Search found 146 matches

by Slightly
Wed Jan 14, 2026 18:19
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

I guess it's based on certain assumptions about what the player wants? But if it goes wrong, it may not be easy for a casual player to fix if they don't know what it did in the first place, at least that was my limited experience with it. I don't think it makes assumptions, although it does require...
by Slightly
Tue Jan 13, 2026 03:15
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

Long-term, I think it's been said that we would like setting up signals to be as easy as placing signals in OpenTTD, especially ones on a simple section with no turnouts. What you may find after you learn what all of the stuff in the UI does is you're no closer to figuring out how to simplify it; t...
by Slightly
Mon Jan 12, 2026 23:03
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

But when I click Create a section on the side facing the crossing for one of them, all the tcb positions show on the menu as included in that section. So what is the difference with linking from this? This depends on the way the intersection is built. If it is built with a crossing track, then the ...
by Slightly
Mon Jan 12, 2026 21:13
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

This effectively provides the feature of merging TCB sections (which is no longer directly possible. Thanks for the help. I really appreciate it. I've looked at the new interlocking for days, but this is the kind of thing that makes me want a simpler version of all this, because even now I don't qu...
by Slightly
Mon Jan 12, 2026 17:45
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

I'm working on making some of the formspecs more beginner/kid friendly for casual users (non-railfans). But for some things I'm not sure what the purpose is even after looking at code. What is the "link" here in the newer interlocking? Screenshot 2026-01-12 103403.png Also, what exactly is...
by Slightly
Thu Jan 08, 2026 23:56
Forum: WIP Mods
Topic: [mod] Unified Voxel Library for Minetest [unilib]
Replies: 11
Views: 1805

Re: [mod] Unified Voxel Library for Minetest [unilib]

Try uncommenting the core.log() in ../unigame/mods/unimobs/lib/system/petz/petz_spawn.lua, lines 406-414. Then you can see exactly how many mobs are spawning. I did this ^ but that log never seemed to run. What I did get was this: 2026-01-08 16:46:25: [ServerStart]: [UNILIB] [(T@unilib)WARNINGE] .....
by Slightly
Thu Jan 08, 2026 16:22
Forum: WIP Mods
Topic: [mod] Unified Voxel Library for Minetest [unilib]
Replies: 11
Views: 1805

Re: [mod] Unified Voxel Library for Minetest [unilib]

I tried this in a test world with both the unimobs variation and then in a unigame install but nothing spawned in a reasonable amount of time in either. Isn't unigame set up out of the box? Am I missing something?
by Slightly
Thu Jan 08, 2026 16:15
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

REAL QUESTION Is there some reason we need duplicate textures (names at least) in both advtrains and advtrains_train_track? Can you point to the code you're reading that is telling you this? I don't mean code. I mean the actual texture files themselves, both in advtrains/textures and in advtrains_t...
by Slightly
Tue Jan 06, 2026 16:48
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

REAL QUESTION Is there some reason we need duplicate textures (names at least) in both advtrains and advtrains_train_track? SIDE TOPIC I tweaked horntrack (which I like very much) to give a dropdown option of various patterns. You can still create your own or edit these. Anyone have any good pattern...
by Slightly
Mon Jan 05, 2026 01:47
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

Oh awesome, thanks! For anyone else looking to do this, you add advtrains_attachment_offset_patch_attach_rotation to your seat definition. Here's an example: { name = "test_seat", attach_offset = {x = 5, y = 2, z = 21}, view_offset = {x = 0, y = -1, z = 0}, advtrains_attachment_offset_pat...
by Slightly
Thu Jan 01, 2026 21:04
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

The NY subway has another bug: as soon as a train with NY wagons in it starts or stops moving with its doors open, the NY wagons' doors automatically switch to being closed (without the closing animation). However, this only happens visually- you can still normally enter the wagons. When you actual...
by Slightly
Sun Dec 28, 2025 02:11
Forum: WIP Mods
Topic: New, New Factory Mod - Fork or...?
Replies: 3
Views: 252

Re: New, New Factory Mod - Fork or...?

Nininik wrote:
Thu Nov 20, 2025 20:57
Slide the link fr 🤤
If you'd still like to try it out. It's up on gitea. See first post.
by Slightly
Tue Dec 16, 2025 22:40
Forum: Mod Releases
Topic: [Mod] Christmas [1.0] [christmas]
Replies: 13
Views: 4069

Re: [Mod] Christmas [1.0] [christmas]

2025-12-16 15:28:38: ERROR[Main]: ModError: Failed to load and run script from D:\Luanti_5.14\mods\sc_decor_modpack\christmas\init.lua: 2025-12-16 15:28:38: ERROR[Main]: D:\Luanti_5.14\mods\sc_decor_modpack\christmas/tree.lua:184: attempt to call field 'register_mvps_stopper' (a nil value) 2025-12-...
by Slightly
Wed Dec 10, 2025 01:44
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

Happens with this too. The only difference I see is that this version's doors...open on the wrong side of the train for some reason. Well, darn. I still haven't been able to duplicate the bug in my game at all. Though my original was meant to have all doors open when stopped, not just one side, so ...
by Slightly
Tue Dec 09, 2025 14:07
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

It hard-depends on player_api but checks if that mod is on the modpath. It's not possible for the world to have loaded up properly if player_api wasn't present in that case, so the check is redundant. If it were an optional dependency, I would probably try to eliminate the redundancy with a separat...
by Slightly
Tue Dec 09, 2025 01:10
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

I'm using whichever one is in contentdb. Basically, the thing which happened for me was: The train has open doors. It starts moving. The doors instantly switch to looking closed (but are technically still open). Or The train has open doors and is moving. It stops moving. The doors instantly switch ...
by Slightly
Mon Dec 08, 2025 17:23
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

The NY subway has another bug: as soon as a train with NY wagons in it starts or stops moving with its doors open, the NY wagons' doors automatically switch to being closed (without the closing animation). However, this only happens visually- you can still normally enter the wagons. When you actual...
by Slightly
Fri Dec 05, 2025 18:31
Forum: WIP Mods
Topic: [Mod] Worm Farm [worm_farm]
Replies: 3
Views: 1022

Re: [Mod] Worm Farm [worm_farm]

I really love this mod. I've made some little tweaks to make the worm tea a placeable node to match other vessel bottles and fixed the flash of the formspec when filling the farm with a bucket of water. Is this still maintained? Would these changes be of interest? If so I'd also like to add pipework...
by Slightly
Thu Dec 04, 2025 17:15
Forum: Mod Releases
Topic: [MOD] Ethereal NG [1.33] [ethereal]
Replies: 522
Views: 253262

Re: [MOD] Ethereal NG [1.33] [ethereal]

Way back ethereal had a fishing mod that was very, very simple. The one with just a cane pole and a worm, pointed at water, chance of fish. I still use it because I like it that simple, but now I'd like to make it a separate mod so it can be accessible to another I'm making for a game that won't hav...
by Slightly
Wed Dec 03, 2025 21:19
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

This is my first time trying to use gitea. It's for a small patch for advtrains that will allow adding player scaling and anim to wagons so they can sit in seats and fit into small engines. It depends on player_api. Can someone take a look at the repo and tell me if they see any issues with it? http...
by Slightly
Thu Nov 20, 2025 16:56
Forum: WIP Mods
Topic: New, New Factory Mod - Fork or...?
Replies: 3
Views: 252

New, New Factory Mod - Fork or...?

I have made a new version of theFox's version of LemonLake's version of the Factory mod for a game I'm working on. I'm asking here before releasing because I'd like opinions on whether to fork or just credit or... ? I've not seen LemonLake's version so it's a bit hard to determine, except from survi...
by Slightly
Mon Nov 17, 2025 23:07
Forum: Modding Discussion
Topic: Features in maidroid_ng mod
Replies: 8
Views: 1625

Re: Features in maidroid_ng mod

Still adding features. Now the wanderers, who already picked up drops without a job, look more intentional. And super cute. gatherer.png And the pets follow the maids so they make way better shepherds now. They also feed all the pets, not just cows. The farmer and stockbreeders can have alternate ha...
by Slightly
Mon Nov 17, 2025 09:27
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.8.0]
Replies: 2707
Views: 794723

Re: [Mod] Advanced Trains [advtrains] [2.8.0]

I finally figured out how to make the scaling and animation patch I want outside of advtrains, so that's cool. I should be able to share my trains now.
by Slightly
Mon Nov 17, 2025 01:36
Forum: WIP Mods
Topic: [wip mod] Slightly Cooler Flags [sc_flags]
Replies: 0
Views: 151

[wip mod] Slightly Cooler Flags [sc_flags]

This is a very simple flat, flag node with an animated texture. I've chosen it as a test for working with github and the forum as I start to share a few things. But, it's also pretty cute. Nine colors, easy to add more. No recipes, because I didn't want any dependencies. I've only tested in singlepl...
by Slightly
Sat Nov 15, 2025 21:35
Forum: Mod Releases
Topic: [mod]mymeshnodes[mymeshnodes]
Replies: 10
Views: 965

Re: [mod]mymeshnodes[mymeshnodes]

I'm just curious. Do you know what the node count is once all these are registered?