Chat log for 1f616emoluanti on 2026-01-02

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102:26:37Maverick2797@MT_TWI❱ Joined the game
203:28:56MinecraftUtuberYT@MT_TWI❱ Joined the game (new player)
303:29:06Maverick2797@MT_TWIhi MinecraftUtuberYT
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604:08:16Maverick2797@MT_TWIhi
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2607:40:12fasterX@MT_TWI❱ Joined the game
2707:40:18Maverick2797@MT_TWIhi fasterX
2807:40:50fasterX@MT_TWIHi
2907:42:14fasterX@MT_TWI❰ Left the game
3008:20:07browndoggie1912@DCSeemed you were struggling a bit there Maverick2797.
3108:20:31Maverick2797@MT_TWInah just working on the logic in a CSM
3208:20:45Maverick2797@MT_TWII just couldn't be bothered starting a test world
3308:21:07browndoggie1912@DCLol
3408:21:15browndoggie1912@DCWhat's a CSM?
3508:21:24Maverick2797@MT_TWIclient side mod
3608:22:02browndoggie1912@DCAh, I see
3708:22:12browndoggie1912@DCWhat's yours for?
3808:22:55Maverick2797@MT_TWIit puts the coordinates, velocity, pitch&yaw, pointed node name and coordinates and in-game time underneath the minimap
3908:23:17browndoggie1912@DCAh, that's pretty cool
4008:23:21Maverick2797@MT_TWIall dependant on what the server allows the client to read, but it's handy
4108:24:44browndoggie1912@DCIf it works out as intended, might you be able to share it with me? Not that I know how to implement it, but that's what God made ChatGPT for
4208:26:11Maverick2797@MT_TWIsure. I don't have it git-hosted or anything, and it gets tweaked as I need things, but I can send you the code as-is if you want
4308:26:51browndoggie1912@DCSure! I use Linux though, if that changes anything
4408:27:03browndoggie1912@DCWell, ChromeOS Linux
4508:27:25browndoggie1912@DCBut I'm sure GPT can handle that part
4608:27:59Maverick2797@MT_TWIit shouldn't do, it's more depending on mobile luanti vs desktop luanti, as I don't think mobile is able to install anything not from ContentDB
4708:28:05Maverick2797@MT_TWIhttps://files.catbox.moe/ucmot6.lua
4808:28:31browndoggie1912@DCThat shouldn't be an issue. Thank you!
4908:30:04Maverick2797@MT_TWIoof, fps tanking... relogging
5008:30:06Maverick2797@MT_TWI❰ Left the game
5108:30:21Maverick2797@MT_TWI❱ Joined the game
5208:30:56Maverick2797@MT_TWIjust have to run .posutil to turn it on/off though
5308:53:42browndoggie1912@DCLike in the chat?
5408:53:53browndoggie1912@DCOr as a file?
5508:54:23Maverick2797@MT_TWIas a chat command, assuming you've turned on client-side modding on your client
5608:54:45browndoggie1912@DCI don't know
5708:55:00browndoggie1912@DCI can check though in a sec
5808:55:13Maverick2797@MT_TWIthat'll be part of the install process that GPT should walk you through
5909:36:531F616EMO@MT_TWI❱ Joined the game
6009:36:561F616EMO@MT_TWIHi
6109:37:021F616EMO@MT_TWISeems like I missed some intresting discussion
6209:37:15Maverick2797@MT_TWIhi
6309:37:28Maverick2797@MT_TWIinteresting?
6409:37:421F616EMO@MT_TWII saw a lot of notifications while busy working on sth else
6509:38:08Maverick2797@MT_TWIah, probably my CSM dev relogging
6609:38:401F616EMO@MT_TWIAh, posutil
6709:47:17browndoggie1912@DCHaving a hard time getting it running; really putting GPT through it's paces, but it's trying, and I might almost have it. I'll let you know when it's done.
6809:47:341F616EMO@MT_TWIChatGPT?
6909:47:44Maverick2797@MT_TWIwhat have you done so far?
7009:48:32Maverick2797@MT_TWIare you putting the init.lua file in a new dir in clientmods?
7109:49:01Maverick2797@MT_TWIit's not like a normal mod that you install in the mods directory
7209:50:12Maverick2797@MT_TWIhave a look at this: https://docs.luanti.org/for-players/installing-client-side-mods/
7309:53:29Maverick2797@MT_TWIthe file is only the init.lua, so you'll have to make a parent directory called <your_modname_here>, place the init file inside that directory, enable Client Modding (in the Developer options in the settings, have to enable showing advanced settings), then add 'load_<your_modname_here> = true' to a file named mods.conf in the clientmods directory
7410:13:30Maverick2797@MT_TWI1F616EMO: btw did you see my /report regarding S21 being stopped here?
7510:13:451F616EMO@MT_TWIAh
7610:13:571F616EMO@MT_TWIprobably aftermath of problematic code deplyment
7710:15:021F616EMO@MT_TWIdamn, train spacing ruined
7810:17:221F616EMO@MT_TWIthis is the last one
7910:30:511F616EMO@MT_TWINot me?
8010:31:28Maverick2797@MT_TWIyep, that was me. forgot to recreate the temp access route after redoing some interlocking
8110:31:331F616EMO@MT_TWIAh
8210:32:04Maverick2797@MT_TWInot sure why it didn't set the route as invalid once the interlocking changed?
8310:35:17Maverick2797@MT_TWIwould a bidirectional single-platform station work with the PIS? Thinking of building just a small halt here somewhere for new players due to the scenic-ness
8412:13:37dungvan21@MT_TWI❱ Joined the game (new player)
8512:13:44Maverick2797@MT_TWIhi dungvan21
8612:27:38dungvan21@MT_TWI❰ Left the game
8712:39:09Maverick2797@MT_TWIwut
8812:39:34Maverick2797@MT_TWI-2077 14 3797
8912:50:53PoznanskiTramwajarz@MT_TWI❱ Joined the game
9012:51:02Maverick2797@MT_TWIhi
9112:51:19PoznanskiTramwajarz@MT_TWIMaverick2797: which linux do you use
9212:51:24Maverick2797@MT_TWImint
9312:51:39PoznanskiTramwajarz@MT_TWIMaverick2797: i also use Mint
9412:52:24PoznanskiTramwajarz@MT_TWIMaverick2797: what do you think about Ubuntu
9512:52:38Maverick2797@MT_TWIno opinion tbh
9612:52:45Maverick2797@MT_TWIbarely used it
9712:54:03Maverick2797@MT_TWIcan we leave it day please?
9812:56:10PoznanskiTramwajarz@MT_TWIwhere i can get gold chests
9913:02:07PoznanskiTramwajarz@MT_TWI1F616EMO: i found a issue on origin subway spawn line clockwise
10013:27:20PoznanskiTramwajarz@MT_TWI❰ Left the game
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10213:29:091F616EMO@MT_TWI❱ Joined the game
10313:29:101F616EMO@MT_TWIOops
10413:29:171F616EMO@MT_TWImissed Poz's report
10513:31:00mihir4566@MT_TWI❱ Joined the game (new player)
10613:31:051F616EMO@MT_TWIhi Maverick2797
10713:31:061F616EMO@MT_TWIoops
10813:31:081F616EMO@MT_TWIhi mihir4566
10913:31:13Maverick2797@MT_TWIhi mihir4566
11013:31:25Maverick2797@MT_TWI1F616EMO: m[tab] strikes again :P
11113:32:03mihir4566@MT_TWI❰ Left the game
11213:32:111F616EMO@MT_TWItrains collided again damn
11313:32:261F616EMO@MT_TWIAn island line train went onto the wrong track
11413:32:361F616EMO@MT_TWIagain due to missing always-red signal
11513:45:16Maverick2797@MT_TWI1F616EMO: I've made a small station further down on the S21 line: Cliffy Beach (code: M27-CFB)
11613:46:30Maverick2797@MT_TWIIt's a single bidirectional platform, so probably only used by the 231's, but the platform's 40m long in case you want to run the express to it too
11713:47:371F616EMO@MT_TWINah, I won't run expresses on bidirectional platforms
11813:48:071F616EMO@MT_TWIShould we add some speed limit to approach?
11913:48:36Maverick2797@MT_TWIprobably
12013:49:101F616EMO@MT_TWIAnd will there be any other trains stopping here?
12113:49:35Maverick2797@MT_TWIgiven that it's on a siding rather than on the mainline, I'm only going to limit it to 16
12213:49:481F616EMO@MT_TWINice
12313:50:04Maverick2797@MT_TWII might use the siding to reverse freight out of the logging siding (where the train is now) and out onto the mainline
12413:50:221F616EMO@MT_TWIIn the long term, I might need to come up with an idea on how to route only 1/2 of trains here without ruining PIS
12513:50:55Maverick2797@MT_TWIS21a/b ?
12613:52:03Maverick2797@MT_TWIboth have L-S21, but stopping trains have L-S21B too?
12713:52:041F616EMO@MT_TWIThen trains may arrive at uneven times
12813:52:171F616EMO@MT_TWIif I hard-code them on the trains
12913:52:38Maverick2797@MT_TWIassuming that the system can handle multiple L-x RCs
13013:53:001F616EMO@MT_TWII have some *very hacky* solution using on GRH1 for routing 1/3 of trains to Otterhood though
13113:53:131F616EMO@MT_TWIThat might be used
13213:54:291F616EMO@MT_TWILess complicated alternative - trains from only one direction stop here
13313:55:011F616EMO@MT_TWIIf players want to arrive here from the other direction, they will have to change trains
13413:55:13Maverick2797@MT_TWIit's a bit of a long way between stations to transfer for the return though
13513:55:441F616EMO@MT_TWIYeah; also *it is fun to have trains from both direction on the same PIS board, isn't it?*
13613:56:18Maverick2797@MT_TWIcould the platform be separated into 2 platforms for the sake of PIS?
13713:56:561F616EMO@MT_TWI"For the sake of PIS": To avoid confusion, or to deal with system limits?
13813:57:031F616EMO@MT_TWIThe PIS can safely handle traffic from both direction
13913:57:05Maverick2797@MT_TWIthat would assume there's a difference in RC between up and down trains
14013:57:311F616EMO@MT_TWIMaverick2797: There are no RC differenece between up and down, just differenece between stop or pass this station
14113:57:471F616EMO@MT_TWIhmm, but this is bidirectional optional station...
14213:58:06Maverick2797@MT_TWII'm thinking the Lua track at each end of the platform, and a train might end up bouncing between them within the platform confines, unable to actually exit?
14313:58:361F616EMO@MT_TWIUmm yeah
14413:58:56Maverick2797@MT_TWIthat's assuming the train has to reverse at the station ofc
14513:59:011F616EMO@MT_TWIwait they won't
14613:59:09Maverick2797@MT_TWIif it doesn't that won't be an issue
14713:59:121F616EMO@MT_TWIcuz they don't have to reverse once the track extend
14813:59:231F616EMO@MT_TWIIf it have to reverse, just comment out the another Lua track
14913:59:58Maverick2797@MT_TWIi'm assuming that the Lua station tracks are directional? ie they don't trigger if atc_arrow == false ?
15014:00:051F616EMO@MT_TWIYeah, directional
15114:00:321F616EMO@MT_TWIThey refuse to work when things are not aligning to their desired way
15214:01:33Maverick2797@MT_TWIso we just have platform 1 at one end, platform 2 at the other... could a temporary reversing section be put on the mainline on the down end until the line gets extended to a reversible station?
15314:01:551F616EMO@MT_TWII can have Lua tracks with empty definitions, or just no tracks
15414:03:311F616EMO@MT_TWIWait no, the PIS cannot handle directional traffic lol
15514:03:481F616EMO@MT_TWIBut I *think* I can do that with just a small change
15614:05:051F616EMO@MT_TWI(Damn, there were too much assumptions in early iterations of F.stn...)
15714:06:481F616EMO@MT_TWIBackward compactibility is becoming a real chokepoint when it comes to introducing new ideas
15814:07:051F616EMO@MT_TWIsuch as having bidirectional platform served by the same line from both directions
15914:07:33Maverick2797@MT_TWIcan't use a wrapper translation function at all?
16014:09:031F616EMO@MT_TWIMy idea: Add `track_dir` to all stn_v2, and then both `track_dir` and `track` (track No) will be used to identify a track
16114:09:221F616EMO@MT_TWIWell, I can allow match to null `track_dir`...
16214:10:24BB594@MT_TWI❱ Joined the game (new player)
16314:10:271F616EMO@MT_TWIhi BB594
16414:10:33Maverick2797@MT_TWIhi BB594
16514:10:54BB594@MT_TWI❰ Left the game (timed out)
16614:11:05Maverick2797@MT_TWIbye BB594
16714:14:461F616EMO@MT_TWIHmm, I will just divide this platform into two before I can come up with a new system - stn_v2 is becoming a real spaghetti
16814:15:311F616EMO@MT_TWIThat won't happen before the end of April
16914:15:481F616EMO@MT_TWIand transition between the old and new system may require service halt to replace stn_v2 tracls
17014:15:491F616EMO@MT_TWI*tracks
17114:16:10Maverick2797@MT_TWItbh it won't make a difference to me, I'm only building the station because it gives me somewhere to reverse a train that's not on the mainline
17214:16:171F616EMO@MT_TWIlol
17314:17:39Maverick2797@MT_TWII guess for now we could treat it like a standard reversing platform, and not worry about it until the line gets extended for passenger use?
17414:17:471F616EMO@MT_TWIYeah
17514:18:47Maverick2797@MT_TWIwe're close to the edge of explored territory here anyway, so not sure how much further the line should go
17614:19:121F616EMO@MT_TWII can do some /emergeblocks if you want to
17714:19:181F616EMO@MT_TWIso you can see them on the map
17814:19:43Maverick2797@MT_TWInah it's all good, the map doesn't show the contour of the area that great if there's trees etc
17914:20:09Maverick2797@MT_TWIlike the cliffs I had to navigate to the north of, they barely show on the map
18014:20:361F616EMO@MT_TWIFYI you're almost halfway to X=0
18114:20:58Maverick2797@MT_TWINorthern Loop Line when?
18214:21:081F616EMO@MT_TWIlol
18314:21:541F616EMO@MT_TWIJust realized a small differenece between speficiations of B- RCs: I use sth like B-M27-CFB-T1E instead of B-M27-CFB-1
18414:21:56Maverick2797@MT_TWIlol there's a thought, the entire line would have to be converted from up/down to cw/acw
18514:22:051F616EMO@MT_TWI(You don't have to change them now, gotta figure out which one is better)
18614:22:34Maverick2797@MT_TWIT1E probably, otherwise there's no difference depending on which direction you come from
18714:22:401F616EMO@MT_TWIOkay
18814:23:041F616EMO@MT_TWIMaverick2797: There is a up and running loop line, the SmushyVille loop is running on it
18914:23:231F616EMO@MT_TWIThough it consists of logically 4 main line segments
19014:23:261F616EMO@MT_TWIon each side of it
19114:23:581F616EMO@MT_TWItakes out "The History of 1F616EMO Survival Server Railway"
19214:24:03Maverick2797@MT_TWIupdated RCs on each side for T1E and T1W
19314:24:081F616EMO@MT_TWIThanks
19414:25:49Maverick2797@MT_TWIwut... why does this train not enter the platform...
19514:26:09Maverick2797@MT_TWIRC L-S21 should cover it?
19614:26:171F616EMO@MT_TWIIts ARS was weirdly disbaled
19714:26:39Maverick2797@MT_TWImust have been riding on the ARS of the train behind it setting the signals?
19814:27:24Maverick2797@MT_TWII cancelled the route to access the ARS to update the RCs to T3E etc
19914:27:261F616EMO@MT_TWIEven with signals set by the train behind, it should still pass the signal...
20014:27:381F616EMO@MT_TWIOh cancelled route might explain it
20114:27:561F616EMO@MT_TWIcuz that train would not re-set the route due to disbale ARS
20214:28:05Maverick2797@MT_TWIyep, that would be it
20314:28:25Maverick2797@MT_TWIah... ARS would have been disabled by the platform approach
20414:28:271F616EMO@MT_TWIBtw I am setting RC NULL on your station/stop tracks
20514:28:411F616EMO@MT_TWINULL "MUST" (as in RFCs) not be used by trains
20614:28:55Maverick2797@MT_TWI...why? if there's no ARS set noting will stop there anyway?
20714:29:001F616EMO@MT_TWIand any routes starting with NULL-
20814:29:151F616EMO@MT_TWIMaverick2797: IIRC the default is *, at least pew-2.5
20914:29:191F616EMO@MT_TWI*pre-2.5
21014:29:301F616EMO@MT_TWIdefault -> none is only for signals
21114:29:38Maverick2797@MT_TWIpost-2.5 doesn't do that
21214:29:491F616EMO@MT_TWI(That's why the flying penguin requires !RC FREIGHT on everything)
21314:30:001F616EMO@MT_TWIMaverick2797: Hmm, new to me
21414:31:07Maverick2797@MT_TWIyeah just checked, once a station code is assigned, exit the form and re-enter it. cursor it in the ARS box but nothing there
21514:31:221F616EMO@MT_TWIPerhaps I can test it in my depot
21614:32:441F616EMO@MT_TWIOh yeah it does not stop
21714:32:55Maverick2797@MT_TWIis there a convention with yard tracks like Y-M27-QUO-Y1E?
21814:33:111F616EMO@MT_TWIYeah, almost exactly like ^
21914:33:13Maverick2797@MT_TWIor T1E?
22014:33:441F616EMO@MT_TWIIn my SPH yard I use Y-SPH-L1 for Long track 1, Y-SPH-S1 for short track 1, and Y-SPH-L1-Cpl for entering line track 1 regardless of occupancy
22114:34:00Maverick2797@MT_TWIah cool
22214:34:181F616EMO@MT_TWIMaverick2797: For depots without two types of tracks I use sth like Y-NLU-T1
22314:34:321F616EMO@MT_TWIBtw -Cpl is very useful for efficiently storing multiple E231s in tthe same track
22414:35:021F616EMO@MT_TWIWith that technique I can store 70 Head-Body-Head E231s
22514:35:16Maverick2797@MT_TWIyeah the cal-on feature is *so much better* than just ending the route at the TCB and letting the train roll in regardless
22614:35:21Maverick2797@MT_TWI*call-on
22714:35:241F616EMO@MT_TWIWait
22814:35:281F616EMO@MT_TWII did not use call on
22914:35:31Maverick2797@MT_TWIshame there's no signalling for it yet
23014:35:321F616EMO@MT_TWII just end them at TCB'
23114:35:41Maverick2797@MT_TWIlol
23214:35:421F616EMO@MT_TWIwhat is call on?
23314:36:10Maverick2797@MT_TWIcall-on is where the train is allowed to enter the section rgardless of if there's alredy another train occupying said section
23414:36:301F616EMO@MT_TWIWould that cause collision outside of the final section? like in the middle of its journey
23514:37:07Maverick2797@MT_TWIno, you set the call-on flag to the individual section in the route editor after creating it
23614:37:121F616EMO@MT_TWIAh
23714:37:22Maverick2797@MT_TWIonly the section with the flag will disregard occupancy
23814:37:271F616EMO@MT_TWIWhy is call-on better than rolling?
23914:38:10Maverick2797@MT_TWIi guess you could set a section in the middle of the route as call-on, and if nothing is coupled then continue out the other side
24014:38:101F616EMO@MT_TWIsaw a fox sitting in front of a speed limit sign carefully reading it
24114:38:54Maverick2797@MT_TWII just like the fact that it keeps the routes all ending at another signal (or buffer stop, but they count as signals these days too)
24214:39:111F616EMO@MT_TWI:D
24314:39:44Maverick2797@MT_TWIhave a look at the routes leading out of the headshunts at Quoralla for a call-on example
24414:41:51Maverick2797@MT_TWIhmmm... I should look into a way to get dynamic yard-maps running... combined with the keyboard it could make shunting remotely interesting
24514:42:161F616EMO@MT_TWIpeeks into Maverick2797's source codes
24614:43:02Maverick2797@MT_TWII did it once with the digistuff touchscreen, but it was only good for section occupancy indication and turnout control
24714:44:25Maverick2797@MT_TWIand it required a small textures-only mod, but that's easy enough to replace with a texturepack client-side
24814:45:53Maverick2797@MT_TWIargh, the keyboard closes the formspec every time you submit text
24914:46:20Maverick2797@MT_TWIhere I was hoping I could rapid-fire enter a list of commands
25014:46:431F616EMO@MT_TWIJust paste in a CSV?
25114:47:52Maverick2797@MT_TWIthat would only work for pre-programmed shunts, I'm thinking more along the lines of T12CR[return]T44ST[return]...
25214:48:151F616EMO@MT_TWI* needs explaination
25314:48:58Maverick2797@MT_TWIindividual commands run with the dynamic yard diagram in view
25414:49:21Maverick2797@MT_TWInvm
25514:50:33Maverick2797@MT_TWIyou've seen my control tower at Arcadius on LiFo? nearly 100% mesecon controlled yard?
25614:50:361F616EMO@MT_TWIMaverick2797: Ready to send trains to CFB
25714:50:401F616EMO@MT_TWIMaverick2797: Never seen it
25814:51:161F616EMO@MT_TWIMaverick2797: Train rerouted
25914:51:201F616EMO@MT_TWIoops
26014:51:221F616EMO@MT_TWIforgot to set terminus
26114:51:531F616EMO@MT_TWIIt is a common mistake lol
26214:52:051F616EMO@MT_TWIPIS is showing new data :-D
26314:52:20Maverick2797@MT_TWIit controls every turnout in the yard using a diode matrix of mesecons, all through setting a specified route using a few levers as a binary input
26414:52:32Maverick2797@MT_TWI:)
26514:52:571F616EMO@MT_TWIsits in the cabin in case something goes wrong
26614:53:25Maverick2797@MT_TWIbinary input because there's a distinct lack of input options on LiFo using mesecons
26714:53:461F616EMO@MT_TWIOh yeah, LIFO don't have any arbitary input device
26814:54:011F616EMO@MT_TWIUmm, why the speed limits here?
26914:54:101F616EMO@MT_TWItight curve?
27014:54:20Maverick2797@MT_TWIi mean, you can rename a piece of paper and scan the itemstring...
27114:54:25Maverick2797@MT_TWIyeah, tight curve
27214:54:281F616EMO@MT_TWIMaverick2797: lol
27314:54:39Maverick2797@MT_TWII might bump those back up a smidge, that felt slow
27414:55:19Maverick2797@MT_TWIre itemstring: I did that as a password scanner... it sucked
27514:55:271F616EMO@MT_TWIOh also by speed limit on this station: Perhaps we can do that only on trains entering the siding via signals
27614:55:45Maverick2797@MT_TWIbut it was handy for setting pre-programmed ARS RC routes
27714:55:52Maverick2797@MT_TWIagreed
27814:56:581F616EMO@MT_TWIOh btw: is it safe to hev routes set over other signals in post-2.5 era?
27914:57:06Maverick2797@MT_TWIthat was a well timed transfer
28014:57:15Maverick2797@MT_TWIroutes: always has been
28114:57:181F616EMO@MT_TWIOh
28214:57:371F616EMO@MT_TWII thought that would cause conflicts as routes in between try to set their routes
28314:57:52Maverick2797@MT_TWIthe intermediate signal just refuses to even think about triggering its on ARS while another route is set through it
28415:00:271F616EMO@MT_TWIoops, wrong door dir
28515:02:10Maverick2797@MT_TWIif the spacing stayed consistent we'd almost need another train or two, the line has gotten fairly long now
28615:03:131F616EMO@MT_TWII can't figure out how to space them out...
28715:03:211F616EMO@MT_TWIWait it seems like there are errors on PIS
28815:03:441F616EMO@MT_TWIoh maybe not
28915:04:051F616EMO@MT_TWIwent ot the grand station control room at /spawn for inspection
29015:04:35Maverick2797@MT_TWIoooohhh fancy
29115:05:021F616EMO@MT_TWIThis is mainly for debugging
29215:05:071F616EMO@MT_TWIThere's another one for Yantian Road
29315:05:231F616EMO@MT_TWI(Seems like we are missing a travelnet here lol
29415:05:331F616EMO@MT_TWI? the lights malfunctioned
29515:05:38Maverick2797@MT_TWIso what info am I looking at?
29615:06:071F616EMO@MT_TWI<train ID> <last seen station id>:<its track id> <line id> <train dir> <ETA>
29715:06:381F616EMO@MT_TWIand the first line: "---": nothing happening; "DEP <train id> <line id> <train dir> <time depart>": train now on track
29815:06:511F616EMO@MT_TWIlights: yellow blinking: approaching; green static: train on track
29915:07:02Maverick2797@MT_TWIcool
30015:07:24Maverick2797@MT_TWII'm guessing yellow static is a bug though?
30115:07:431F616EMO@MT_TWIMaverick2797: Yeah, due to block unloading
30215:08:501F616EMO@MT_TWI? brunt...
30315:09:041F616EMO@MT_TWIALL of them
30415:09:241F616EMO@MT_TWIOh I know how to solve
30515:11:481F616EMO@MT_TWIfor no reason they are brunt again
30615:12:04Maverick2797@MT_TWIluacontrollers in a digiline network?
30715:12:221F616EMO@MT_TWIyeah
30815:12:381F616EMO@MT_TWIone sending digiline, a lot receptors only using mesecon
30915:13:111F616EMO@MT_TWII only use interrupt_safe
31015:13:18Maverick2797@MT_TWItry puting a digfilter between each one and the network so it only recieves the single message?
31115:13:231F616EMO@MT_TWIand clear_interrupt at the end of loop before int_safe'int
31215:13:451F616EMO@MT_TWINo controllers except the LuaATC one is sending out messages; the control reset one is isolated
31315:14:131F616EMO@MT_TWIoh
31415:14:141F616EMO@MT_TWII see
31515:14:181F616EMO@MT_TWII forgot to changea code
31615:14:331F616EMO@MT_TWIyeah fixed
31715:14:54Maverick2797@MT_TWIa 0.5s loop is still relatively fast imo, even for a single broadcast message
31815:15:131F616EMO@MT_TWIBut then I am not sure how to do synced blinks
31915:15:54Maverick2797@MT_TWImake that part of the broadcast msg?
32015:15:551F616EMO@MT_TWIhmm, not working
32115:16:57Maverick2797@MT_TWIthe bells... THE BELLS!!!!!
32215:17:00Maverick2797@MT_TWI:p
32315:27:51Maverick2797@MT_TWIlater o/
32415:27:56Maverick2797@MT_TWI❰ Left the game
32516:17:501F616EMO@MT_TWI❰ Left the game

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