[Mod] Monorail [0.1.2] [monorail]

Temperest
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by Temperest » Tue Sep 11, 2012 00:12

Keep up the amazing work sapier! I really appreciate these awesome mods.
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by sapier » Tue Sep 11, 2012 22:36

Done: added switched (running throug rails wrong way isn't supported, see graphics what's wrong way)
TODO: -add transport cart
-add mesecon integration
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sapier
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by sapier » Thu Sep 13, 2012 19:13

Monorail now supports mesecon switches, boosters and breaks.

TODO:
-add transport cart
-your suggestions
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sapier
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by sapier » Sat Jan 05, 2013 00:47

why was this mod moved to old mods? Even 0.0.10 is still working on 0.4.4?!
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by sapier » Fri Feb 08, 2013 00:10

Updated to use mesh models.
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by Inocudom » Fri Feb 08, 2013 02:14

If you try to ride the cart while it is moving, the game crashes with the error below.
21:08:16: ERROR[main]: ServerError: LuaError: error running function 'on_step': ...bin\..\mods\minetest\pushable_block/cart_generic.lua:349: attempt to index global 'linkedplayer' (a nil value)

The cart does derail at turns sometimes, but placing solid blocks on the outer bends of them does prevent this.
 

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by sapier » Fri Feb 08, 2013 21:17

thx inocudom I've fixed all of your problems in new 0.0.14 release
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by sapier » Sun Apr 21, 2013 08:29

Updated to new minetest version 0.4.6 introducing new glitches on slow servers.
This still won't work perfect on laggy servers but at least you won't stop randomly anymore.

Tested against:
Mesecons 20130211
Minetest 0.4.6
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by oxenfreedan » Sun Apr 21, 2013 22:30

wow this looks alot better than the carts mod ive tried to get working i will try it!
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by Inocudom » Thu May 09, 2013 02:02

This mod is more stable than the carts mod, but I have never seen it used on a server. I hope that one day it will.
 

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by Idanwin » Sat May 11, 2013 23:46

The horrible noise may be one of the reasons, I disabled the sound and use it on my server (only for friends).
Carts crashed my server once (derailed cart), which meant I had to load a backup. Since I switched to MR, I've had no problems!

Just to show you that people are using it, and are really happy about it.
The only remark I have is that while loading a part of the map the monorail gets stuck for a while, but that has to do with the engine and not this mod. I hope a later minetest version will implement some kind of preloading to keep this from happening.
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by Evergreen » Sat May 11, 2013 23:47

I'm going to have to make a modpack kind of like FTB. I'll probably include this.
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by sapier » Sun May 12, 2013 01:24

@Idanwin
I'm not quite sure about the reason for this glitch. I don't think it's a direct effect of maploading. My current working thesis is it's a collision handling artifact happening on high server load. Which of course is result of chunk loading. My stepsize pull request might help reducing this glitch but I didn't have time to test by now.
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Dan Duncombe
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by Dan Duncombe » Sun May 12, 2013 12:22

May I make a suggestion? If possible a coal powered engine cart would be amazing. It would hopefully work like this:
You place it on a track, and right click it with coal which will make it move down the track in the direction you are facing. The coal will of course disappear from your hand. If the cart encounters another cart it will push it along. 1 piece of coal would last, say 1 minute, and every time you right click it with coal it will add 1 minute onto the timer counting down the time until the cart stops. If you could do this it would be amazing!
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by Inocudom » Sun May 12, 2013 21:09

I noticed today that even with booster tracks that are powered by mesecons, the carts can't go up diagonal slopes that go really high. Is this intentional? If so, could something be added to this mod that allows carts to climb such slopes?
 

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by sapier » Mon May 13, 2013 05:53

@Inocudom I'm not quite sure but maybe you used too much booster rails. Once a cart is accelerated to much it'll crash to the floor thus being stopped. If this guess is true the issue should occur way more often the slower your server is.

@Dan Duncombe thats two suggestions :-) the second one being the complicated one
1) coal powered cart moving on its own. can be added .... but doesn't really fit to hovering monorail carts .. is it?
2) carts pushing each other. thats the difficult one. this would be at best solved in a generic way by adding entity <-> entity pushing to core. I don't think this will be added very soon.
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by Inocudom » Mon May 13, 2013 14:35

When the different types of rail in this mod meet, they don't always connect properly (this is mainly true for corners and slopes.) I don't know if there is a way that this can be fixed, but it is worth a try.
 

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by sapier » Mon May 13, 2013 15:40

afaik this is true for normal rails too. due to simplicity of monorail it's just more obvious. But if someone has a suggestion how to fix it? I'm not a graphics guy my main interst with this mod was the physics/mechanics behind it.
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Dan Duncombe
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by Dan Duncombe » Mon May 13, 2013 16:40

Oh... But it could be a coal fired stirling engine, which drives a pump compressing air and jetting it out the back a high speed for propulsion which solves the problem that it is meant to be hovering... also, even if it can't be cart-cart collision, it would still be useful if you don't want booster rails, provided you can ride in it :-O
sapier wrote:@Inocudom I'm not quite sure but maybe you used too much booster rails. Once a cart is accelerated to much it'll crash to the floor thus being stopped. If this guess is true the issue should occur way more often the slower your server is.

@Dan Duncombe thats two suggestions :-) the second one being the complicated one
1) coal powered cart moving on its own. can be added .... but doesn't really fit to hovering monorail carts .. is it?
2) carts pushing each other. thats the difficult one. this would be at best solved in a generic way by adding entity <-> entity pushing to core. I don't think this will be added very soon.
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by sapier » Mon May 13, 2013 23:33

You're aware that booster rails don't require mesecons? if mesecons isn't detected they'll always accelerate (at least if you never had mesecons in this world)
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by Evergreen » Sat May 25, 2013 22:07

Inocudom wrote:I noticed today that even with booster tracks that are powered by mesecons, the carts can't go up diagonal slopes that go really high. Is this intentional? If so, could something be added to this mod that allows carts to climb such slopes?

Yes, I would love something like that. Maybe add a chain lift rail from rollercoasters or something.
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by CalumMc » Sat Jun 01, 2013 16:06

I'm having a problem with your mod and mesecons. When I place a switch, my server crashes with:

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
16:57:44: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=588 m_static_exists=true but static data doesn't actually exist in (0,0,-11)
WARNING: StaticObjectList::remove(): id=588 not found
16:57:44: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=589 m_static_exists=true but static data doesn't actually exist in (0,0,-11)
WARNING: StaticObjectList::remove(): id=589 not found
16:57:44: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: .../games/minetest_game/mods/mesecons/mesecons/util.lua:5: bad argument #-2 to 'add_node' (string expected, got nil)
16:57:44: ERROR[main]: stack traceback:
In thread b745bb30:
/home/user/minetest-minetest-098692e/src/main.cpp:2024: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b745bb30:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual MapBlock* ServerMap::emergeBlock(v3s16, bool): p=(-2,0,-12), create_blank=1)
(Leftover data: #3 MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #4 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
Aborted


Any suggestions, have I done something wrong?

Thanks
Last edited by CalumMc on Sat Jun 01, 2013 16:21, edited 1 time in total.
 

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by Inocudom » Thu Aug 08, 2013 01:02

CalumMc wrote:I'm having a problem with your mod and mesecons. When I place a switch, my server crashes with:

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
16:57:44: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=588 m_static_exists=true but static data doesn't actually exist in (0,0,-11)
WARNING: StaticObjectList::remove(): id=588 not found
16:57:44: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=589 m_static_exists=true but static data doesn't actually exist in (0,0,-11)
WARNING: StaticObjectList::remove(): id=589 not found
16:57:44: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: .../games/minetest_game/mods/mesecons/mesecons/util.lua:5: bad argument #-2 to 'add_node' (string expected, got nil)
16:57:44: ERROR[main]: stack traceback:
In thread b745bb30:
/home/user/minetest-minetest-098692e/src/main.cpp:2024: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD b745bb30:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual MapBlock* ServerMap::emergeBlock(v3s16, bool): p=(-2,0,-12), create_blank=1)
(Leftover data: #3 MapBlock* ServerMap::loadBlock(v3s16))
(Leftover data: #4 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
Aborted


Any suggestions, have I done something wrong?

Thanks


This looks like a serious problem. Could anything be done about it?

Any new ideas for this mod?
 

vanek.james4
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by vanek.james4 » Sat Aug 17, 2013 13:44

I have similar problem on my singleplayer to CalumMC's problem:
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
15:41:14: ACTION[ServerThread]: singleplayer places node pushable_block:switch_on at (36,15,31)
15:41:14: ACTION[ServerThread]: facedir: 3
15:41:14: ACTION[ServerThread]: singleplayer leaves game. List of players:
15:41:15: ERROR[main]: ServerError: LuaError: error: ...ds/Jeija-minetest-mod-mesecons-96011bc/mesecons/util.lua:5: bad argument #3 to 'add_node' (string expected, got table)

I have about a month old minetest 0.4.7 from git on Linux Ubuntu 12.04.
Last edited by vanek.james4 on Sun Aug 18, 2013 13:19, edited 1 time in total.
 

Exilyth
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by Exilyth » Sat Aug 17, 2013 22:26

I've been trying out [pushable_blocks] together with [carts]... both mods treat each others rails/sliders as rails/sliders, but don't treat the accelerators of the other mod as accelerators. Noticed this when one of my carts suddenly switched to the parallel monorail track while going though a corner :)
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by Inocudom » Tue Aug 20, 2013 00:07

Have any changes been made to this mod lately?
 

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by sapier » Tue Aug 20, 2013 10:42

no it's feature complete, usually it's tested for compatibility along with mobf release ;-). I guess mesecons broke compatibility .. again
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by Krock » Thu Oct 10, 2013 10:32

Is there a way to fix this?
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
12:31:29: ERROR[main]: ServerError: LuaError: error: ...mme\minetest\bin\..\mods
\pushable_block/nodes_crafts.lua:276: attempt to index global 'mesecon' (a nil v
alue)

I really like this mod but it's already a bit older :/

Btw: First post! Hello Minetest forums!
Last edited by Krock on Thu Oct 10, 2013 10:33, edited 1 time in total.
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by Topywo » Thu Oct 10, 2013 12:22

Krock wrote:Is there a way to fix this?
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
12:31:29: ERROR[main]: ServerError: LuaError: error: ...mme\minetest\bin\..\mods
\pushable_block/nodes_crafts.lua:276: attempt to index global 'mesecon' (a nil v
alue)

I really like this mod but it's already a bit older :/

Btw: First post! Hello Minetest forums!



There's no mesecons in the depends.txt, but maybe it is depending on mesecons?

https://forum.minetest.net/viewtopic.php?id=628
 

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Krock
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by Krock » Thu Oct 10, 2013 12:43

Topywo wrote:There's no mesecons in the depends.txt, but maybe it is depending on mesecons?

https://forum.minetest.net/viewtopic.php?id=628

thanks! it has been fixed :)
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