| Commit message (Collapse) | Author | Age |
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Solves problem of wagon being unloaded while player sitting inside it because of network lag
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Missing: ATC stuff, yaw problems
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system
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wagons
The occupation system as it is now will change. For each position, I will save the index in the train's path,
and implement a callback system. I need this because the occupation window system will not be enough to cover all use cases
(e.g. to make a train stop with it's center or back at a certain position, I need 3 different brake distances, which doesn't fit into the scheme)
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There's something wrong with the new paths, next time build a path validity checker to trace the issue
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Still outstanding: trains
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The changes to the path system have not yet been integrated...
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Features:
- couple/decouple trains from a driver stand
- new couple lock system (owner based, overridable by 'train_remove' privilege)
- all train operators can now change the inside/outside text, allows for multilines
Accessible via right-click menu or by pressing Sneak+Jump keys
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Caused problems on multiple detector rails in a row, because paths got cleared in-between a train step
Also optimize some code
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off_track
The off-track warning has moved into the info text of wagons
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...to support an arbitrary number of connections for rails, which leads to these new features:
- switches now get recognized by the trackworker correctly
- ability to add real rail crosses
During this, I also rewrote the rail registering system and the conway function (important part of path prediction)
Note, developers: the track preset format changed, you might need to rewrite them according to the presets in tracks.lua if you wrote your own
(possibly breaks advcarts)
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... from update_trainpart_properties call
Prohibits flipping of all wagons when extent_h wasn't set
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This will be required for advcarts
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Bug was caused by the drives_on table of every train and advtrains.all_tracktypes
sharing the same reference, which caused advtrains.all_tracktypes to become the
intersection of all train drives_on's in the world.
However, this did become empty, causing nothing to work anymore.
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For some reason, a sign text gets removed by a train when it drives by.
This should fix it.
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Animals from mobs weren't damaged because they have the immortal group set.
Instead, we check for the existence of "fleshy".
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Trains no longer get deleted when there's no rail
Fast item to create subway train
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those) by custom atround() function
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If a train moved towards another train, and the other train's step was executed after the first one's, the trains did eventually not collide.
Fix by moving the enter_node and collision check to step_b
Also change some couple behavior
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also fix empty trains hanging around for too long
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wagons
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