Commit Graph

16 Commits

Author SHA1 Message Date
Maverick2797 21ed1d23b5 Turn loading tracks into loading ramps when within the loaded area
- Partially addresses Hemiptera #165 / Notabug #6
 - Will recalculate wagon textures when the inventory is modified
 - Only acts as a loading ramp when in a loaded area.
 - Retains previous flood loading of entire train when area unloaded
2023-06-24 21:34:56 +02:00
Blockhead 793210f7c2 Make selection boxes of track nodes larger
This reduces the difficulty of having to point at the centre of the
correct track node, and hopefully does not prevent placing tracks in
more than a couple of cases.  Three-way turnouts on an angle may be
an exception but they may be worth it. User feedback is needed.
2023-04-12 21:52:34 +02:00
Maverick2797 78e0c650e3 Load/Unload Track FC Integration
- Set a freight code in the track to whitelist only wagons with that FC as the current one

 - Set as # to disable the track

 - Set as a blank field (default) to allow all wagons to activate, irrespective of their FC
2021-12-29 21:21:37 +01:00
Gabriel Pérez-Cerezo e04c21be78 Add check for box inventory
this fixes a crash when the new technic train battery wagon passes
over a loading / unloading track.
2021-04-11 12:45:17 +02:00
orwell96 682ff59906 Replace deprecated depends.txt's by mod.conf and organize dependencies consistently, add modpack.conf 2021-03-13 11:13:13 +01:00
Maverick2797 e38f215faa Added alternative recipes, falling back on the default: items as they seem to be in the rest of the mod.
May need rebalancing though.
2021-03-06 21:00:35 +01:00
orwell96 30076f5ce3 Add some missing craft recipes
- LuaATC remains non-craftable for now (elevated privs necessary anyway)
- Some crafts altered from dario's proposal

Co-authored-by: W3RQ01 <dario23@linux-forks.de>
2021-02-19 18:46:03 +01:00
orwell96 e935136d58 Make is_node_loaded() checks also for mesecon interactions and digiline_send(), move on_updated_from_nodedb to advtrains table 2021-02-04 12:35:24 +01:00
Blockhead 1d224d6b4c Add 3-way turnouts and y-turnouts (both diverging) 2020-09-11 04:25:38 +10:00
Blockhead 595f26b450 Deprecate old 4590 crossings
This is done with a task that runs once when the nodedb is loaded. A new
field of advtrains_ndb will keep a version integer to indicate migration
versions. This introduces verson 1, no version being equivalent to 0.
An LBM is also registered to replace the tracks in the world.
2020-08-21 16:02:02 +02:00
Blockhead b707f20ba2 Add two new sets of diamond crossing types
Add two new sets of diamond crossings in addition to the current set
of perpendicular crossings. Also cleans up the inside edges on the
perpendicular set models. All of these varieties have their mirror
images, which was previously a problem with the 45/90 crossing.

The naming convention for all of these rail types is this: when facing
east and param2=0, the angle and direction of the two crossing rails is
indicated. So 30l45r means 30 degrees left and 45 degrees right. The
mirror image of that would be 30r45l.

There is a recipe for each set of crossing types and the trackworker can
change geometry within types with left cick, and rotate between two 90
degree rotations with right-click. When left-clicking, the angles move
in an intuitive fashion like rotating rails.

* The perpendicular set (already existing) has rails that cross at 90
degrees.
* The 90+x set has 90 degree (straight, node aligned) rails plus a rail
intersecting that at 30, 45 or 60 degrees.
* The diagonal set has both rails not axis-aligned, for example 30r-45l,
60l60r. The latter is quite useful for scissors crossovers.
2020-08-21 16:02:02 +02:00
Blockhead 3040c53413 Move recipes to train_track and add crossing recipes 2020-07-10 22:14:39 +02:00
Blockhead 96236c04dc Add perpendicular and 45/90 degree crossing rails
Add a set of new models for crossings to make some new track
arrangements possible. This commit adds perpendicular crossigns that can
be rotated at any angle: 30/45/60/90 and 45/90 degree crossings in two
rotations. In future, further crossing types can be added to the blender
file.

Add the blender file in rail_crossings.blend that is the source of these
files and which refers to the texture inside advtrains_train_track.

Add a set of prototypes for rail crossings to advtrains/tracks.lua and
register the new crossings in advtrains_train_track.
2020-07-06 17:32:22 +02:00
orwell96 cd0aaa53a0 Move train_load() function into advtrains_train_track 2017-12-18 12:21:54 +01:00
orwell96 2d4833b5a8 do not register wagons in the advtrains namespace automatically
One step towards advcarts compatibility
2017-11-22 22:16:08 +01:00
Gabriel Pérez-Cerezo f228e2d30e Moved default train track to separate mod, for integration with advcarts. 2017-10-25 09:52:10 +02:00