[Mod] Advanced Trains [advtrains] [2.8.0]

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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by W3RQ01 » Post

Slightly wrote:
Fri Sep 12, 2025 01:08
Finally made a boxcar for my toy set. It's the 18th wagon. There are 6 locomotives. It's all pretty adorable.

I also made a bucolic little V7 mapgen designed for trains with gentle slopes, small rounded hills with gravel outcroppings, a single rolling biome based on default with some twists for interest. Think model train landscaping. Anyone like to try it out?
Nice! I'd like to :D
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by Slightly » Post

W3RQ01 wrote:
Fri Oct 24, 2025 16:25
Slightly wrote:
Fri Sep 12, 2025 01:08
Finally made a boxcar for my toy set. It's the 18th wagon. There are 6 locomotives. It's all pretty adorable.

I also made a bucolic little V7 mapgen designed for trains with gentle slopes, small rounded hills with gravel outcroppings, a single rolling biome based on default with some twists for interest. Think model train landscaping. Anyone like to try it out?
Nice! I'd like to :D
Sure, take a look. Expects default settings in a new world. Dependent on default and flowers. https://dee.email/OPEN/Minetest/AdvTrai ... _mapgen.7z

Btw, I noticed you contributed to the NYSubway. I fixed that model with the door animations months ago but it didn't get into the mod. You're welcome to it if you want.

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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by W3RQ01 » Post

Slightly wrote:
Sat Oct 25, 2025 15:07

Btw, I noticed you contributed to the NYSubway. I fixed that model with the door animations months ago but it didn't get into the mod. You're welcome to it if you want.
Sorry for the late reply - Yes that would be amazing! Also are you planning on releasing your trainset?
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by Slightly » Post

W3RQ01 wrote:
Mon Nov 03, 2025 14:07
Sorry for the late reply - Yes that would be amazing! Also are you planning on releasing your trainset?
Here is the fixed subway. There are two versions in here, the original and my tweaked one. Take your pick.
https://dee.email/OPEN/Minetest/AdvTrai ... bway_ny.7z

If you're interested, I also fixed the dynamic inventories in the moretrains freight wagons to change instantly instead of requiring a reload.

My trainset. I'd like to, but git, contentdb, all that is an obstacle for me, especially regarding changes to advtrains. One thing I have added to my personal fork of advtrains is the ability to scale and animate the player to better fit into my small models and to sit on seats (doesn't affect other trains but does depend on player_api). I'd rather not release them without it because they are super cute with it and a bit awkward without.

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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by W3RQ01 » Post

Slightly wrote:
Tue Nov 04, 2025 14:29
W3RQ01 wrote:
Mon Nov 03, 2025 14:07
Sorry for the late reply - Yes that would be amazing! Also are you planning on releasing your trainset?
If you're interested, I also fixed the dynamic inventories in the moretrains freight wagons to change instantly instead of requiring a reload.
Every improvement is well accepted!
My trainset. I'd like to, but git, contentdb, all that is an obstacle for me, especially regarding changes to advtrains. One thing I have added to my personal fork of advtrains is the ability to scale and animate the player to better fit into my small models and to sit on seats (doesn't affect other trains but does depend on player_api). I'd rather not release them without it because they are super cute with it and a bit awkward without.
Regarding your trainset if you like, there is the Advtrains Supplemental organisation: that would also allow the publishing of it on contentdb.

For the player scaling: did you intervene on the player_api mod or you worked inside advtrains mod? If it's the second option, a patch with your changes can be sent to Orwell so it gets added upstream
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by Slightly » Post

W3RQ01 wrote:
Thu Nov 06, 2025 11:08
Slightly wrote:
Tue Nov 04, 2025 14:29
If you're interested, I also fixed the dynamic inventories in the moretrains freight wagons to change instantly instead of requiring a reload.
Every improvement is well accepted!

The moretrains gondola fix is here:
viewtopic.php?p=445769&hilit=gondola#p445769

Adding player anim and scaling is just a small change to wagons.lua and adding a field to the def of trains that use it.

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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by W3RQ01 » Post

Slightly wrote:
Thu Nov 06, 2025 12:23
The moretrains gondola fix is here:
viewtopic.php?p=445769&hilit=gondola#p445769

Adding player anim and scaling is just a small change to wagons.lua and adding a field to the def of trains that use it.
Ah ok thanks
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by Blockhead » Post

Slightly wrote:
Thu Nov 06, 2025 12:23
W3RQ01 wrote:
Thu Nov 06, 2025 11:08
Slightly wrote:
Tue Nov 04, 2025 14:29
If you're interested, I also fixed the dynamic inventories in the moretrains freight wagons to change instantly instead of requiring a reload.
Every improvement is well accepted!

The moretrains gondola fix is here:
viewtopic.php?p=445769&hilit=gondola#p445769

Adding player anim and scaling is just a small change to wagons.lua and adding a field to the def of trains that use it.
Hi, sorry this took so long, we're seriously working on incorporating some of your changes into the NY mod now. Just in the interest of feedback and communication - there are models without seats. I do like the seats, but I was wondering how to include the no-seats models (I do want to in some way), either:
  • As model alternatives provided in options/models/*.b3d
  • As new kinds of wagons.
I'm leaning towards new wagon types actually, but I'd like some opinions as well.
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by Slightly » Post

Blockhead wrote:
Fri Nov 07, 2025 17:17
Hi, sorry this took so long, we're seriously working on incorporating some of your changes into the NY mod now. Just in the interest of feedback and communication - there are models without seats. I do like the seats, but I was wondering how to include the no-seats models (I do want to in some way), either:
  • As model alternatives provided in options/models/*.b3d
  • As new kinds of wagons.
I'm leaning towards new wagon types actually, but I'd like some opinions as well.
The upload I just referred to has both models and both textures and I just commented out the non-seated/original texture one, but, because it's been a while, once you decide what you want, give me a heads up and I'll check again to make sure attachment offsets and animations are set as needed for whatever you decide. This small wagon looks far better with player scaling and the seats, naturally, with player sitting animation, so let me know if that's on the table. It'd be nice, because that would open the door to releasing my entire set.

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

by Slightly » Post

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.

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

by W3RQ01 » Post

Hi everyone,
The NY Subway mod has received some improvements lately: Download or Browse.
All the changes have been already published on ContenDB too.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Blockhead » Post

W3RQ01 wrote:
Tue Nov 18, 2025 11:17
Hi everyone,
The NY Subway mod has received some improvements lately: Download or Browse.
All the changes have been already published on ContenDB too.
It would be nice if someone posted a response to our poor lonely thread :)

Just discoverered this today: The base model used for the Basic Trains Steam passenger carriage, the box car, and the Orient Express wagons as well.. is biased about 300 mm towards one end. Here is an image illustrating the problem, where you can see the coupling chain entity is biased towards one side except in my fixed version of the Orient Express wagon:
basic_wagons_alignment_problem.png
basic_wagons_alignment_problem.png (365.71 KiB) Viewed 380 times
I should be able to use my version of orient express wagon as a basis for fixing the other two*. This would be accepted if I submit to the mailing list, I hope?

*and the other orient express one as well of course
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by nazgurth » Post

Blockhead wrote:
Sat Nov 22, 2025 13:34
Just discoverered this today: The base model used for the Basic Trains Steam passenger carriage, the box car, and the Orient Express wagons as well.. is biased about 300 mm towards one end. Here is an image illustrating the problem, where you can see the coupling chain entity is biased towards one side except in my fixed version of the Orient Express wagon:

basic_wagons_alignment_problem.png

I should be able to use my version of orient express wagon as a basis for fixing the other two*. This would be accepted if I submit to the mailing list, I hope?

*and the other orient express one as well of course
I think there may be more models with that problem...
screenshot-f2d4bb62.png
screenshot-f2d4bb62.png (397.88 KiB) Viewed 325 times
screenshot-5f540ea0.png
screenshot-5f540ea0.png (229.55 KiB) Viewed 322 times
screenshot-b96b03f2.png
screenshot-b96b03f2.png (305.37 KiB) Viewed 322 times

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

by Blockhead » Post

nazgurth wrote:
Mon Nov 24, 2025 04:43
I think there may be more models with that problem...
Yes... once you spot it one place you start seeing it elsewhere. Basic Trains needs a full run through, and others too.. But of course once I open a model I want to fix the whole thing up..
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Slightly » Post

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?

https://gitea.your-land.de/Slightly/adv ... anim_patch

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

by nazgurth » Post

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 actually close the doors after that, the doors switch back to being open when the closing animation starts, then close normally.

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

by Slightly » Post

nazgurth wrote:
Mon Dec 08, 2025 10:28
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 actually close the doors after that, the doors switch back to being open when the closing animation starts, then close normally.
I'm not sure I know what you're describing. I tested out my original engine and wagon model again and didn't see any issues with the animation, then I tested the model that Blockhead changed animation on before uploading, but I didn't see it there either. I tried putting the ny wagon in a train with a different locomotive. I still see doors opening and closing as expected. I'm testing my model with the wheels that are also animated. Are you using that one, just so we're looking at the same model and I keep looking?

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

by nazgurth » Post

Slightly wrote:
Mon Dec 08, 2025 17:23
nazgurth wrote:
Mon Dec 08, 2025 10:28
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 actually close the doors after that, the doors switch back to being open when the closing animation starts, then close normally.
I'm not sure I know what you're describing. I tested out my original engine and wagon model again and didn't see any issues with the animation, then I tested the model that Blockhead changed animation on before uploading, but I didn't see it there either. I tried putting the ny wagon in a train with a different locomotive. I still see doors opening and closing as expected. I'm testing my model with the wheels that are also animated. Are you using that one, just so we're looking at the same model and I keep looking?
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 to looking closed (but are technically still open).

Edit: Apparently it doesn't happen just when the train starts/stops moving, it happens every time when the speed changes.

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

by Slightly » Post

nazgurth wrote:
Mon Dec 08, 2025 21:07

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 to looking closed (but are technically still open).

Edit: Apparently it doesn't happen just when the train starts/stops moving, it happens every time when the speed changes.
Thanks for the extra detail. I still haven't seen the effect, but I do see several changes in the contentdb init that were not in my original. Just to remove the obvious though, is your train moving very fast when this happens? I originally kept the max speed at 5 and I see it's been changed to 15. On my potato, that would be enough to cause issues. But in any case, would you mind trying my file in your setup?
advtrains_subway_ny_UNOFFICIAL.7z
(256.18 KiB) Downloaded 7 times

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

by Blockhead » Post

nazgurth wrote:
Mon Dec 08, 2025 10:28
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 actually close the doors after that, the doors switch back to being open when the closing animation starts, then close normally.
There's only 4 parts to the animation timeline of this wagon: stopped with all doors closed, left doors opening and closing, right doors opening and closing, and the wheels rolling with the doors open. So I am not surprised the animation is faulty - there's no correct frame range to set for this occurrence. Of course, passenger trains don't normally take off with the doors open, so we didn't foresee this.
nazgurth wrote:
Mon Dec 08, 2025 21:07
Edit: Apparently it doesn't happen just when the train starts/stops moving, it happens every time when the speed changes.
A change of velocity is the trigger for animation to change, so that is why.
Slightly wrote:
Tue Dec 09, 2025 01:10
Thanks for the extra detail. I still haven't seen the effect, but I do see several changes in the contentdb init that were not in my original. Just to remove the obvious though, is your train moving very fast when this happens? I originally kept the max speed at 5 and I see it's been changed to 15. On my potato, that would be enough to cause issues. But in any case, would you mind trying my file in your setup?
advtrains_subway_ny_UNOFFICIAL.7z
As explained above, there's no correct state for this anyway, it's not to do with speed.

W3RQ01 and I used some judgement in deciding what to merge. First I'll mention some of the others for the record. One decision was to not include the sounds, as from an ordinary user gameplay perspective, we thought they would be unwelcome noise. Another was that the doors had to open separately as Advtrains can't allow both sets of doors to open on a train (trains open and close doors as a whole, not individual wagons), so I went and redid the animation per-side - to not do that would be to show users an "open" door that is not really open and doesn't have the property of being able to walk up to the platform edge and board the wagon without right-clicking. I also fixed the seat selection behaviour, because only one passenger was being allowed on.

The original speed was 15 m/s, and we didn't want to make the trains travel more slowly as this would be a degradation to the transportation facility of the trains. When putting the speed back up to 15, we noticed that the wheel animation looked (in our judgement) to be fine, or even improved from the slightly odd nature of a square wheel rotating. The same frame range is used, it just happens to reach a higher animation speed - the animation speed is done with a formula anyway, so that didn't need changing.

Where to from here? Well we have a bug report from a user that the animation is wrong, so I have filed it as a bug report.

Slightly: You can be involved in solving this issue if you like. Feel free to investigate your own copy of the mod against the current ContentDB version, but I think you will probably find the same bug is present there too. If you would be so kind, you could help us out by animating "doors open left while wheels spinning" and "doors open right while wheels spinning". It's not included in the ContentDB download for size reasons, but from the Codeberg downloaded version, you should be able to open the .blend files, and they should open with correct texturing applied, where the textures use relative paths to ../textures/*.png - hopefully this makes collaborating on the models easy. I did use Blender 4.5.3 LTS in case you are on an older version and it matters though.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Blockhead » Post

Slightly wrote:
Wed Dec 03, 2025 21:19
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?

https://gitea.your-land.de/Slightly/adv ... anim_patch
Ah, good to see you trying out a git forge site. I have looked through this a bit. Two things:
  • 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 separate implementation of the function, just to eke out an improvement of not constantly checking the same condition.
  • You were careful to call old_get_on but didn't include an old_get_off, what is the reasoning there? It's even commented that the original logic has been pasted in. Surely it's better to not do that, in case of Advtrains updates.
  • Okay and one tiny thing, core.* instead of minetest.*... anyway..
No commentary on the mathematics involved though.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]

by Slightly » Post

Blockhead wrote:
Tue Dec 09, 2025 07:49

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 separate implementation of the function, just to eke out an improvement of not constantly checking the same condition

[*]You were careful to call old_get_on but didn't include an old_get_off, what is the reasoning there? It's even commented that the original logic has been pasted in. Surely it's better to not do that, in case of Advtrains updates.
Player_api... I see what you're saying. The condition for player_api comes from when I wrote it directly into wagons.lua as that is how I'd expect it to be in advtrains because you don't want advtrains to require player_api. True, if my patch depends on it, that's not strictly needed here but makes the intent clearer. It won't cause any issues to trains that don't have the fields or to games without player_api. I wouldn't make it optional depends though because then the mod does absolutely nothing.

Because I can append the patch logic to get_on, but I have to insert it into the middle of get_off. I was using attachment patch as a model of this. How would you do it?

These functions in advtrains wagons.lua still use minetest instead of core, am I supposed to change it?


Blockhead wrote:
Tue Dec 09, 2025 07:35

Slightly: You can be involved in solving this issue if you like. Feel free to investigate your own copy of the mod against the current ContentDB version, but I think you will probably find the same bug is present there too. If you would be so kind, you could help us out by animating "doors open left while wheels spinning" and "doors open right while wheels spinning". It's not included in the ContentDB download for size reasons, but from the Codeberg downloaded version, you should be able to open the .blend files, and they should open with correct texturing applied, where the textures use relative paths to ../textures/*.png - hopefully this makes collaborating on the models easy. I did use Blender 4.5.3 LTS in case you are on an older version and it matters though.
I'm willing to help but I'm afraid I don't really understand the issue. If the wheels animating are a problem, just use the other model without the wheels? They didn't animate in the original anyway. I just thought they were funny in my version. I don't know what paths to textures means exactly and... do we have a b3d exporter for 4.5.3 now?

Doors... I'm still not sure what the problem is so I'm not sure how to fix it. I haven't seen any instance with the doors open when the train is moving or with them snapping closed rather than animating closed. They open when stopped and closed to start moving in my game. Are you saying if both sides open you still can't enter on both sides? Do we really want doors open when the wheels are turning?

Another question, about only one passenger getting on... what was missing on that? I only play singleplayer so I need to know this for my other trains.
Last edited by Slightly on Tue Dec 09, 2025 15:15, edited 5 times in total.

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

by nazgurth » Post

Blockhead wrote:
Tue Dec 09, 2025 07:35
nazgurth wrote:
Mon Dec 08, 2025 10:28
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 actually close the doors after that, the doors switch back to being open when the closing animation starts, then close normally.
There's only 4 parts to the animation timeline of this wagon: stopped with all doors closed, left doors opening and closing, right doors opening and closing, and the wheels rolling with the doors open. So I am not surprised the animation is faulty - there's no correct frame range to set for this occurrence. Of course, passenger trains don't normally take off with the doors open, so we didn't foresee this.
(Wheels rolling with the doors open or closed? I think you mean closed.)

It would make sense if all wagons' doors actually closed when they start moving.

I didn't notice the wheels stopping earlier but now I did and can confirm they do stop when you open the doors (or actually close them when they're already visually closed), and won't start rolling again until you change the speed.
Slightly wrote:
Tue Dec 09, 2025 01:10
nazgurth wrote:
Mon Dec 08, 2025 21:07

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 to looking closed (but are technically still open).

Edit: Apparently it doesn't happen just when the train starts/stops moving, it happens every time when the speed changes.
Thanks for the extra detail. I still haven't seen the effect, but I do see several changes in the contentdb init that were not in my original. Just to remove the obvious though, is your train moving very fast when this happens? I originally kept the max speed at 5 and I see it's been changed to 15. On my potato, that would be enough to cause issues. But in any case, would you mind trying my file in your setup?

advtrains_subway_ny_UNOFFICIAL.7z
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.

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

by Slightly » Post

nazgurth wrote:
Tue Dec 09, 2025 21:27
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 that part might be as intended or maybe I just mixed them.

NicoKaiserHello
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]

by NicoKaiserHello » Post

Slightly wrote:
Thu Sep 04, 2025 14:58
Slightly wrote:
Thu Sep 04, 2025 14:53
NicoKaiserHello wrote:
Thu Sep 04, 2025 09:09
And i want to build London Underground and i need the ARS rules to set the route for train. How is it named? "[Line/Routecode] on [Route name]" or...
This is from the documentation in advtrains_luaautomation. Might be what you are looking for. When I was figuring it out, I also found the few examples on the wiki helpful. Or you might be asking about ARS in the signal itself. In my version, it looks like the pic. RC is required. Here r4 is the routing code set on my engine's properties.

- `get_line()`
Returns the "Line" property of the train (a string).
This can be used to distinguish between trains of different lines and route them appropriately.
The interlocking system also uses this property for Automatic Routesetting.

- `set_line(line)`
Sets the "Line" property of the train (a string).
If the first digit of this string is a number (0-9), any subway wagons on the train (from advtrains_train_subway) will have this one displayed as line number
(where "0" is actually shown as Line 10 on the train)

- `get_rc()`
Returns the "Routingcode" property of the train (a string).
The interlocking system uses this property for Automatic Routesetting.

- `set_rc(routingcode)`
Sets the "Routingcode" property of the train (a string).
The interlocking system uses this property for Automatic Routesetting.
ARS.png
Thanks. I try, but i only play in holidays. So i wait until holiday.
cdb_11a84b7c8582

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