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path: root/advtrains/trainlogic.lua
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* Fix some incompatibility crash for old worldsorwell962018-07-17
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* Add bord computer to trainsorwell962018-01-09
| | | | | | | | 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
* Change controls for trains (again)orwell962018-01-07
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* Decrease the amount of garbage saved in save filesorwell962018-01-07
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* Remove path invalidation statement.orwell962017-12-18
| | | | | Caused problems on multiple detector rails in a row, because paths got cleared in-between a train step Also optimize some code
* Do not spam the server chat with messages from /at_sync_ndb and trains going ↵orwell962017-12-18
| | | | | | off_track The off-track warning has moved into the info text of wagons
* Rewrite rail connection system...orwell962017-12-18
| | | | | | | | | ...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)
* remove superfluous parameterorwell962017-11-27
| | | | ... from update_trainpart_properties call Prohibits flipping of all wagons when extent_h wasn't set
* Add modifiable wagon extentsorwell962017-11-23
| | | | This will be required for advcarts
* Fix multiple track types not working simultaneouslyorwell962017-11-22
| | | | | | | 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.
* Do not punch signsorwell962017-11-14
| | | | For some reason, a sign text gets removed by a train when it drives by. This should fix it.
* Fix entity damageorwell962017-11-02
| | | | Animals from mobs weren't damaged because they have the immortal group set. Instead, we check for the existence of "fleshy".
* Punch non-player objects when they get overridden by a train.orwell962017-10-25
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* Fix subway train placerorwell962017-10-25
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* Some workaround fixes for Linuxworks serverorwell962017-10-25
| | | | | Trains no longer get deleted when there's no rail Fast item to create subway train
* Implement multi-occupation in detector.on_node table to finally fix collisionsorwell962017-10-25
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* Replace many math.floor(x+0.5) calls (or math.floor calls that should be ↵orwell962017-10-25
| | | | those) by custom atround() function
* Fix coupling and collisions in certain casesorwell962017-10-25
| | | | | | 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
* Do not crash when train_pos is nil while checking wagon entity loadingorwell962017-10-11
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* Remove zip release files, move mod to root, exclude assets from Makefile (#92)rubenwardy2017-09-20
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* Restructure mod directoryorwell962017-01-04
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* Add Automatic Train Control systemorwell962017-01-04
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* unify update_trainpart_properties and check_trainpartloadorwell962017-01-02
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* Do not duplicate definitions of 'print' in every fileorwell962017-01-02
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* spawn couple on train collisionorwell962016-12-31
| | | | also fix empty trains hanging around for too long
* remove train type concept and calculate train's capabilities based on used ↵orwell962016-12-22
| | | | wagons
* Turning mod into a modpack and separating the trains from the core modorwell962016-12-20