That's my version of the atc rail in this mod I'm working on. Very much WIP, untested on servers. So only use as a test for yourself right now. If you have any suggestions to make it more user friendly, these changes are intended for beginners/kids/casual players. https://gitea.your-land.de/Slightly/sc_ ... ain/tracks If you have questions please PM. I'd be very interested in how it works for you.NicoKaiserHello wrote: ↑Thu Feb 19, 2026 11:46Yes. I mean the + - command rail.Slightly wrote: ↑Thu Feb 19, 2026 02:26Are you looking for an ATC or LuaATC track like the one we've been discussing? Those are in a patch mod, not in the regular advtrains mod. Or you looking for something else?NicoKaiserHello wrote: ↑Wed Feb 18, 2026 20:35Hello. I have a ask. I updated the advtrains mod and I tried to use the new LUA rail with the commands, but it is the old by me. Do i need the new version (5.15)? Or is 5.9 working too?
download/file.php?id=31334
which plugin is it?
[Mod] Advanced Trains [advtrains] [2.9.0]
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
ok thanksSlightly wrote: ↑Thu Feb 19, 2026 16:33That's my version of the atc rail in this mod I'm working on. Very much WIP, untested on servers. So only use as a test for yourself right now. If you have any suggestions to make it more user friendly, these changes are intended for beginners/kids/casual players. https://gitea.your-land.de/Slightly/sc_ ... ain/tracks If you have questions please PM. I'd be very interested in how it works for you.NicoKaiserHello wrote: ↑Thu Feb 19, 2026 11:46Yes. I mean the + - command rail.
download/file.php?id=31334
which plugin is it?
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
And a next problem: I want set mem only at the "save" but if the train is driving over the LuaRail, it reset the mem and it is nil. How can i do it, that it only set the mem new, if i save it and not, when a train ist driving over it
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Where did you get information on mem for LuaATC tracks? Make sure you look up the documentation for the thing you are actually looking for.NicoKaiserHello wrote: ↑Thu Feb 19, 2026 18:42And a next problem: I want set mem only at the "save" but if the train is driving over the LuaRail, it reset the mem and it is nil.
You can't. There is the "Clear local environment" button for this, but it clears the track-specific global environment (which includes more than mem).How can i do it, that it only set the mem new, if i save it and not, when a train ist driving over it
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
New feature for my horn track fork with plans to add it to others. I feel like if there's an arrow on special tracks, they should consistently have at least the possibility for direction based activity. Otherwise what are the arrows for? Maybe that's just me. But now I have a choice. This one will have default both directions since the original does... that's the idea anyway. Opinions?
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Just curious. Is this about the way the LuaATC track saves things even if you don't hit save or something else? May I ask what it's saving that you don't want? I noticed that in my work on my fork. Pretty sure I have it only save on SAVE and cancel when ESC because it seemed more intuitive to me, but not sure if you are talking about the same thing.NicoKaiserHello wrote: ↑Thu Feb 19, 2026 18:42And a next problem: I want set mem only at the "save" but if the train is driving over the LuaRail, it reset the mem and it is nil. How can i do it, that it only set the mem new, if i save it and not, when a train ist driving over it
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I would personally suggest putting the sound icon on the other side of the arrow (and at a stroke to the arrow) so that it looks like horn -> instead of > horn in the screenshot.
I suppose direction-based activity may have its usecase at terminus stations where trains reverse.I feel like if there's an arrow on special tracks, they should consistently have at least the possibility for direction based activity. Otherwise what are the arrows for?
I assume this is about saving data, not code. LuaATC active components have their own (individual) Lua environments that code is run in. If you set a global variable (with some exceptions), the value is saved into the specific enviroment for the component. The environment is preserved across events (I am not sure about server restarts though). This is used by e.g. __approach_callback_mode.Slightly wrote: ↑Thu Feb 19, 2026 23:02Just curious. Is this about the way the LuaATC track saves things even if you don't hit save or something else? May I ask what it's saving that you don't want? I noticed that in my work on my fork. Pretty sure I have it only save on SAVE and cancel when ESC because it seemed more intuitive to me, but not sure if you are talking about the same thing.NicoKaiserHello wrote: ↑Thu Feb 19, 2026 18:42And a next problem: I want set mem only at the "save" but if the train is driving over the LuaRail, it reset the mem and it is nil. How can i do it, that it only set the mem new, if i save it and not, when a train ist driving over it
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
That's what I thought, too, then someone convinced me otherwise. :P I'll put it back.
My thinking on this is, first... consistency is good for user-friendly UI. I assumed for a while that all tracks with arrows on their textures worked the same way. When they didn't, I thought something was broken or I did it wrong. Not the best UX. But for casual players who will use these special tracks well before they use more complicated features, a toggle and consistent function and style adds greater choice without greater complexity - a low cost increase in play value. It's especially useful on simple layouts.
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Speaking of usecases, lemme ask you. I found an, I think, undocumented, and probably unused, feature when looking at the wagon properties UI that has buttons for Prv/Next FC. I see in the code, though didn't find it in docs, that we can supply a sequence of FCs separated by ! reversed with ;(EDIT ?) but this is not used anywhere I could find. Afaik, nothing in the basic mod steps through the sequence. I am thinking of making the feature user-friendly, but I cannot come up with a usecase that is beginner-friendly that would not be easier and more fun by just doing something like using two wagons, or some other simple mechanic we already have. Any ideas for a usecase that is beginner-friendly and fun for this?
Last edited by Slightly on Fri Feb 20, 2026 15:34, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Not sure about beginner use cases as once you start using FCs enough to have multiple of them in a single wagon you should be fairly familiar with how Advtrains works, but I've used multi-FC in wagons across a small network of automatic yards, using LuaATC's split_at_fc() and step_fc() to control where to sort the wagons (env code at https://git.bananach.space/luaatc_envs. ... auto_yardsSlightly wrote: ↑Fri Feb 20, 2026 00:47Speaking of usecases, lemme ask you. I found an, I think, undocumented, and probably unused, feature when looking at the wagon properties UI that has buttons for Prv/Next FC. I see in the code, though didn't find it in docs, that we can supply a sequence of FCs separated by ! reversed with ;(iirc) but this is not used anywhere I could find. Afaik, nothing in the basic mod steps through the sequence. I am thinking of making the feature user-friendly, but I cannot come up with a usecase that is beginner-friendly that would not be easier and more fun by just doing something like using two wagons, or some other simple mechanic we already have. Any ideas for a usecase that is beginner-friendly and fun for this?
step_fc() is currently the main usecase for ! separation and ? reversing. FCs could also be used to control a splitting passenger service by having wagons 1-nwith eg FC longline and wagons n+1-trainlength as FC shortline, either to be collected by a returning train or departing the other way with a trailing loco.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I will try to send the datas to a LuaControlleryw05 wrote: ↑Thu Feb 19, 2026 21:45Where did you get information on mem for LuaATC tracks? Make sure you look up the documentation for the thing you are actually looking for.NicoKaiserHello wrote: ↑Thu Feb 19, 2026 18:42And a next problem: I want set mem only at the "save" but if the train is driving over the LuaRail, it reset the mem and it is nil.
You can't. There is the "Clear local environment" button for this, but it clears the track-specific global environment (which includes more than mem).How can i do it, that it only set the mem new, if i save it and not, when a train ist driving over it
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I downloaded and extracted your update or overlay. Then I put it in the Mods folder and restarted the game. After that, I tried to select the mod, but I got this error message:Slightly wrote: ↑Thu Feb 19, 2026 16:33That's my version of the atc rail in this mod I'm working on. Very much WIP, untested on servers. So only use as a test for yourself right now. If you have any suggestions to make it more user friendly, these changes are intended for beginners/kids/casual players. https://gitea.your-land.de/Slightly/sc_ ... ain/tracks If you have questions please PM. I'd be very interested in how it works for you.NicoKaiserHello wrote: ↑Thu Feb 19, 2026 11:46Yes. I mean the + - command rail.
download/file.php?id=31334
which plugin is it?
Runtime error from mod '' in callback handleMainMenuButtons(): "Not a mod!"
stack traceback:
[C]: in function 'check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_config_world.lua:86: in function 'check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_config_world.lua:122: in function 'get_formspec'
/app/share/minetest/builtin/fstk/ui.lua:110: in function 'update'
/app/share/minetest/builtin/fstk/ui.lua:154: in function 'handle_buttons'
/app/share/minetest/builtin/fstk/ui.lua:195: in function </app/share/minetest/builtin/fstk/ui.lua:181>
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I'd ask if you downloaded the entire patch or just that track file but other than that, let's take this to DM. This is a WIP personal mod, I don't want to clutter up the forum debugging it.NicoKaiserHello wrote: ↑Sat Feb 21, 2026 17:42
Runtime error from mod '' in callback handleMainMenuButtons(): "Not a mod!"
stack traceback:
[C]: in function 'check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_config_world.lua:86: in function 'check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_config_world.lua:122: in function 'get_formspec'
/app/share/minetest/builtin/fstk/ui.lua:110: in function 'update'
/app/share/minetest/builtin/fstk/ui.lua:154: in function 'handle_buttons'
/app/share/minetest/builtin/fstk/ui.lua:195: in function </app/share/minetest/builtin/fstk/ui.lua:181>
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
My suggestion would be to make a thread for your patch mod, so the info is public but it doesn't crowd this thread.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I downloaded the .ZIP of all (https://gitea.your-land.de/Slightly/sc_ ... ain/tracks) and put it in my mods, but if i select it this fail is comming. (I have this time version 5.9)Slightly wrote: ↑Sat Feb 21, 2026 19:19I'd ask if you downloaded the entire patch or just that track file but other than that, let's take this to DM. This is a WIP personal mod, I don't want to clutter up the forum debugging it.NicoKaiserHello wrote: ↑Sat Feb 21, 2026 17:42
Runtime error from mod '' in callback handleMainMenuButtons(): "Not a mod!"
stack traceback:
[C]: in function 'check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_config_world.lua:86: in function 'check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_config_world.lua:122: in function 'get_formspec'
/app/share/minetest/builtin/fstk/ui.lua:110: in function 'update'
/app/share/minetest/builtin/fstk/ui.lua:154: in function 'handle_buttons'
/app/share/minetest/builtin/fstk/ui.lua:195: in function </app/share/minetest/builtin/fstk/ui.lua:181>
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
The mod is here https://gitea.your-land.de/Slightly/sc_ ... ns_patches. New UI for wagon properties coming today.NicoKaiserHello wrote: ↑Sun Feb 22, 2026 12:27
I downloaded the .ZIP of all (https://gitea.your-land.de/Slightly/sc_ ... ain/tracks) and put it in my mods, but if i select it this fail is comming. (I have this time version 5.9)
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I wish we had this for Advtrains! - Infinite track generation in a world, branches to villages with stations. (Thumbnail is clickable.)


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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Oktay Acikalin brought up a good point in the Lua ti Matrix discussion:
Would it be worth adding eg. choppy=3 or something to the ndef so there's a quicker way using a tool (eg. an axe) to remove track or dig_immeditate=something higher if the server is in creative mode?Nevertheless, what I meant was that when you're in creative mode, you can remove any block with one click (instead of multiple). But rails seem to ignore that and still require multiple clicks to remove.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
Using hand only in creative does work with one click in my game. Does it not in yours?Maverick2797 wrote: ↑Sat Mar 21, 2026 14:26Oktay Acikalin brought up a good point in the Lua ti Matrix discussion:Would it be worth adding eg. choppy=3 or something to the ndef so there's a quicker way using a tool (eg. an axe) to remove track or dig_immeditate=something higher if the server is in creative mode?Nevertheless, what I meant was that when you're in creative mode, you can remove any block with one click (instead of multiple). But rails seem to ignore that and still require multiple clicks to remove.
Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I tried to remove a Y-turnout and place a normal track in the same location. I removed the turnout, no problem. I tried to place the track, the game crashed with this error:
AsyncErr: Lua: Runtime error from mod 'advtrains' in callback environment_Step(): ...ti/common/.minetest/mods/advtrains/advtrains/helpers.lua:313: attempt to index local 'conn' (a nil value)
stack traceback:
...ti/common/.minetest/mods/advtrains/advtrains/helpers.lua:313: in function 'get_adjacent_rail'
...uanti/common/.minetest/mods/advtrains/advtrains/path.lua:220: in function 'path_get'
...luanti/common/.minetest/mods/advtrains/advtrains/lzb.lua:109: in function 'lzb_look_ahead'
...common/.minetest/mods/advtrains/advtrains/trainlogic.lua:360: in function 'train_step_b'
...common/.minetest/mods/advtrains/advtrains/trainlogic.lua:112: in function 'mainloop_trainlogic'
...uanti/common/.minetest/mods/advtrains/advtrains/init.lua:645: in function <...uanti/common/.minetest/mods/advtrains/advtrains/init.lua:607>
...i/10/usr/bin/../share/luanti/builtin/common/register.lua:27: in function <...i/10/usr/bin/../share/luanti/builtin/common/register.lua:13>
and when I reopened it, the turnout was back.
Placing and removing other tracks after removing the turnout/before placing that one didn't change the result. Closing and reopening the game between the two things fixed it though.
AsyncErr: Lua: Runtime error from mod 'advtrains' in callback environment_Step(): ...ti/common/.minetest/mods/advtrains/advtrains/helpers.lua:313: attempt to index local 'conn' (a nil value)
stack traceback:
...ti/common/.minetest/mods/advtrains/advtrains/helpers.lua:313: in function 'get_adjacent_rail'
...uanti/common/.minetest/mods/advtrains/advtrains/path.lua:220: in function 'path_get'
...luanti/common/.minetest/mods/advtrains/advtrains/lzb.lua:109: in function 'lzb_look_ahead'
...common/.minetest/mods/advtrains/advtrains/trainlogic.lua:360: in function 'train_step_b'
...common/.minetest/mods/advtrains/advtrains/trainlogic.lua:112: in function 'mainloop_trainlogic'
...uanti/common/.minetest/mods/advtrains/advtrains/init.lua:645: in function <...uanti/common/.minetest/mods/advtrains/advtrains/init.lua:607>
...i/10/usr/bin/../share/luanti/builtin/common/register.lua:27: in function <...i/10/usr/bin/../share/luanti/builtin/common/register.lua:13>
and when I reopened it, the turnout was back.
Placing and removing other tracks after removing the turnout/before placing that one didn't change the result. Closing and reopening the game between the two things fixed it though.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
I see what is going on. There was a train nearby, and I assume the train was located at the diverging end. So it was approaching (or standing, but this comes down to the same) on connection ("connid") 3. Then you replaced it by a normal rail which only has two connections (connid's). Then it crashes.nazgurth wrote: ↑Sun Mar 22, 2026 17:00I tried to remove a Y-turnout and place a normal track in the same location. I removed the turnout, no problem. I tried to place the track, the game crashed with this error:
AsyncErr: Lua: Runtime error from mod 'advtrains' in callback environment_Step(): ...ti/common/.minetest/mods/advtrains/advtrains/helpers.lua:313: attempt to index local 'conn' (a nil value)
stack traceback:
...ti/common/.minetest/mods/advtrains/advtrains/helpers.lua:313: in function 'get_adjacent_rail'
...uanti/common/.minetest/mods/advtrains/advtrains/path.lua:220: in function 'path_get'
...luanti/common/.minetest/mods/advtrains/advtrains/lzb.lua:109: in function 'lzb_look_ahead'
...common/.minetest/mods/advtrains/advtrains/trainlogic.lua:360: in function 'train_step_b'
...common/.minetest/mods/advtrains/advtrains/trainlogic.lua:112: in function 'mainloop_trainlogic'
...uanti/common/.minetest/mods/advtrains/advtrains/init.lua:645: in function <...uanti/common/.minetest/mods/advtrains/advtrains/init.lua:607>
...i/10/usr/bin/../share/luanti/builtin/common/register.lua:27: in function <...i/10/usr/bin/../share/luanti/builtin/common/register.lua:13>
and when I reopened it, the turnout was back.
Placing and removing other tracks after removing the turnout/before placing that one didn't change the result. Closing and reopening the game between the two things fixed it though.
By chance you shed a light on a mystery I had since quite some time, namely why this "train turning around in place" bug is happening so often when removing and replacing rails. The way it is implemented currently, the train remembers the position of the removed rail on its path (but not anything beyond it) and the code doesn't recheck that the rear-facing connid is still correct. I should fix this at some point.
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Re: [Mod] Advanced Trains [advtrains] [2.8.0]
The train can never actually move backwards, unless it reverses. Reversing technically means that the train repositions itself on the track in the opposite direction, at which point the opposite direction becomes essentially forward.Slightly wrote: ↑Tue Feb 17, 2026 03:12I tested a bunch of stuff with ATC and acceleration and waiting ticks that didn't seem to get me anywhere, but since the train always gave this little bounce and drift when stopping at a stoprail, I looked at braking. My theory now is that it's because after braking, when ATC sends a delay, velocity is not really 0, so the train bounces and sometimes creeps in the opposite direction.orwell wrote: ↑Mon Feb 16, 2026 22:43
This bug is very old (I think it traces to the very beginning). I have never investigated since it didn’t bother me so much, but it is one of two causes:
1. when the wagon stops, its acceleration is not set to 0 until next time the 2-second force update timer elapses (bug in advtrains wagons.lua)
2. the code sets the acceleration to 0 correctly, but a bug in the Luanti engine causes it to not take effect.
I added a full stop to the end of 4a in train_step_b and it seems better. It was intermittent so still watching to see if it happens again, but it stops without that bounce and drift now so fingers crossed it works for good and I didn't break something else. I'll move it into my sc_advtrains_patches mod and keep testing.
Code: Select all
--- 4a. if accelerating, modify the velocity AFTER the movement if accelerating then ... end -- sc full stop to prevent bouncing and ghostly reversing during delays if (train.tarvelocity and train.tarvelocity == 0) or (train.atc_delay and train.atc_delay > 0) or train.atc_wait_finish or train.atc_wait_autocouple or train.atc_wait_signal then train.velocity = 0 train.acceleration = 0 end end
This "snapping back" is purely a graphical artifact. In theory it should be fixable in wagons.lua, in the place where it does self:set_acceleration(). For this of course train.acceleration needs to be correct (which is set in trainlogic.lua). But keep in mind, train.acceleration is not used for anything else except the entity displaying. So it is safe to set to zero or anything else if needed.
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Re: [Mod] Advanced Trains [advtrains] [2.9.0]
advtrains 2.9.0 released.
Major changes:
Major changes:
- Railway time: wrap after one real-life week to prevent number precision issues and prepare for future timetable updates
- improve internationalization infrastructure (remove poconvert workaround, update german translation)
- new "code header" feature by 1F616EMO to easily copy and paste lua-atc code
- Ks signals: rotate whole signal assembly at once by rotating lowermost part with trackworker
various bugfixes
Re: [Mod] Advanced Trains [advtrains] [2.9.0]
Two turnouts in my world are randomly turning back into normal tracks every time I close Luanti.
I tried removing the tracks, restarting Luanti (removed tracks didn't reappear), and adding the turnouts after that, but after another restart they had been turned into regular tracks again.
When I tried to replace the tracks with curves or 3-way/Y-turnouts, they turned back too.
There is no train nearby this time.
I tried adding replacement turnouts in some other places nearby and those turned back into normal tracks too.
(Except for one I placed on the top of a tree, where no tracks existed before that.)
Like I already mentioned, they don't turn back right after adding, they wait until I close and reopen Luanti: after reopening, I still see the turnout for half of a second and then it becomes a normal track.
Edit: I removed those and a bunch of other tracks, then restarted Luanti. The tracks stayed removed. I tried to place new ones on the broken tracks' locations, they remembered the locations of the removed tracks and became straight ones instead of curves. I replaced and removed the removed but remembered track, then removed and replaced the broken one, it became a curve. Restarted Luanti again. All the removed tracks reappeared, except for the double-removed one, but that one is remembered again as well. Restart 3, that one reappeared as well.
Edit 2: I placed a train near that area, drove it there, and with another Luanti restart the train disappeared too.
Edit 3: downgrading advtrains to 2.8.3 fixed the problems. I think upgrading to 2.9.0 made closing Luanti just reset everything to however it was before the update.
I tried removing the tracks, restarting Luanti (removed tracks didn't reappear), and adding the turnouts after that, but after another restart they had been turned into regular tracks again.
When I tried to replace the tracks with curves or 3-way/Y-turnouts, they turned back too.
There is no train nearby this time.
I tried adding replacement turnouts in some other places nearby and those turned back into normal tracks too.
(Except for one I placed on the top of a tree, where no tracks existed before that.)
Like I already mentioned, they don't turn back right after adding, they wait until I close and reopen Luanti: after reopening, I still see the turnout for half of a second and then it becomes a normal track.
Edit: I removed those and a bunch of other tracks, then restarted Luanti. The tracks stayed removed. I tried to place new ones on the broken tracks' locations, they remembered the locations of the removed tracks and became straight ones instead of curves. I replaced and removed the removed but remembered track, then removed and replaced the broken one, it became a curve. Restarted Luanti again. All the removed tracks reappeared, except for the double-removed one, but that one is remembered again as well. Restart 3, that one reappeared as well.
Edit 2: I placed a train near that area, drove it there, and with another Luanti restart the train disappeared too.
Edit 3: downgrading advtrains to 2.8.3 fixed the problems. I think upgrading to 2.9.0 made closing Luanti just reset everything to however it was before the update.
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Re: [Mod] Advanced Trains [advtrains] [2.9.0]
Please check your debug.txt for messages. It sounds like the nodedb is failing to be updated. When Advtrains reloads an area, it will reload from the nodedb.nazgurth wrote: ↑Wed Apr 01, 2026 12:23Two turnouts in my world are randomly turning back into normal tracks every time I close Luanti.
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Edit 3: downgrading advtrains to 2.8.3 fixed the problems. I think upgrading to 2.9.0 made closing Luanti just reset everything to however it was before the update.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
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