Open Klaranth opened 3 years ago
suggestion to add: https://github.com/APercy/some_more_trains
Looks promising but i think that repository is just a "remix" of some other original content, not sure though... Also: a single mod in a modpack? just why? :shrug:
@yw05 do you recognize the tram/train in that repo? https://github.com/APercy/some_more_trains/blob/main/somemoretrains_tram/screenshot.png
Looks promising but i think that repository is just a "remix" of some other original content, not sure though...
I remember APercy posting models of the tram model on MTD a few weeks ago, although I cannot tell whether it is original or not, along with earlier screenshots of the mod showing the trams without any line number on them.
Also: a single mod in a modpack? just why? shrug
I suppose APercy considered adding more models but hasn't finished them yet. My guess is that the idea is similar to that of the moretrains modpack, which adds multiple different trains, each category/set of which belong to its own mod.
@yw05 do you recognize the tram/train in that repo? https://github.com/APercy/some_more_trains/blob/main/somemoretrains_tram/screenshot.png
I am not the one to ask in terms of recognizing train models ...
On a less related note, I have heard about suggestions to add certain enhancements for trams to advtrains, although I am currently not able to confirm anything on this matter.
y5nw ; Hedgehog ; SX
How about random train cancellations which you can request a partial refund from
wouldnt it be easier to put a train into a centrifuge or other machine and it deconstruct it ?
Deconstructing trains return only some materials so that part would be fine but other machine sounds better if you think about size. Yeah I know you can fit multiple in your pockets...
deconstructing should be a full machine, the size of a train cart, where the train rolls into the machine. doors close, and you have parts arrive in a slot on the side.
Actually I would love to have only bogies craftable and rest of wagon built by some machine that is placed over railway. So you place bogies to railway tracks and then start adding rest of the components. Probably gets too complicated but I would like something like that.
Also, deconstruction should take at least 1 day
Then exact same factory building would be usable for construction/deconstruction. I mean factory built around railway tracks where you construct trains and deconstruct trains. Actual construction would be placing bogies on railway tracks and then adding components on top of those one by one. Deconstruction would be removing components one by one and finally picking up bogies from tracks. Actual implementation in game could be immovable train that "grows" inside factory as long as there's enough materials, I mean similar to plants but inside factory and requires train components. Kind on construction simulation, deconstruction would be reverse. I think it is actually possible to do that but probably not too simple thing....
monitor on the side, telling you how much is done. Make it take a while to do either construct or deconstruct. Say 2 days wait. How would you set it up so you can create different trains in one machine ?
Just provide different components, exactly how you do it when crafting normally. Ways to input materials (user interface) can be different, there's a lot of options so it still does not have to be like autocrafter. Upside with that approach would be that factory can support any train mods by reading recipes and adding those for factory then clearing crafting recipes. So you would send steel and other crafted components to factory, factory then would simply assemble trains using those components and outcome depends on what you sent to factory.
We should also include smaller recipes, like for hand lorries ... :) manually driven to go along a track, similar like mine carts
That would be just installing other train mods, factory itself would be option that can just be added on top of train mods to change crafting. Something similar how machine_parts mod works but bit more advanced and not as broad use but instead targeted extension for advtrains mod.
Maybe write that to the advtrains mailing list?
The previous post is likely off-topic from the original somemoretrains
mod request, but I would like to note a few points/personal opinions just in case.
~gpcf/advtrains@lists.sr.ht
) might help.I am not sure whether realistic train (de)construction is currently a focus for advtrains
I think it does not require any special support from advtrains itself, should be doable by customizing trains.
edit to clarify:
Requires multiple models per train (for visible construction progress) but I think it should be doable, some of the construction process however can use exact same model and just update properties like making it engine, setting max speed and so on. If properties cannot be updated per wagon then it is still very much possible to simply register multiple wagons, in the end not that many would be needed.
- You register partial trains as unpowered wagons, player can enter trains but as construction is not finished those cannot be used.
- Those partially constructed wagons can be towed by using completed engine.
- Wagon is swapped to another when you place componets, adding required motor and control components makes it usable engine.
I am not sure whether advtrains has an API to swap wagons though, especially considering the ability to tow trains.
- Components can implement on_place/on_use and trigger train construction when player is pointing at unfinished wagon.
- For deconstruction there can be another tool like wrench or something, when used while pointing at wagon it removes single component updating train.
- For factory it works similar way, just without player using tools.
The main reason I suggested integrating this into advtrains is that, while you can implement this without pushing this upstream (the problem I mentioned above can be solved by creating a new wagon and swapping it with the existing one, but some side effects may need to be solved by copying existing code, which is IMO not a particularly good idea), there is still the problem that implementing such a feature as a mod without support from advtrains would effectively isolate the feature from the rest of advtrains in the sense that it can not be (easily made to) integrated well with subsystems such as interlocking and (Lua)ATC.
baijin advtrain entities that fill passenger volume with invisible air, or special train for space-rail
advtrain entities that fill passenger volume with invisible air, or special train for space-rail
That sounds like a different proposal for this thread here.
The problem with filling the passenger volume is (from what I understand) similar to the problem with headlights (which fill the area in front of the train with light nodes). The filled area is likely going to be off from the actual position of the train, especially as high velocity.
A special train for space-rail could be possibly implemented by maxing the passengers' HP (or oxygen level, or whatever) on each step.
baijin advtrain entities that fill passenger volume with invisible air, or special train for space-rail
d321900389111efa5f6f639a3e5db009045ee388 keeps players oxygenized in japan trains. (in other words, already implemented by vacuum mod)
Huhhila :
Special train for space-rail" already exists, in somewhat buggy at
https://github.com/pandorabox-io/pandorabox-mods/pull/2067
ripyee I love steam train big boy is giant train run on oil now I want big boy train be a mod same size in real life Big boy steam train big train look on youtube see it That something someone can make that a mod big boy steam train it need be same size in real life same train in real life i love it so much
SX That sure is huge locomotive, like 2 - 3 times those industrial diesel engines. I guess it would need some planning to make it work well full sized. About accurate.
wsor suggestion to add: https://github.com/APercy/some_more_trains