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  • 4 days ago
This mod adds a track system for cars, they function much the same as rail carts, but have different visuals. You can transport goods or people with the carts, and when you are in one you can pick which way you turn on junctions, although I had some trouble with that.

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Transcript
00:00Welcome back to another Luan D Mod review. Today we are looking at the LW Road Tracks
00:06Mod. And this mod adds, well, it's pretty much train tracks, but they're for cars. So
00:12you can make roads instead of train tracks. Now here I just built something real quick
00:17on this sandy beach because it was the biggest flat spot I could find. So I guess we'll start
00:24with, oh, that's right. I threw all of my inventory into the cars. So the cars do have inventories.
00:31I believe shift right click to open it. Yep. And I'm just going to grab all of my items out
00:36of there. And you know, while I'm at it, let me just go ahead and throw another car out
00:40on the track. I am using creative here so I can place as many items as I would like.
00:45So let's look at some craft recipes here. The different cars are all the same recipe. You
00:52just use different color dye to get the different color cars. Pretty basic there. And then the
00:59whole tracking system is pretty basic. Let's just find a road track. So we use some gravel
01:05and dirt and we'll get 48 tracks. And then we have a start-stop track, which is just two
01:09normal tracks to make a start-stop. There are powered tracks, which are the inverse of the
01:17normal tracks. So they're in the center. These will make the cars go faster. And then there's
01:22a brake track, which as you've probably guessed, slows the car down. Surprise, surprise. Then
01:27we have boom gates. Now these are a little different. So let me go ahead and take that out.
01:38Let me just put a normal track back down, which is this one. And I can do the same thing over
01:43here. So we have the normal track. So if I go ahead and punch this car so it starts moving,
01:48right, it'll drive. And when it comes to a boom gate, it will stop. Now to open the boom
01:53gate, you right-click on it. Same to close. So alternate between the open and close state,
01:58right-click. Now the car does stay stopped. But if I go ahead and punch it again, it'll
02:02drive forwards. And you see here, it reaches this boom gate and it stops. So we can go ahead
02:07and open and close those. So that is one way to control traffic. Now coming down over here,
02:14we'll see that it has stopped again, quite abruptly, I might add. And now this isn't
02:18because of a brake, because a brake track wouldn't stop us this quickly. This is a start-stop track.
02:24Now the graphic to tell the difference isn't really the best. I don't know why I put those
02:31there. I need those out here so I can see what I'm doing. Okay. So we have the start-stop track
02:35is our first track. And then this is the normal track coming up to it. And then we have this one.
02:43And we have, lastly, I did that backwards. Lastly, we have this one. So the three different
02:55types of tracks here, yeah, you can tell the differentiating between the three is a bit tricky.
03:03So I'm going to go ahead and turn on the information here. So this is a brake track. This one will slow
03:08the car down, brake it, you know. We have the power track. That'll make it go faster. That's what this
03:13whole run here is. It's all power tracks, make them speed up. And then we have the start-stop track.
03:20So if I were to take the start-stop track and a brake track. So let's do this.
03:33Nope, that's the power track. I want this brake track. Nope. This one? Yeah. So I have a brake track
03:39and I have a start-stop. And I'm going to go ahead and put some empty rail behind that. And then I want
03:47power tracks, which I believe are this. Yep. We're going to go ahead and put a couple powered
03:52tracks in here. There is support from Escons if you are using that. So you can do signaling
04:00and stuff. So, yeah. Let's see what happens. So they're both on power tracks. You'll notice
04:10here that this guy kept going. Probably would have kept going quite a bit further, whereas
04:18this one did not. So if we go ahead and do this. Okay. Let's give that another shot.
04:25So this is all power tracks with one brake. It keeps going all the way to the end. So
04:30brake track will slow it down, but it won't stop. You have the start-stop, which is what I'm
04:34using here. And this will stop it completely. So car is moving, accelerating, hits the stop.
04:42It stops. You punch it from behind. It keeps going. This is handy if you're doing something
04:48like depose. You know, so say we had a, what would we even call this? A terminal, I guess,
04:58would be the correct terminology for it, right? So we have some place that we want the cars to
05:04stop at. Now, I suppose we would want this to be maybe elevated somehow differently. But
05:13you get the point. We have some sort of a station here. This is a power track, which I don't
05:18know why we're running power coming right in. We probably want a start-stop. Okay. That
05:25is our first one. So we're going to go ahead and put those in the middle here. And then if
05:31we're doing a power track, we would probably want that out there. So we have two tracks.
05:36Let's make it three. No, let's leave it at two. It doesn't matter. Okay. Let's give this
05:41guy a, oh, they bumped into each other. Oh, you know, this might never make it back here
05:46because of the way that the tracks are looped. If I'm quick. Oh no, they've both stopped out
05:52there. Okay. Well, you know, I might just have to jump in a train car to do this. Not
06:00a train car, a normal car. So we can use the, hey, that didn't work. That's going to stop
06:09there. You can use W to accelerate. I don't know if you can brake the other way. This will
06:18take us where we want to go though. We have some brakes. I guess I have a start-stop here.
06:24Silly enough. There we go. That's what I wanted. I wanted to get there. So what is this? Yeah,
06:32this is a start-stop. Let's put a brake in and a start-stop immediately thereafter. Genius. Genius.
06:40So it stops inside the terminal and we can access our inventory and say, yep, we wanted to put this
06:46stuff on and then send it off on its way. It went the wrong direction. Oops. I believe dependent on
06:52which side you punch determines the direction it's going to go. It's going to hit the start-stop over
06:57here and they're all going to stop. So I'm going to go ahead and take that out, place it with a normal
07:03track. They're all going to go here and there must be a start-stop here as well. So let's send them
07:10out. Yeah. And see, they're all going this direction, which is fine, except then you get
07:15this where they're in a loop. Also, major seasickness happens here. Yeah. Major seasickness. It doesn't
07:27turn you to rotate to respect the direction you're traveling. So you have to manually do
07:31that as do the normal rail carts too. Um, but you are supposed to, there we go. You're supposed
07:38to be able to turn in which direction you're going on switches by using the left and right
07:46keys. So this is just a 90 junction, so I can't switch which way I'm going on that one.
07:52But on a, which is kind of funny that you can't, on a T, you got to press it at just the right
08:00time though. Like I'm trying to, I'm trying to turn to the right. There we go. That one
08:07worked. Now here I want to go left. It won't let me go left because it's a, oh wait, it did.
08:14Okay. I'm confused. So now can I go right here? Uh, but I want it to be stuck in a circle going
08:20forever. It's a little tricky to make them work. Okay. That got it. No, I want it to be
08:29stuck on the circle. Well, whatever. It's not quite working the way it has intended.
08:37I don't know is that there's a way to change which way they're going when they hit this
08:41junction. Like clicking in it, punching on it doesn't really do anything. Now, of course,
08:48if you were to dig the track, there would only be one option and it would have to make the
08:53turn. Much the same. If I dig that, it'll force them to go this way, which, uh, and they're
09:03going to come back and bump into these cars. So let's get them out of here. Useful if you
09:11have, oh, well, what happened here? Is there a start stop track going there? No, it's, it's
09:18a break track. Cause I put a break track out instead of a start stop. That's why. Okay.
09:24Well, you know what they, they do what they're supposed to do. If you were doing a slightly
09:27better job at designing the layout of the tracks, um, it would probably work a little
09:32better. You know, there's also some, uh, fun little acceleration sounds that play every
09:38now and then, but I don't really know what makes them go off. Cause it doesn't seem like
09:46it's a power track specifically. Um, it might just be a completely random thing.
09:54Yeah. Cause I'm not really seeing anything triggering it. I didn't just discover that
10:00you can in fact use the back key to slow down. Um, but it takes a really long time to slow
10:07down, but it does work. Now I wonder if I face backwards, no, it doesn't matter which direction
10:15I am facing. If I'm pressing the forward key, it just makes me accelerate faster in the direction
10:20I am going. You do cap out of course at a certain point. You wouldn't want to just have, oh, and
10:28if you lose enough momentum, you will in fact go backwards down a hill. Good to know. That
10:33means there is some sort of a conservation of energy. Big words. I don't know if that's
10:39actually true, but if you go slow enough on a hill, you will go backwards. So, I mean,
10:44technically there's some sort of at least full conservation of energy. It may not be true.
10:53Uh, that's, that's kind of it though. You can make roads. Of course my roads were kind
10:59of shoddy because I just used sand. Um, it would make more sense to use, I don't even know
11:04what, what type of, I guess like solid coal blocks could have probably made a better road
11:12than I'm imagining if I dig this. Yeah. See, that would have looked much better. Didn't
11:18look like we actually had tarmac down. Um, now do keep in mind that if you try to do like
11:27a three lane road, you're going to get a mess. So you would have to have one center lane where
11:34there is, but there's not road. Um, but then maybe you could find something, try to think
11:43what would exist. I don't think there is anything that would let you put down like a divider line
11:50in the center. And my test game doesn't really have anything like that. Oh well, it's fine.
12:01That's fine. That's, uh, that's the mod. I don't know what more there is to say. If you're
12:07interested in downloading it, um, it is on the content database. You can find it from the
12:11in-game content browser, or of course, if you want to download it the old school way, I'll
12:15have all of those links on my website, which will be linked down in the video description below.
12:19Thanks for watching, and I will see you next time.
12:23Are you looking for custom models to bring your mod to life? I can create static or animated
12:29meshes for your project. Or, maybe you need some help with code, textures, or voice talent.
12:34As it so happens, I'm in the freelance business. If it relates to Luanti, I'd be happy to try
12:39and help you out. Together, we can make the next great Luanti mod. Visit the link below
12:44to learn more, and to view some of my previous work. Terms and conditions apply. See site
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