I would like to be able to help you, do you think you could try to provide more details about your problem? Did you try placing the new trains on the track? What happens when you do that? If you have something you think might be an unaddressed bug, you can open an issue on GitHub.
Hello debtux! Did you read the warning in the description? I am aware of this problem, and unfortunately, there's not much I can do. That's why I put a warning at the top of the description.
I'll edit the description to make the warning more clear.
These displays work very nicely. The alternating and scrolling text is a cool feature, and it's pretty smooth and doesn't (appear to) lag the game. I'm seriously considering switching to AdvTrains Info Displays for my Subways mod :)
The only downside is that setting the line through the onboard computer doesn't set the line on the display. If possible, it would be nice to have an option for that, maybe configurable in settings.
This mod saves a ton of time, especially in survival words where block-breaking takes longer! It shows up only when needed, and is quick and accurate. The little animations are a nice plus, and make the mod feel more polished. It also supports many different games and mods. I definitely recommend it!
This mod is the best elevator for Minetest! It's detailed and realistic, and it has lots of nice functionality. I really enjoy the working elevator request buttons! It also doesn't have any hard dependencies, so it's not restricted to just Minetest Game. The only downside is that the setup has a bit of a learning curve, but once you know how it works, it's easy enough.
This mod works perfectly! I like the customizable horn patterns. This is good for train crossings and other related things, especially for trains that are running without a player operator.
Note that if you notice any weird timing when the horn sounds, it's most likely because the horn sound for your particular train doesn't repeat seamlessly (for example, using a duration of 3 or more for one of the DlxTrains diesel locomotives will have this effect). This is due to the individual train mods, not Horn Track.
Any license you choose is fine by me! It is your project after all :)
Thanks! It's a technique I learned from looking at the code for other people's mods. The model for the chimney trim was created using Rubenwardy's node box editor. It was last updated four years ago, but it still works, and it dramatically reduces the amount of time spent on creating the nodeboxes.
Based on the code you've written already, I don't think you need to worry about any serious defects. Maybe a little refactoring (rearranging the functions, making the code more compact and less repetitive) couldn't hurt, but all in all it seems pretty good!
Also, if you don't want to have to install a node box editor, I did find an online one.
In my opinion this mod is much better than Pipeworks. It's faster, but it has more features. The on-demand item request system is brilliant, and makes automatic machines much easier to control. And as an added blessing, Logistica doesn't suffer from the documentation-was-an-afterthought disease that plagues many software projects; the wiki is useful and complete. And while the textures might not match the steam-punk vibe of a lot of the Minetest mods, it's well-drawn and consistent. I definitely recommend this mod!
If there's one thing that I find slightly annoying, it's the narrow cables that require a bit of aiming to successfully hit.
Yeah, it's fine. But I think if there were chimney tops that were open on the top the smoke would be able to fly away. Something like this, except maybe a little simpler:
What I meant by publishing your source code was that you could create a repository using git, and put your code on a site like GitHub or Codeberg. It would make it easier for other people to contribute to your projects.
Well, for blocky chimneys, you don't have to do 3d modeling; Minetest has built-in node boxes that allow you to build nodes out of smaller cubes and/or rectangular prisms. Of course, I'd be happy to contribute if you're able to publish your source code :-)
As for chimney types, I was thinking it would be nice to add basic chimney tops, like this or this; they would add a more "complete" look to the chimney.
I was skeptical at first of musical instruments that don't allow you to specify the notes you want to play, but it's actually quite functional! The sequence of notes makes it easy to improvise rhythms and melodies that make sense, and it's nice to have both instruments in the same key. It would be neat to see more instruments added!
Update for Version 2.0
It seems that all the instruments are now for "debugging"; for example, the harmonica is now "Debugging Harmonica." They don't have textures, and I can't place the banjo or the piano. However, they still play. I would post a bug report, but the repo isn't publicly available...
Much simpler, yet has more functionality, than the default Minetest screwdriver. The basic Single-Axis rotation mode is so much easier and less confusing to use than the default Rotate Face/Rotate Axis. The Copy/Paste feature means that, in many cases, I no longer have to use the Copier, and the controls are absurdly straightforward. It's safe to say this will be the only screwdriver I use from now on!
I tested this mod, and it works well! The terrain displays correctly, and the player position is accurate. However, there are a few things that could be more clear:
The coordinates are relative to the holo block, they are not world coordinates as I initially thought. So setting the position to (x=1, y=2, z=3) will position the hologram at 1 node East, 2 nodes below, and 3 nodes North of the holo block.
The hologram itself only shows the highest node in a stack of nodes. So if you have a tall wall, you will only see the top row of nodes on that wall. I fixed this as a test, but it produced serious lag, so I guess it's just best the way it is.
It's unclear at times which way the holo block is facing, so I sometimes end up walking around it to see where the little red player cube pops up.
All in all though, this is a neat mod, and it works great!
I tried this mod out, and it works well! Here are a few things I specifically like about it:
The power production/consumption setup is nice; it makes building the circuits more realistic, and hence more enjoyable (at least for me)
The right-clicker is a cool idea, and it works nicely
The batteries are also a good idea, they're a handy way to continue powering things after the solar power source loses light
So, to sum it up, I think this is a good mod, and I'm excited to see more devices implemented! If you're looking for ideas, it would be nice to add more power sources (like hydroelectric and geothermal generators), more sensors (like light sensors), and maybe some motion-oriented blocks (like pistons).
As if being able to set the train color wasn't enough, as if being able to set the colors for multiple areas on the train wasn't enough, as if being able quickly apply identical liveries wasn't enough, as if having the option of multiple different presets wasn't enough, as if packing it all into one user-friendly formspec wasn't enough, on top of all that there's an instant 360° 3D preview!
Seriously though. This mod is extremely thorough, well-thought-out, and easy-to-use! From a player's perspective, the tool is simple to use and everything is laid out in a clean and orderly fashion. The Update/Save/Apply buttons are the tiniest bit demanding, you have to remember to push them in the right order before you exit the formspecs. However the temporary template save feature is very nice; it enables you to save the current livery settings and then apply them to other train cars, for customizing large trains. The 3D preview is awesome, enabling you to view what the customizations will look like on your train before actually applying them, and it can be rotated in all directions!
From a developer's perspective, it has a little bit of a learning curve (partly due to lack of detailed documentation, which is still in progress). However its overall design makes sense; once you figure it out it's easy to add more customizable areas to your registered train cars.
So I definitely recommend this mod! It offers almost limitless livery customization to Advanced Trains, and packs it all into an organized, functional, and fancy UI! Well done Marnack, I admire your work!
I used this to export thumbnails and it works very well! It's quick and the nodes in the exported file come with all their textures attached, and it has virtually no learning curve. You just punch the corners of the area you want to export. The only complaint I would have is that it doesn't support .b3d files, which prevents it from being able to export certain kinds of nodes.
Lots of corridors and rooms to explore; the spaceship is much bigger than I expected given the screenshots, and there's always something new to discover!
Textures look good! The overal vibe is mysterious and quiet; it makes one want to learn all the game's secrets.
Not too difficult to understand. The gameplay was pretty simple, and it was fun to figure out how to [spoiler removed], although the game ended rather unexpectedly.
Cons
The biggest complaint I might have is that there are almost no sound effects, and no soundtrack that I'm aware of. Some quiet spacey background music would be nice.
This is a nice step up from the Moretrains Japanese Train; though it's the same model, the MeseJet has a much more refined feel. The subdued colors in the interior, combined with the dark gray/yellow contrast, make this train much more luxurious. The tinted windows are a nice touch! I also like the line number displays on the interior.
The only minor complaints I would have are odd transparency issues; for example, when looking through the windows from the outside, the floor, seats, and some parts of the wall are missing, and I can see the tracks and wheels through them.
This mod is a HUGE step up from the default carts. Aside from having bigger, nicer-looking transportation, the trains can run automatically no matter where you are. I find this very usefull in creating large worlds where walking everywhere is extremely tedious to say the least. I can set up trains that run to various places, and getting where I need to go takes a fraction of the time.
It also includes advanced train control and signal systems so that you can have multiple trains running on the same stretch of track, while avoiding crashes. Also, when installed alongside the Mesecons mod, you get more features like detector rails, which can be used for making station lights, and also can be used for programming more complex train control systems (I have yet to dig into all that myself).
There's a slight learning curve for track placement and the signal system, but once you get the hang of it, it's logical and straightforward. Also, the trains look great!
What error? Please copy and paste the entire error message, I can't help you if you aren't more specific.
I would like to be able to help you, do you think you could try to provide more details about your problem? Did you try placing the new trains on the track? What happens when you do that? If you have something you think might be an unaddressed bug, you can open an issue on GitHub.
Hello debtux! Did you read the warning in the description? I am aware of this problem, and unfortunately, there's not much I can do. That's why I put a warning at the top of the description.
I'll edit the description to make the warning more clear.
These displays work very nicely. The alternating and scrolling text is a cool feature, and it's pretty smooth and doesn't (appear to) lag the game. I'm seriously considering switching to AdvTrains Info Displays for my Subways mod :)
The only downside is that setting the line through the onboard computer doesn't set the line on the display. If possible, it would be nice to have an option for that, maybe configurable in settings.
This mod saves a ton of time, especially in survival words where block-breaking takes longer! It shows up only when needed, and is quick and accurate. The little animations are a nice plus, and make the mod feel more polished. It also supports many different games and mods. I definitely recommend it!
This mod is the best elevator for Minetest! It's detailed and realistic, and it has lots of nice functionality. I really enjoy the working elevator request buttons! It also doesn't have any hard dependencies, so it's not restricted to just Minetest Game. The only downside is that the setup has a bit of a learning curve, but once you know how it works, it's easy enough.
That's true, I guess "this is due to" would be a better way to phrase it.
This mod works perfectly! I like the customizable horn patterns. This is good for train crossings and other related things, especially for trains that are running without a player operator.
Note that if you notice any weird timing when the horn sounds, it's most likely because the horn sound for your particular train doesn't repeat seamlessly (for example, using a duration of 3 or more for one of the DlxTrains diesel locomotives will have this effect). This is due to the individual train mods, not Horn Track.
Hmm, maybe one of those chimneys with the clay pipes at the top? It would have to be designed so that the smoke could still get through.
I'm glad I can help! Yes, it looks good!
Any license you choose is fine by me! It is your project after all :)
Thanks! It's a technique I learned from looking at the code for other people's mods. The model for the chimney trim was created using Rubenwardy's node box editor. It was last updated four years ago, but it still works, and it dramatically reduces the amount of time spent on creating the nodeboxes.
Based on the code you've written already, I don't think you need to worry about any serious defects. Maybe a little refactoring (rearranging the functions, making the code more compact and less repetitive) couldn't hurt, but all in all it seems pretty good!
Also, if you don't want to have to install a node box editor, I did find an online one.
Hello! Sorry for the long wait, a lot has occupied my time over the past couple months.
I've completed a decorative chimney top, and I'll be making a pull request to your repository shortly.
It's okay, no rush!
Hello, awesome! Yes, I'm still interested!
Awesome, thanks! Just so you know my comment on the texture pack was really in response to the other review; I think the texture pack looks nice.
In my opinion this mod is much better than Pipeworks. It's faster, but it has more features. The on-demand item request system is brilliant, and makes automatic machines much easier to control. And as an added blessing, Logistica doesn't suffer from the documentation-was-an-afterthought disease that plagues many software projects; the wiki is useful and complete. And while the textures might not match the steam-punk vibe of a lot of the Minetest mods, it's well-drawn and consistent. I definitely recommend this mod!
If there's one thing that I find slightly annoying, it's the narrow cables that require a bit of aiming to successfully hit.
Anyway, you can check the image links I put in a previous message if you like. I also strongly recommend using
git
:)Oh great, that image link is dead.
Yeah, it's fine. But I think if there were chimney tops that were open on the top the smoke would be able to fly away. Something like this, except maybe a little simpler:
Mineclonia; I generally prefer it.
Okay! Yes, this is a nice chimney top :)
Okay!
What I meant by publishing your source code was that you could create a repository using
git
, and put your code on a site like GitHub or Codeberg. It would make it easier for other people to contribute to your projects.Well, for blocky chimneys, you don't have to do 3d modeling; Minetest has built-in node boxes that allow you to build nodes out of smaller cubes and/or rectangular prisms. Of course, I'd be happy to contribute if you're able to publish your source code :-)
As for chimney types, I was thinking it would be nice to add basic chimney tops, like this or this; they would add a more "complete" look to the chimney.
It works just as promised! It's a cute way to make houses and other builds look a little more inviting :-)
It would be neat to see more shapes to make the tops of chimneys look a bit more interesting.
I was skeptical at first of musical instruments that don't allow you to specify the notes you want to play, but it's actually quite functional! The sequence of notes makes it easy to improvise rhythms and melodies that make sense, and it's nice to have both instruments in the same key. It would be neat to see more instruments added!
Update for Version 2.0
It seems that all the instruments are now for "debugging"; for example, the harmonica is now "Debugging Harmonica." They don't have textures, and I can't place the banjo or the piano. However, they still play. I would post a bug report, but the repo isn't publicly available...
Much simpler, yet has more functionality, than the default Minetest screwdriver. The basic Single-Axis rotation mode is so much easier and less confusing to use than the default Rotate Face/Rotate Axis. The Copy/Paste feature means that, in many cases, I no longer have to use the Copier, and the controls are absurdly straightforward. It's safe to say this will be the only screwdriver I use from now on!
I tested this mod, and it works well! The terrain displays correctly, and the player position is accurate. However, there are a few things that could be more clear:
All in all though, this is a neat mod, and it works great!
A good place to start would be the Developer Guide for this mod. It has basic information on the API functions and how they work.
Yay, thanks for the fixes! I'll update my review. Yes, that makes sense.
I tried this mod out, and it works well! Here are a few things I specifically like about it:
So, to sum it up, I think this is a good mod, and I'm excited to see more devices implemented! If you're looking for ideas, it would be nice to add more power sources (like hydroelectric and geothermal generators), more sensors (like light sensors), and maybe some motion-oriented blocks (like pistons).
As if being able to set the train color wasn't enough, as if being able to set the colors for multiple areas on the train wasn't enough, as if being able quickly apply identical liveries wasn't enough, as if having the option of multiple different presets wasn't enough, as if packing it all into one user-friendly formspec wasn't enough, on top of all that there's an instant 360° 3D preview!
Seriously though. This mod is extremely thorough, well-thought-out, and easy-to-use! From a player's perspective, the tool is simple to use and everything is laid out in a clean and orderly fashion. The Update/Save/Apply buttons are the tiniest bit demanding, you have to remember to push them in the right order before you exit the formspecs. However the temporary template save feature is very nice; it enables you to save the current livery settings and then apply them to other train cars, for customizing large trains. The 3D preview is awesome, enabling you to view what the customizations will look like on your train before actually applying them, and it can be rotated in all directions!
From a developer's perspective, it has a little bit of a learning curve (partly due to lack of detailed documentation, which is still in progress). However its overall design makes sense; once you figure it out it's easy to add more customizable areas to your registered train cars.
So I definitely recommend this mod! It offers almost limitless livery customization to Advanced Trains, and packs it all into an organized, functional, and fancy UI! Well done Marnack, I admire your work!
I used this to export thumbnails and it works very well! It's quick and the nodes in the exported file come with all their textures attached, and it has virtually no learning curve. You just punch the corners of the area you want to export. The only complaint I would have is that it doesn't support
.b3d
files, which prevents it from being able to export certain kinds of nodes.I played this game to the end, and I enjoyed it!
Pros
Cons
This is a nice step up from the Moretrains Japanese Train; though it's the same model, the MeseJet has a much more refined feel. The subdued colors in the interior, combined with the dark gray/yellow contrast, make this train much more luxurious. The tinted windows are a nice touch! I also like the line number displays on the interior.
The only minor complaints I would have are odd transparency issues; for example, when looking through the windows from the outside, the floor, seats, and some parts of the wall are missing, and I can see the tracks and wheels through them.
This mod is a HUGE step up from the default carts. Aside from having bigger, nicer-looking transportation, the trains can run automatically no matter where you are. I find this very usefull in creating large worlds where walking everywhere is extremely tedious to say the least. I can set up trains that run to various places, and getting where I need to go takes a fraction of the time.
It also includes advanced train control and signal systems so that you can have multiple trains running on the same stretch of track, while avoiding crashes. Also, when installed alongside the Mesecons mod, you get more features like detector rails, which can be used for making station lights, and also can be used for programming more complex train control systems (I have yet to dig into all that myself).
There's a slight learning curve for track placement and the signal system, but once you get the hang of it, it's logical and straightforward. Also, the trains look great!