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Sim Trains
----------

A mod that adds "various" trains (currently only the Red Comet) to Minetest,
for use with Advtrains. It also adds crafting recipes for those trains, which
may use game-specific items, as well as liveries if Advtrains Livery Tools is
present.


### Available trains

* The Red Comet (engine + car) can go up to 20 nodes/s. The cars can also be
used standalone with any other engine. An underground-style engine going at
15 nodes/s is also available.


## Features

### Lights

The Red Comet engine has lights that try to work more or less realistically.
An engine's lights will turn on when it goes forwards, and off when it goes
backwards. This allows lights to remain on when the train is stopped at
stations. But since that would mean that, at terminal stations, the lights
would remain onuntil the train departs (which is not realistic), they will
also turn off when the train reverses. Thus, if the train reverses after
entering a terminal station, both the front and back lights will turn off, as
it does in reality.


#### Info displays

All trains provided by the mod optionally support [Advtrains Info Displays](
https://codeberg.org/nazalassa/advtrains_info_displays). The available display
slots are:

* "front"
* "side"
* "line"
* "inside_doors" (the small display above the doors; it can be used to display
e.g a line map)


### Liveries

All trains provided by the mod optionally support [Advtrains Livery Tools](
https://content.minetest.net/packages/Marnack/advtrains_livery_tools).

For the Red Comet, a default "Crimson Special" livery is supplied in the `Red
Comet` mod, whereas additional liveries can be found in the `Red Comet
Liveries` mod.


#### Other means of coloring trains

All trains provided by the mod support recoloring through the `Bike` mod's
painter, and through being punched with dyes. `dark_green` and `dark_grey` dyes
do not work yet.