Is the HUD ready for variable max speed of trains, including those that exceeds the currently hard-coded 20 m/s?
[Mod] Advanced Trains [advtrains] [2.9.0]
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Emojiminetest
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Re: [Mod] Advanced Trains [advtrains] [2.4.3]
Have a look at my mod >> https://content.minetest.net/users/Emojiminetest <<
Re: [Mod] Advanced Trains [advtrains] [2.4.3]
For vmax<100, yes. The speed indication bar is automatically adjusted to a range that includes the maximum speed of the train.Emojiminetest wrote: ↑Sun Jul 26, 2026 04:11Is the HUD ready for variable max speed of trains, including those that exceeds the currently hard-coded 20 m/s?
Note that the display range for the speed indication bar is selected from a fixed set of values (at the time of writing: 10, 15, 20, 30, 50, 60, 75, 100) to allow markings to be placed at constant, pixel-perfect intervals (The bar is 300px long). For trains with a lower maximum speed than the display range (e.g. 25), the upper range between the maximum speed and the upper end of the bar is marked with a different shade of gray.
The HUD demo node includes a (admittedly primitive) formspec that you can use to test the HUD. Note that the result rendered in the form may be scaled by a fractional factor (i.e. not pixel-perfect).
- benlay
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Re: Advanced Trains [advtrains] [2.9.0] - Station rail
Hi everyone,
I'm a little bit confused. I have no clue what to do with the station rail.
I place a station rail and open it. The first UI appears with the **Station Editor** and the **Line Editor**.
I open the **Station Editor**, create a new station and leave it with **ESC**.
The next time I click the rail, I'm back in the first UI. Now I can select the new station and edit the track number, the ARS list, and so on.
The next step is pressing the **Save** button.
But then a **second UI** appears, with almost the same settings again. Usually it even shows a completely different station that I created before. The strange thing is that only the settings in this second UI seem to affect whether the train actually stops at this station.
Can someone explain how this is supposed to work? Am I misunderstanding the difference between these two UIs?
Thanks!
I'm a little bit confused. I have no clue what to do with the station rail.
I place a station rail and open it. The first UI appears with the **Station Editor** and the **Line Editor**.
I open the **Station Editor**, create a new station and leave it with **ESC**.
The next time I click the rail, I'm back in the first UI. Now I can select the new station and edit the track number, the ARS list, and so on.
The next step is pressing the **Save** button.
But then a **second UI** appears, with almost the same settings again. Usually it even shows a completely different station that I created before. The strange thing is that only the settings in this second UI seem to affect whether the train actually stops at this station.
Can someone explain how this is supposed to work? Am I misunderstanding the difference between these two UIs?
Thanks!
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- orwell
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Re: Advanced Trains [advtrains] [2.9.0] - Station rail
Sounds to me like a bug. Perhaps, can I ask you to make a few screenshots showing the steps you took? If I have time in the coming days I can also try to reproduce it.
Re: [Mod] Advanced Trains [advtrains] [2.9.0]
Anyone know how to fix this:
Okay, so what do I check, and is there a way to update the RS cache
Okay, so what do I check, and is there a way to update the RS cache
- benlay
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Re: Advanced Trains [advtrains] [2.9.0] - Station rail
Okay, here ist the first UI and this is the second UI
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Maverick2797
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Re: Advanced Trains [advtrains] [2.9.0] - Station rail
That looks like the old station stoprail UI. I can't find some of those form labels in the entirety of the advtrains codebase anymore (specificaly "Trains stopping here (ARS Rules) "), the last release that did being 11 months and about a half dozen releases old. Can you try updating advtrains to the current release and see if it still does it?
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- benlay
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Re: Advanced Trains [advtrains] [2.9.0] - Station rail
Now i get the "advtrains_36169" from the content db site. Still the same behavior with the second uiMaverick2797 wrote: ↑Mon Aug 10, 2026 12:26That looks like the old station stoprail UI. I can't find some of those form labels in the entirety of the advtrains codebase anymore (specificaly "Trains stopping here (ARS Rules) "), the last release that did being 11 months and about a half dozen releases old. Can you try updating advtrains to the current release and see if it still does it?
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Maverick2797
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Re: Advanced Trains [advtrains] [2.9.0] - Station rail
Just downloaded the mod direct from the contentdb site (advtrains_36169.zip, release-2.9.0a) and that code matches the current release... there shouldn't be any possible way to show the old UI from the new code. The only thing I can think of is that you've somehow got two versions of the mod running at the same time, one ancient and one newer, but Luanti is usually pretty good with stopping that. I'm going to have to leave this to @orwell as I suspect it might be a bit more involved than I can help with.
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Re: Advanced Trains [advtrains] [2.9.0] - Station rail
What happens if you remove the track and place it again?
(I suspect the old formspec might have somehow been saved as node meta. I am not certain about this, but I cannot find another explanation for why this would happen.)
- benlay
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Re: [Mod] Advanced Trains [advtrains] [2.9.0]
I have created a new testserver with the new adv mod. Still the same.
My question is. I'm the only one ?
If there is anyone else with this Problem please write. Thanks
My question is. I'm the only one ?
If there is anyone else with this Problem please write. Thanks
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- benlay
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Re: [Mod] Advanced Trains [advtrains] [2.9.0]
Now download from codeberg and looks like it works
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Re: [Mod] Advanced Trains [advtrains] [2.9.0]
I experience the same behaviour ever since the new form was released. I have only updated the mod through Luanti.
- Blockhead
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Re: [Mod] Advanced Trains [advtrains] [2.9.0]
Good news everybody! Luanti 5.17 has released and brings with it a new kind of animations with multiple tracks, supported by glTF format models. This means we could apply wheel animations, separate-side door animations and even others like bogie animations all simultaneously. It also means named actions can be used instead of frame ranges.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
- Blockhead
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Re: [Mod] Advanced Trains [advtrains] [2.9.0]
Thinking further: Could bogies maybe be a frame range according to rotation? Say frame 1 = -22°, frame 44 = 22° (or a further range, I'm running an approximation based on the 2:1 track pieces) and the code sets it periodically, or the animation playback rate is based on train speed to hopefully match turning rate at a given speed.Blockhead wrote: ↑Sun Aug 23, 2026 13:27Good news everybody! Luanti 5.17 has released and brings with it a new kind of animations with multiple tracks, supported by glTF format models. This means we could apply wheel animations, separate-side door animations and even others like bogie animations all simultaneously. It also means named actions can be used instead of frame ranges.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
- viollet_le_ducq
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Re: [Mod] Advanced Trains [advtrains] [2.9.0]
I'm also having this problem since the beginning, I have tried versions from ContentDB and Codeberg. Removing and replacing the track doesn't fix it. However, when I create a new world and enable Advtrains, the bug doesn't occur, it seems that it only happens on worlds upgraded from older versions.
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