I didn't edit it and before it works fine. And i tried edit the directions and track (i have only 2 tracks) but it drive over red.nazalassa wrote: ↑Thu Sep 04, 2025 11:28Dumb question but is the signal's influence point set to the track on which trains should stop and if yes, is it facing the right way? (Aux1+right-click on the signal to have the influence point form)NicoKaiserHello wrote: ↑Thu Sep 04, 2025 10:03And i want to report a bug. the trains arent stopping at the red signal. the driveway is set and the automatic is on, but nowhere its stoping and its all time driving in the other trains
[Mod] Advanced Trains [advtrains] [2.8.0]
-
NicoKaiserHello
- Member
- Posts: 57
- Joined: Sat Jul 06, 2024 17:34
- In-game: NicoKaiser
Re: [Mod] Advanced Trains [advtrains] [2.6.0]
cdb_11a84b7c8582
-
NicoKaiserHello
- Member
- Posts: 57
- Joined: Sat Jul 06, 2024 17:34
- In-game: NicoKaiser
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
download/file.php?id=30866
But is that Routingcode "r4"? So if my routing code is "NL" (for Nothern Line) i have to write "RC NL" to let drive him on this route?
But is that Routingcode "r4"? So if my routing code is "NL" (for Nothern Line) i have to write "RC NL" to let drive him on this route?
cdb_11a84b7c8582
-
NicoKaiserHello
- Member
- Posts: 57
- Joined: Sat Jul 06, 2024 17:34
- In-game: NicoKaiser
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I tried and it work. First i had a problem but it work. Thanks.
cdb_11a84b7c8582
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I get this error message sometimes:
use_rscache=true
}
}
signal_name = W27
ts_id = 33924882
} S[(400,9,-18)/1] was not found in the track sections RS cache, please check
Anyone know what I need to check????
use_rscache=true
}
}
signal_name = W27
ts_id = 33924882
} S[(400,9,-18)/1] was not found in the track sections RS cache, please check
Anyone know what I need to check????
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
More problems ^%$
I have two signals, with routes, the one is showing a lock conflict with the other, even though I deleted the other route, and the other signal, it still shows as locked, essentially meaning I can't run a through train.
I have two signals, with routes, the one is showing a lock conflict with the other, even though I deleted the other route, and the other signal, it still shows as locked, essentially meaning I can't run a through train.
- orwell
- Member
- Posts: 1000
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
You can clear the locked switches by right-click with the interlocking tool (green sonic screwdriver)
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Lock conflict resolved, thanks.
-
Scottysvptech
- New member
- Posts: 2
- Joined: Fri Apr 26, 2024 03:18
- GitHub: scotty
- In-game: Scottysvptech
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I have the advtrains mod installed on a server by git clone. I have to say the new "Smart" route function and the ability to Make a new route from an existing one has really simplified the setting up of complex junctions. It's much quicker now!
But I have a problem at one junction with a "ts lock" that seems to be set upon a track section rather than on a set of points. The error is specifically:
The value of the c_ts variable at the time of error is -
I believe the error is due to the existence of the route = {...} field in the track section record.
This track section called LOCAL JUNC 2 is the green marked track in this picture, looking north from the signal gantry:
From the northern signal gantry looking south. The track section is bordered by the TCBs as shown, with one just out of sight between the 2 buildings on the right:
When I set a route called "TO PEACE TOWN" from the southern gantry through this LOCAL JUNC 2, which diverges at the northern gantry then I encounter this error, and the train does not move. I also get the same error if I set another route through this junction down the LOCAL line (straight). However, setting a route through LOCAL JUNC 2 and a crossover to the Main does work, and the signal goes to green and the train will follow and proceed down the main.
The 2 routes in red cause the error, but the green route succeeds:
Interestingly, from the northern gantry trains can route from the Local line through this track section, crossover to the Main and continue south. That works also without error.
I've used the Interlock tool to clear any locks but there were no locks on any of the points. The lock seems to be on the track section itself. Hitting the track section with the interlock tool did not help.
The named route was deleted but this didn't make any difference.
I also Removed the track section and then recreated it but the TS id changes but then the lock sticks to the new track section.
I also tried /at_reroute and /at_sync_ndb.
The trouble began after I'd rebuilt all of this juction and had all the routes working for up and down Main/Local trains, and the Peace Town train, all running back and forward. Then I had trouble with a locomotive striking an LZB while coming out of the siding. The new alignment was too close to the building or the signal or the TCB. I removed the signal and the TCB and adding a wall mounted one with TCB on the other side. This TCB is one entering from the left between the buildings, in the first picture.
From this point I had trouble with this track section and the route lock, and I can't seem to remove it.
Not sure how to fix.
Kind regards,
Scott
But I have a problem at one junction with a "ts lock" that seems to be set upon a track section rather than on a set of points. The error is specifically:
This piece of track is junction between a track coming from a yard, a Local and Main track, a small siding, a siding to a port, and a branch line off to a place called "PEACE TOWN".2025-12-21 09:51:30: WARNING[Server]: [advtrains]Encountered ts lock during a real run of routesetting routine, at ts= 51172696 while setting route TO PEACE TOWN of S[(866,7,-584)/1]
The value of the c_ts variable at the time of error is -
Code: Select all
c_ts= {
tc_breaks = {
1 = S[(866,7,-570)/1]
2 = S[(866,7,-545)/2]
3 = S[(867,7,-560)/2]
4 = S[(861,7,-560)/2]
5 = S[(867,7,-552)/2]
6 = S[(863,7,-562)/2]
}
rs_cache = {
800783637DD8 = {
8007835F7DCE = {
800783627DD5 = cr
800783627DD6 = cr
800783617DD3 = st
}
8007835D7DD0 = {
800783627DD5 = cr
800783627DD6 = cr
800783617DD3 = cr
}
800783627DC6 = {
800783627DD5 = st
800783627DD6 = cr
800783627DD2 = st
}
800783637DD0 = {
800783627DD5 = st
800783627DD6 = cr
800783627DD2 = cr
}
}
800783627DC6 = {
800783637DD8 = {
800783627DD2 = st
800783627DD6 = cr
800783627DD5 = st
}
800783627DDF = {
800783627DD2 = st
800783627DD6 = st
800783627DD5 = st
}
}
8007835F7DCE = {
800783637DD8 = {
800783627DD5 = cr
800783627DD6 = cr
800783617DD3 = st
}
800783627DDF = {
800783627DD5 = cr
800783627DD6 = st
800783617DD3 = st
}
}
8007835D7DD0 = {
800783637DD8 = {
800783627DD5 = cr
800783627DD6 = cr
800783617DD3 = cr
}
800783627DDF = {
800783627DD5 = cr
800783627DD6 = st
800783617DD3 = cr
}
}
800783627DDF = {
8007835F7DCE = {
800783627DD5 = cr
800783627DD6 = st
800783617DD3 = st
}
8007835D7DD0 = {
800783627DD5 = cr
800783627DD6 = st
800783617DD3 = cr
}
800783627DC6 = {
800783627DD5 = st
800783627DD6 = st
800783627DD2 = st
}
800783637DD0 = {
800783627DD5 = st
800783627DD6 = st
800783627DD2 = cr
}
}
800783637DD0 = {
800783637DD8 = {
800783627DD2 = cr
800783627DD6 = cr
800783627DD5 = st
}
800783627DDF = {
800783627DD2 = cr
800783627DD6 = st
800783627DD5 = st
}
}
}
route_post = {
next = S[(867,7,-560)/1]
locks = {
}
}
trains = {
}
name = LOCAL JUNC 2
route = {
rsn = ESC(T@advtrains_interlocking)Route ESCFTO PEACE TOWNESCE from signal ESCFSVS3N(866,7,-584) / AESCE, segment #ESCF2ESCEESCE
origin = S[(866,7,-584)/1]
entry = S[(866,7,-570)/1]
}
}This track section called LOCAL JUNC 2 is the green marked track in this picture, looking north from the signal gantry:
From the northern signal gantry looking south. The track section is bordered by the TCBs as shown, with one just out of sight between the 2 buildings on the right:
When I set a route called "TO PEACE TOWN" from the southern gantry through this LOCAL JUNC 2, which diverges at the northern gantry then I encounter this error, and the train does not move. I also get the same error if I set another route through this junction down the LOCAL line (straight). However, setting a route through LOCAL JUNC 2 and a crossover to the Main does work, and the signal goes to green and the train will follow and proceed down the main.
The 2 routes in red cause the error, but the green route succeeds:
Interestingly, from the northern gantry trains can route from the Local line through this track section, crossover to the Main and continue south. That works also without error.
I've used the Interlock tool to clear any locks but there were no locks on any of the points. The lock seems to be on the track section itself. Hitting the track section with the interlock tool did not help.
The named route was deleted but this didn't make any difference.
I also Removed the track section and then recreated it but the TS id changes but then the lock sticks to the new track section.
I also tried /at_reroute and /at_sync_ndb.
The trouble began after I'd rebuilt all of this juction and had all the routes working for up and down Main/Local trains, and the Peace Town train, all running back and forward. Then I had trouble with a locomotive striking an LZB while coming out of the siding. The new alignment was too close to the building or the signal or the TCB. I removed the signal and the TCB and adding a wall mounted one with TCB on the other side. This TCB is one entering from the left between the buildings, in the first picture.
From this point I had trouble with this track section and the route lock, and I can't seem to remove it.
Not sure how to fix.
Kind regards,
Scott
- orwell
- Member
- Posts: 1000
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I think, this happens when the same track section is part of a route twice. So something like
Start signal -> section A -> section B -> section A -> …
This is currently not supported because a track section can only be locked once. So if you have this kind of setup try adding a tcb in between so that the section is split up into two.
Start signal -> section A -> section B -> section A -> …
This is currently not supported because a track section can only be locked once. So if you have this kind of setup try adding a tcb in between so that the section is split up into two.
- MatyasP
- Member
- Posts: 125
- Joined: Wed Jan 19, 2022 22:12
- GitHub: Matyas-Pilz
- In-game: MatyasP
- Location: Prague, Czech republic
- Contact:
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Some my new ideas about tools:
1) vehicle remove tool and train remove tool
2) track remove tool (for situation where is local bug about removing it) - this would by difficult
3) train saver (with vehicle metadata) and train loader (with vehicle metadata) - for creating own train library for A) user on server, B) all players of server
1) vehicle remove tool and train remove tool
2) track remove tool (for situation where is local bug about removing it) - this would by difficult
3) train saver (with vehicle metadata) and train loader (with vehicle metadata) - for creating own train library for A) user on server, B) all players of server
- Blockhead
- Moderator
- Posts: 2848
- Joined: Wed Jul 17, 2019 10:14
- GitHub: Montandalar
- IRC: Blockhead256
- In-game: Blockhead Blockhead256
- Location: Land Down Under
- Contact:
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Could help speed things up a bit I guess
Usually the track is not removable for a good reason, like there's a train on top of it, or it's a turnout that's part of a route that's set, or it's where a TCB is assigned. But I don't mind the idea of a track puller tool that makes it faster, since e.g. Mithril Pickaxe is quite a bit faster at breaking stone than any tool is at pulling up Advtrains track.
Well the train copy and paste tool should do this already, apart from the library functionality. You could make your own mod too that lets people save to the library and grab out of the library.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I've been looking into this. I think the problem arose when I introduced wheel animation to a wagon with door animation, not realizing how it would work if the door movement was not isolated from the wheel movement as it is in my own play-style. I think the best solution is just for the curators of the mod to use the models I gave them without wheel animations, since the original never had it anyway.nazgurth wrote: ↑Mon Dec 08, 2025 10:28The 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 actually close the doors after that, the doors switch back to being open when the closing animation starts, then close normally.
- SylvesterKruin
- Member
- Posts: 34
- Joined: Sun Sep 25, 2022 13:03
- In-game: SylvesterKruin
- Location: Noitacol
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I noticed that the player can sit sideways when a passenger on the Basic Trains subway, but I've been digging through the code and can't figure out how to do it myself. It would be nice if the sideways seats on my subways could have sideways passengers to match. Is this a built-in AdvTrains thing for that specific mod?
The Little Luantier
- Blockhead
- Moderator
- Posts: 2848
- Joined: Wed Jul 17, 2019 10:14
- GitHub: Montandalar
- IRC: Blockhead256
- In-game: Blockhead Blockhead256
- Location: Land Down Under
- Contact:
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
You can, afaik, only face forwards on a wagon unless it has Attachment Offset Patch support. Mods can provide their own data for it, but in the case of Basic Trains, the Attachment Offset Patch is a modpack and one of the mods adds data for pretty much all train sets that pre-date it. That's why you can't find it inside of Basic Trains' code.SylvesterKruin wrote: ↑Sun Jan 04, 2026 14:02I noticed that the player can sit sideways when a passenger on the Basic Trains subway, but I've been digging through the code and can't figure out how to do it myself. It would be nice if the sideways seats on my subways could have sideways passengers to match. Is this a built-in AdvTrains thing for that specific mod?
Screenshot From 2026-01-04 09-01-04.jpg
Last edited by Blockhead on Mon Jan 05, 2026 00:46, edited 1 time in total.
Reason: grammar
Reason: grammar
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
- SylvesterKruin
- Member
- Posts: 34
- Joined: Sun Sep 25, 2022 13:03
- In-game: SylvesterKruin
- Location: Noitacol
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:Blockhead wrote: ↑Sun Jan 04, 2026 14:16You can, afaik, only face forwards on a wagon unless it has Attachment Offset Patch support. Mods can provide their own data for it, but in the case of Basic Trains, the Attachment Offset Patch is a modpack and one of the mod adds data for pretty much all train sets that predate it. That's why you can't find it inside of Basic Trains' code.
Code: Select all
{
name = "test_seat",
attach_offset = {x = 5, y = 2, z = 21},
view_offset = {x = 0, y = -1, z = 0},
advtrains_attachment_offset_patch_attach_rotation = {x = 0, y = -90, z = 0}
-- ^^ This line rotates the player 90 degrees counterclockwise so they're facing sideways to the left
group = "passenger",
}
The Little Luantier
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I made a patch so mine can sit, too. Might interest you.SylvesterKruin wrote: ↑Sun Jan 04, 2026 17:47
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:
Code: Select all
{ name = "test_seat", attach_offset = {x = 5, y = 2, z = 21}, view_offset = {x = 0, y = -1, z = 0}, advtrains_attachment_offset_patch_attach_rotation = {x = 0, y = -90, z = 0} -- ^^ This line rotates the player 90 degrees counterclockwise so they're facing sideways to the left group = "passenger", }
https://gitea.your-land.de/Slightly/adv ... _scale.png
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 patterns or a good single note horn or whistle sound I can swap for the test sound?
My personal fork: https://gitea.your-land.de/Slightly/advtrains_horntrack
And, in a patch, I've differentiated loading/unloading with new inv images and formspecs. I'm probably the only person who finds ambiguous loading/unloading confusing, but it's clearer now in any case.
I've added them to my gitea along with other quality of life patches I've made.
https://gitea.your-land.de/Slightly/adv ... atches.git
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 patterns or a good single note horn or whistle sound I can swap for the test sound?
My personal fork: https://gitea.your-land.de/Slightly/advtrains_horntrack
And, in a patch, I've differentiated loading/unloading with new inv images and formspecs. I'm probably the only person who finds ambiguous loading/unloading confusing, but it's clearer now in any case.
I've added them to my gitea along with other quality of life patches I've made.
https://gitea.your-land.de/Slightly/adv ... atches.git
Last edited by Slightly on Fri Jan 09, 2026 19:52, edited 1 time in total.
- Blockhead
- Moderator
- Posts: 2848
- Joined: Wed Jul 17, 2019 10:14
- GitHub: Montandalar
- IRC: Blockhead256
- In-game: Blockhead Blockhead256
- Location: Land Down Under
- Contact:
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Can you point to the code you're reading that is telling you this?
In general, from what I recall, the default tracks have 4 materials: sleepers, rails, (invisibly) overhead catenary wire*, and what I call "track equipment" (the boxes you get on LuaATC tracks, station/stop tracks etc.)
*(but see the old transparency bug that showed this geometry, which is actually just 4 rectangular faces; also, the track equipment material is actually used on 3/4 of the faces of this, and most (if not all) of the crossings, the y-turnout and 3-way turnout that I made do not include this because it was not thought useful)
That's a good line of thinking. It's better than the current state where the formspec doesn't even tell you which kind you have open. Two notes: The inventory doesn't have to be a chest, though that's most common. If I were illustrating it, I would even draw another arrow underneath the track as well, since that's the place the inventory gets connected from.Slightly wrote: ↑Tue Jan 06, 2026 16:48And, in a patch, I've differentiated loading/unloading with new inv images and formspecs. I'm probably the only person who finds ambiguous loading/unloading confusing, but it's clearer now in any case.
...pics...
I've added them to my gitea along with other quality of life patches I've made.
https://gitea.your-land.de/Slightly/adv ... atches.git
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I don't mean code. I mean the actual texture files themselves, both in advtrains/textures and in advtrains_train_track/textures. I noticed it when I edited textures and found they still loaded from elsewhere.
These are just my choice for inv pics for the loading tracks that fit my train style. The differentiation I've added would work with different ones.Blockhead wrote: ↑Thu Jan 08, 2026 08:54That's a good line of thinking. It's better than the current state where the formspec doesn't even tell you which kind you have open. Two notes: The inventory doesn't have to be a chest, though that's most common. If I were illustrating it, I would even draw another arrow underneath the track as well, since that's the place the inventory gets connected from.
NEW QUESTION:
I've added a new whistle/horn sound for testing and completed the pattern UI, but I can't decide if I should fork horntracks, just make one for myself, or patch it. Suggestions?
- Blockhead
- Moderator
- Posts: 2848
- Joined: Wed Jul 17, 2019 10:14
- GitHub: Montandalar
- IRC: Blockhead256
- In-game: Blockhead Blockhead256
- Location: Land Down Under
- Contact:
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Huh, I never noticed that before. You're right, dtrack and track (the really old 45° system) texture files are duplicated between those two mods. This means even if you don't use the built-in tracks, you still have their textures, e.g. for someone playing with just Linetrack. I suspect either this was missed, or a decision was made that those textures are important enough that something might assume they're in there if the core advtrains mod is loaded. I was wondering if something like Freight Train's track wagon might do that with the texture, but no, that one uses its own texture.
#1 consider sending changes upstream, #2 consider a patch mod
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
- orwell
- Member
- Posts: 1000
- Joined: Wed Jun 24, 2015 18:45
- GitHub: orwell96
- IRC: orwell96_mt
- In-game: orwell
- Location: Raxacoricofallapatorius
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Hi all,
sorry for the unrelated post, but:
The advtrains wiki has been updated. Please report here if you encounter any issues. Thanks!
- orwell
sorry for the unrelated post, but:
The advtrains wiki has been updated. Please report here if you encounter any issues. Thanks!
- orwell
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?
Also, what exactly is "smart" route doing? I get it's automatic in some way but I'd like to know what it's doing so I know if I want to choose that or just walk the route, which is much easier to understand.
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
This effectively provides the feature of merging TCB sections (which is no longer directly possible.
Consider the setup shown below: (we will consider north being up for the sake of orientation even though this is not the case in the map)
To link the two sections:
- Create the sections to be linked.
- Cick the "+" button for one of the TCB sides. (As an example: SW/A for the A side of the TCB on the south-west edge)
- The "No link" label is replaced by a button showing the TCB side that was previously clicked.
- Click on the button in a TCB side belonging to the other section. (In the example: NW/A or SE/B)
(Note that, within the newly merged section, the link is only shown for the two TCB sides that are linked.)
It looks like a breadth-first search algorithm to me.Also, what exactly is "smart" route doing? I get it's automatic in some way but I'd like to know what it's doing so I know if I want to choose that or just walk the route, which is much easier to understand.
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
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 quite get it. I thought maybe it had something to do with distance signaling.
It's possible I just don't know what merging and linking really means in this context.
Here is what I see: I set out the same type of simple crossing with 4 tcbs. (Usually they will all have the same side A or B facing the center crossing once they are assigned - not sure it matters). 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?
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
This depends on the way the intersection is built. If it is built with a crossing track, then the tracks around the intersection are all included into one section if one is created. However, if the intersection is created without the crossing track (e.g. using diagonal tracks, see attachment), the intersecting tracks are created as two different sections.
- Attachments
-
- image-6.png (13.52 KiB) Viewed 58 times
Who is online
Users browsing this forum: No registered users and 2 guests