Nice! I'd like to :DSlightly wrote: ↑Fri Sep 12, 2025 01:08Finally 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?
[Mod] Advanced Trains [advtrains] [2.8.0]
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W3RQ01
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]
Sure, take a look. Expects default settings in a new world. Dependent on default and flowers. https://dee.email/OPEN/Minetest/AdvTrai ... _mapgen.7zW3RQ01 wrote: ↑Fri Oct 24, 2025 16:25Nice! I'd like to :DSlightly wrote: ↑Fri Sep 12, 2025 01:08Finally 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?
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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W3RQ01
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]
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]
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]
Every improvement is well accepted!
Regarding your trainset if you like, there is the Advtrains Supplemental organisation: that would also allow the publishing of it on contentdb.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.
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]
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]
Ah ok thanksSlightly wrote: ↑Thu Nov 06, 2025 12:23The 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]
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: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.
- As model alternatives provided in options/models/*.b3d
- As new kinds of wagons.
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]
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.Blockhead wrote: ↑Fri Nov 07, 2025 17:17Hi, 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:I'm leaning towards new wagon types actually, but I'd like some opinions as well.
- As model alternatives provided in options/models/*.b3d
- As new kinds of wagons.
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.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Hi everyone,
The NY Subway mod has received some improvements lately: Download or Browse.
All the changes have been already published on ContenDB too.
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]
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:
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]
I think there may be more models with that problem...Blockhead wrote: ↑Sat Nov 22, 2025 13:34Just 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
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
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]
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
https://gitea.your-land.de/Slightly/adv ... anim_patch
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 actually close the doors after that, the doors switch back to being open when the closing animation starts, then close normally.
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.
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
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?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.
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I'm using whichever one is in contentdb.Slightly wrote: ↑Mon Dec 08, 2025 17:23I'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?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.
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.
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
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?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.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
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 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.
A change of velocity is the trigger for animation to change, so that is why.
As explained above, there's no correct state for this anyway, it's not to do with speed.Slightly wrote: ↑Tue Dec 09, 2025 01:10Thanks 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?
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]
Ah, good to see you trying out a git forge site. I have looked through this a bit. Two things:Slightly wrote: ↑Wed Dec 03, 2025 21:19This 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
- 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..
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
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.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.
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?
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?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.
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.
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
(Wheels rolling with the doors open or closed? I think you mean closed.)Blockhead wrote: ↑Tue Dec 09, 2025 07:35There'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 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.
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.
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.Slightly wrote: ↑Tue Dec 09, 2025 01:10Thanks 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?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.
advtrains_subway_ny_UNOFFICIAL.7z
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
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.
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Re: [Mod] Advanced Trains [advtrains] [2.6.0]
Thanks. I try, but i only play in holidays. So i wait until holiday.Slightly wrote: ↑Thu Sep 04, 2025 14:58ARS.pngSlightly wrote: ↑Thu Sep 04, 2025 14:53This 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.NicoKaiserHello wrote: ↑Thu Sep 04, 2025 09:09And 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...
- `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.
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