Dynazor
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by Dynazor » Wed Feb 06, 2013 12:29

Ok it works :D
thanks
Last edited by Dynazor on Wed Feb 06, 2013 12:30, edited 1 time in total.
 

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by PilzAdam » Wed Feb 06, 2013 16:08

VanessaE wrote:This is the normal behavior. Depending on your version of the mod, you must place a mesecons circuit next to a rail and turn it on (or use a power plant or torch next to the rail), or use a powered rail to keep them moving.

I keep a slightly older copy of this mod on my server because it responds to mesecons signals; unless I missed something, updating would break at least a few complex structures.

Yea. Only powered rails acccelerate the cart when mesecon signal is given to them, not the default rail anymore.
And I am planning to make the powered/break rails always accelerate/stop the cart if mesecons isnt installed.
Last edited by PilzAdam on Wed Feb 06, 2013 16:10, edited 1 time in total.
 

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by PilzAdam » Wed Feb 06, 2013 16:09

VoidLord wrote:Hey Pilzadam, can you take the textures from the privious version for brake rail and make them a detector rail, also it would be helpful if you remade those wood switch things, and the reason I ask this of you is because it has many plausible potential applications in the game.

P. S. How do you add a graphic to your profile?

End of line.

Dunno about the textures.
And I will code the railroad switch when I am up to it. Currently you can use pistons.
 

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by VoidLord » Fri Feb 08, 2013 02:28

Thanks PilzAdam!
By the way, the texture I was talking about is like the red rail thing from the old carts download, but it looks like the red strip is on the inside of the rails, like how the accelerator rail has the yellow strips and the brake rail has the black strips in the current version.
Last edited by VoidLord on Thu Jun 13, 2013 20:10, edited 1 time in total.
</randomtextcrap>
</forumposthing>
</body>
</html>
/0
 

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Mito551
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by Mito551 » Tue Feb 19, 2013 15:17

excuse me, got a problem. after installing moretrees and latest git build i can't place carts. any help?
 

musicfreak34
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by musicfreak34 » Tue Feb 26, 2013 19:50

Nice mod PilzAdam I builded a big rollercoaster with it but now is my problem:

How to connect the rails wit the mescon?

Maybe someone can post a screen pls
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When is the release of the next minetestversion? ;-)
 

BZab
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by BZab » Tue Feb 26, 2013 20:21

Put mesecon near powered/brake rail all whats to do... - near -> one block left/right and one down ;)
 

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by PilzAdam » Tue Feb 26, 2013 20:37

musicfreak34 wrote:Nice mod PilzAdam I builded a big rollercoaster with it but now is my problem:

How to connect the rails wit the mescon?

Maybe someone can post a screen pls

I just noticed that there arent any crafting recipes for power/brake rails currently. Will fix it soon.
 

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by Likwid H-Craft » Tue Feb 26, 2013 23:15

Hey, Adam can you make it have a torch model? like to light up dark caves? or it not possble yet?

Oh and I thinking can I add my own model?
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by babe223 » Tue Feb 26, 2013 23:52

hey @ likwid H-Craft look at my mod it adds torches 3D = D
http://forum.minetest.net/viewtopic.php?id=3021
Bem vindos Brasileiros,eu sou primeiro brasileiro daqui do forum, espero que tragam bastante mods

[MOD] torch http://minetest.net/forum/viewtopic.php?id=3021
[MOD]HATCHE:http://minetest.net/forum/viewtopic.php?id=3458
 

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Mito551
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by Mito551 » Wed Feb 27, 2013 04:03

Likwid H-Craft wrote:Hey, Adam can you make it have a torch model? like to light up dark caves? or it not possble yet?

Oh and I thinking can I add my own model?


you can also go for that mod:
http://forum.minetest.net/viewtopic.php?id=4774
 

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Mito551
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by Mito551 » Thu Feb 28, 2013 13:38

Mito551 wrote:excuse me, got a problem. after installing moretrees and latest git build i can't place carts. any help?
 

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by PilzAdam » Thu Feb 28, 2013 15:32

Mito551 wrote:excuse me, got a problem. after installing moretrees and latest git build i can't place carts. any help?

Sorry for not answering you the first time you asked.
You can place carts only on rails. If you have any mod installed that overrides the default rails be sure that it contains the "rail" group.
 

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by PilzAdam » Thu Feb 28, 2013 16:05

Update!
The texture names for power- and brake rail are changed.
If mesecon mod isnt installed when placing a power- or brakerail they will always work without a mesecon signal.
Crafting for power- and brakerail added:
Powerrail:
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
steel  mese_crystal_fragment  steel
steel        stick            steel
steel                         steel

Brakerail:
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
steel  coal  steel
steel  stick steel
steel        steel
 

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Mito551
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by Mito551 » Thu Feb 28, 2013 17:23

PilzAdam wrote:
Mito551 wrote:excuse me, got a problem. after installing moretrees and latest git build i can't place carts. any help?

Sorry for not answering you the first time you asked.
You can place carts only on rails. If you have any mod installed that overrides the default rails be sure that it contains the "rail" group.


oh, thanks!
 

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by BrandonReese » Thu Feb 28, 2013 17:37

Could we make elevators using some of the same principals as carts? It would basically be a cart that only moves along the Y axis straight up and down.
 

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by trukoil » Sat Mar 02, 2013 07:42

Adam, a suggestion for switches: a left/right switch powered by mesecon, where the input is 0 the switch go left, otherwise the switch'll go right; a left/right/straight switch powered by dataline mesecon, where straight would be a value of 2, for example.
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