Bug report for Railcraft 1.5.2 SMP concerning High Speed Transition (HST) rails.
First off, I really love this mod! Thank you, CovertJaguar for sharing it with the MC community.
Now the bug. On my MC 1.8.1 SMP world (vanilla, not bukkit), my HST rails are not working when I travel in the North and South directions (facings 1 & 3 according to MC's debug screen).
Each direction is setup the same, i.e. same number of high speed boosters, same number of HST rails. My high speed track makes a few 90 degree turns, so I have 8 unpowered HST rails coming into each turn to slow me down to normal. Traveling East/West, works like a charm. Traveling North/South...kaboom!
As a workaround, I am using levers to power the North/South HST rails, which work fine to bring me to a complete stop. I hop out of the cart, pick it up, and walk around the corner and continue my journey on the cart.
I wanted to bring this to your attention because I did not see anything that addresses this issue in your v1.6 notes.
Thanks again!
Hmm...directions 1 & 3 are actually East and West according to Notch, I get what you are saying though. My longest test line actually runs the other direction which is probably why I missed it. It appears I didnt invert a boolean I should have in the direction check. Thanks for the heads up.
Though in 1.6 I have changed it so the transition rail behaves the same powered or unpowered if you are moving against the arrows. That is to say it slows the minecart to normal speeds and then propels it at that speed. I'm thinking of even making so it does nothing at all when unpowered, but figure that would kill a lot of people if I did. Having a hard time determining if such behavior is useful. Wondering the same for the boosters too, but that would mean that boosters couldnt slow minecarts anymore. Thoughts?
In kind of the same train of thought (-trollface-), I wonder how hard it would be to create a minecart (that is powered in some sense) that will lay tracks down in front of it from an inventory you load up. Once it's exhausted half it's fuel supply, it will reverse directions back to you.
Just some thoughts for you to mull over.
I second this idea. Maybe it could be a cart that is combined with a BC builder in it's recipe (hence, a builder cart), along with a "filler cart" (using a BC filler in it's recipe) that can tear up rails and put them into an internal inventory.
Though in 1.6 I have changed it so the transition rail behaves the same powered or unpowered if you are moving against the arrows. That is to say it slows the minecart to normal speeds and then propels it at that speed. I'm thinking of even making so it does nothing at all when unpowered, but figure that would kill a lot of people if I did. Having a hard time determining if such behavior is useful. Wondering the same for the boosters too, but that would mean that boosters couldnt slow minecarts anymore. Thoughts?
I like your idea to remove the stopping behavior of the high speed transition rails. I think that is redundant with the boarding/holding rails. When traveling against the arrows, I think the transition rails should reduce speed to normal if powered, or do nothing otherwise (act like normal speed rail). When traveling with the arrows, I think they should act like a speed booster when powered, or a normal speed rail when not. That all makes perfect sense to me.
I'm also in favor of keeping the speed booster behavior the same as what you have now in 1.5.x. This makes them similar to high speed transition rails, but directionless instead. I think that's a useful distinction.
P.S. You've killed me dozens of times! But don't let that bother you. Design it the way you think is right.
I second this idea. Maybe it could be a cart that is combined with a BC builder in it's recipe (hence, a builder cart), along with a "filler cart" (using a BC filler in it's recipe) that can tear up rails and put them into an internal inventory.
I wouldn't make something like that require Buildcraft. And my Tunnel Bore design was intended to place gravel and lay tracks as is goes. I just need to finish it, though since it seems to be such a high demand item it may get moved up the todo list. :wink.gif:
I'll probably get in at least one more release after 1.6 before Forge is updated to Minecraft 1.0. Hopefully the transition won't be too painful.
Status Update:
Wiki documentation complete
Final packaging and testing still needs to be done
Main post still needs to be updated (mostly copy paste from the wiki)
We are looking at a release no later than tomorrow afternoon if all goes well.
I have a suggestion for you. Why don't you make a new cart that only that kinda cart can ride on high speed tracks, like a reinforced minecart. Or only that one could take full advantage of high speed tracks. Something like that.
I have a suggestion for you. Why don't you make a new cart that only that kinda cart can ride on high speed tracks, like a reinforced minecart. Or only that one could take full advantage of high speed tracks. Something like that.
Waiting for DizzyDragon to finish cart linking before I change too much in that direction. I'm not really sure how things are going change once that is done, but for sure boosters in general are going to need a rebalance. And travel speed will be largely dependent on the power of the engine, so.... yeah I have no idea at this point.
Waiting for DizzyDragon to finish cart linking before I change too much in that direction. I'm not really sure how things are going change once that is done, but for sure boosters in general are going to need a rebalance. And travel speed will be largely dependent on the power of the engine, so.... yeah I have no idea at this point.
All I can say is "Finally!" Pretty sure I doubled the size of my codebase with this update. And I wouldn't be surprised if there aren't a few bugs here and there that I missed. Most of the information is on the wiki, I just can't fit anymore into the main post. Thanks to the work of Bechill though, the wiki is pretty much completely fleshed out. Would have taken me ages to do what he did in a couple days. Some things are still not documented, such as the alternative bronze recipes, but I'm sure you can figure them out on your own.
Anyway, enjoy!
Patch Notes:
Version 1.6.0
Structures
Posts (Wood, Stone, Iron) - Good for making signal mounting brackets, telephone poles, bridges, trestles, fences, monorails, etc...
Concrete Block - A simple block that matches Stone Posts and will link to any Post.
Signalling
Block Signal - When paired they will indicate the status of any minecarts on the rail between them (straight lines only unfortunately). Green for clear, yellow for a minecart travelling away, and red for minecart travelling towards the signal or stopped. Can be linked to Switch Motors. The Dual Head Signal can be linked to display the status of a distant Block Signal, good for displaying the status of a diverging route.
Switch Motor - Can be powered via Signals or redstone. A true turnout switch with two settings: Through or turnout. No more quirky T-switches.
Signal Receiver Box - Can be paired with any Controller. When paired, you can open a GUI to pick which Aspects should emit a Redstone current from the Box. If placed next to a Signal Controller Box it will transmit the Aspect to it as well.
Signal Controller Box - Can be placed next to a Signal Receiver Box and will then send the Signal Aspect from the Receiver Box to a paired Receiver.
Added Tank Cart Detector.
Added Advanced Configurable Detector made from iron.
Adjusted Buildcraft detection. Should work now irregardless of the OS.
Added support for Buildcraft 3.0.0. Remains compatible with 2.2.x.
Added a number of alternative rail recipes using IC2 Bronze, and for any mods that add Bronze using the Forge Ore Dictionary. Ironically, IC2 doesnt actually register Bronze in the Ore Dictionary. -.-
Wood Ties now need to be treated with Creosote Oil and Stone Ties need some iron to reinforce them. Recipes changed accordingly. Creosote Oil is produced by cooking Coal in a furnace. Some rail recipes output increased to balance the increased cost.
Tweaked the High Speed Rail conversion recipe to convert four rails at a time instead of two. This makes the process slightly more in line with the new resource cost.
Unpowered High Speed Boosters and Transisiton Rails will now propel carts at normal speeds to ease the transition from high speed to normal speed rails.
Fixed a bug where unpowered High Speed Transition Rails running Notch East-West where failing to slow carts.
Greatly reduced the slowing ability of High Speed Booster and Transition Rails. It was always intended to take around eight in a row to slow you. Not sure how they got to be so effective. I apologize for all the deaths I know this will cause. ><
Normal High-Speed Rails can now make corners and switches. You will still die if you attempt to use them at high speed though.
Launch Rail rebalance, default max force is now 30, recipe much more expensive, added config option for max force, capped at 50.
Wooden Booster Rails now drop Wooden Booster Rails instead of Holding Rails.
Added a check that will kill Minecraft with an appropriate message if the MCL is not detected.
Made installation error printouts clearer and more obvious. If anyone posts another crash because they didnt install the MCL they should shoot themselves.
A fresh Client and Server should now have the same default values for railcraft.cfg. It is still possible for Block Ids to be different depending on the order other mods are loaded in (it varies due to operating system) so make sure you provide appropriate config files for your users.
It would be better if it have IC2 addon. Such as batbox minecart, MFE minecart, MFSU minecart and some energy loader and unloader.
Sure if you wanted to wait another week. -.-
But those are planned eventually. Probably work on the Tunnel Bore next, and add the Distant Signal and Switch Level that I never finished. After that who knows.
But those are planned eventually. Probably work on the Tunnel Bore next, and add the Distant Signal and Switch Level that I never finished. After that who knows.
Cool! But next week will be the week that i can't play minecraft
Oh and is there any examples of a mod that uses MCL? I can only learn from examples.
Thanks for the great update!
I realy like your work on the technical aspect of rails.
What are you thinking about a direction detector rail, i'm think it could be useful.
A rail (shape has eg. one arrow in the middle). If a cart drives in the direction the arrow is pointing then it emmits a redstone signal, if the cart drives in the other direction, nothing hapens.
Oh and is there any examples of a mod that uses MCL? I can only learn from examples.
Not that I'm aware, but its not that complicated. Mostly just a bunch of new functions are that pretty self-explanatory and they are documented. If you have specific questions send me a pm and I can probably come up with a bit of example code.
Thanks for the great update!
I realy like your work on the technical aspect of rails.
What are you thinking about a direction detector rail, i'm think it could be useful.
A rail (shape has eg. one arrow in the middle). If a cart drives in the direction the arrow is pointing then it emmits a redstone signal, if the cart drives in the other direction, nothing hapens.
Its not a bad idea, might be some technical issues with implementing a rail in my system that can provide power, but its worth a shot.
adfly... is there a alternate link? and how do I know if the mod works? does the items appear in creative? I hoping to use the mod with TMI and the beta of SDK's gun mods.
as for some mods ideas, maybe make a more refined version of the elevator rail:
basically you would have a gondola that can be made up to a certain length (like if you had a train of them, like five or four coupled together) and the gondola then can be powered by a button, in switch it would go up or down (which could be determined by a lever).
In addition, you could create a vertical version of the boarding rail, in which again the gondola stops at a level in which then you could make multiple floors or levels of track. you can continue going up or down by pushing a button, switching direction by again a lever.
the gondola can be made with a holding rail or a boarding rail, so that when it reaches its finial destination, it can either automatically continue or be controlled.
the gondola could also apply to creating other forms of transport, like making a roll on-off track that can work with the zeppelin mod, so then your mine-carts could be transported anywhere, air or sea.
the other ideas in mind is something all minecrafters would love:
larger curved track, like 2x2 or 4x4 which would make rail lines look much smoother.
real working trains (like little steamers or diesel switchers)
Mountable guns and grande launchers (if you have SDK guns mods)
adfly... is there a alternate link? and how do I know if the mod works? does the items appear in creative? I hoping to use the mod with TMI and the beta of SDK's gun mods.
Sent you a pm with an alternate link.
And I'm not actually using Adfly for this release, thought I'd give Adcraft a try.
Oh, and I'm not sure about TMI, I dont use it. I do enough unusual things to give TMI a headache I'm sure. But most of the stuff does show up in creative mode.
Its not a bad idea, might be some technical issues with implementing a rail in my system that can provide power, but its worth a shot.
Or a special detector-block if its easyer to implement ?
I would realy love it if you can implement some type of this.
In a single rail from A to B Incomming carts are switched (switch-motor) to a tournament rail to to a holding rail, outgoing carts goes straigt ahead to the main rail.
And about TMI, i use it and i have zerro problems with it
Hmm...directions 1 & 3 are actually East and West according to Notch, I get what you are saying though. My longest test line actually runs the other direction which is probably why I missed it. It appears I didnt invert a boolean I should have in the direction check. Thanks for the heads up.
Though in 1.6 I have changed it so the transition rail behaves the same powered or unpowered if you are moving against the arrows. That is to say it slows the minecart to normal speeds and then propels it at that speed. I'm thinking of even making so it does nothing at all when unpowered, but figure that would kill a lot of people if I did. Having a hard time determining if such behavior is useful. Wondering the same for the boosters too, but that would mean that boosters couldnt slow minecarts anymore. Thoughts?
I second this idea. Maybe it could be a cart that is combined with a BC builder in it's recipe (hence, a builder cart), along with a "filler cart" (using a BC filler in it's recipe) that can tear up rails and put them into an internal inventory.
I like your idea to remove the stopping behavior of the high speed transition rails. I think that is redundant with the boarding/holding rails. When traveling against the arrows, I think the transition rails should reduce speed to normal if powered, or do nothing otherwise (act like normal speed rail). When traveling with the arrows, I think they should act like a speed booster when powered, or a normal speed rail when not. That all makes perfect sense to me.
I'm also in favor of keeping the speed booster behavior the same as what you have now in 1.5.x. This makes them similar to high speed transition rails, but directionless instead. I think that's a useful distinction.
P.S. You've killed me dozens of times! But don't let that bother you. Design it the way you think is right.
I wouldn't make something like that require Buildcraft. And my Tunnel Bore design was intended to place gravel and lay tracks as is goes. I just need to finish it, though since it seems to be such a high demand item it may get moved up the todo list. :wink.gif:
I'll probably get in at least one more release after 1.6 before Forge is updated to Minecraft 1.0. Hopefully the transition won't be too painful.
Status Update:
We are looking at a release no later than tomorrow afternoon if all goes well.
Waiting for DizzyDragon to finish cart linking before I change too much in that direction. I'm not really sure how things are going change once that is done, but for sure boosters in general are going to need a rebalance. And travel speed will be largely dependent on the power of the engine, so.... yeah I have no idea at this point.
Just a thing to stay in mind :wink.gif:
All I can say is "Finally!" Pretty sure I doubled the size of my codebase with this update. And I wouldn't be surprised if there aren't a few bugs here and there that I missed. Most of the information is on the wiki, I just can't fit anymore into the main post. Thanks to the work of Bechill though, the wiki is pretty much completely fleshed out. Would have taken me ages to do what he did in a couple days. Some things are still not documented, such as the alternative bronze recipes, but I'm sure you can figure them out on your own.
Anyway, enjoy!
Patch Notes:
Sure if you wanted to wait another week. -.-
But those are planned eventually. Probably work on the Tunnel Bore next, and add the Distant Signal and Switch Level that I never finished. After that who knows.
Cool! But next week will be the week that i can't play minecraft
Oh and is there any examples of a mod that uses MCL? I can only learn from examples.
I realy like your work on the technical aspect of rails.
What are you thinking about a direction detector rail, i'm think it could be useful.
A rail (shape has eg. one arrow in the middle). If a cart drives in the direction the arrow is pointing then it emmits a redstone signal, if the cart drives in the other direction, nothing hapens.
Just a Causal Miner
Just a Causal Miner
Not that I'm aware, but its not that complicated. Mostly just a bunch of new functions are that pretty self-explanatory and they are documented. If you have specific questions send me a pm and I can probably come up with a bit of example code.
Its not a bad idea, might be some technical issues with implementing a rail in my system that can provide power, but its worth a shot.
Working here, which site is down? Adcraft or Mediafire?
as for some mods ideas, maybe make a more refined version of the elevator rail:
basically you would have a gondola that can be made up to a certain length (like if you had a train of them, like five or four coupled together) and the gondola then can be powered by a button, in switch it would go up or down (which could be determined by a lever).
In addition, you could create a vertical version of the boarding rail, in which again the gondola stops at a level in which then you could make multiple floors or levels of track. you can continue going up or down by pushing a button, switching direction by again a lever.
the gondola can be made with a holding rail or a boarding rail, so that when it reaches its finial destination, it can either automatically continue or be controlled.
the gondola could also apply to creating other forms of transport, like making a roll on-off track that can work with the zeppelin mod, so then your mine-carts could be transported anywhere, air or sea.
the other ideas in mind is something all minecrafters would love:
larger curved track, like 2x2 or 4x4 which would make rail lines look much smoother.
real working trains (like little steamers or diesel switchers)
Mountable guns and grande launchers (if you have SDK guns mods)
zipline minecarts (with the rop mod)
XD lots of ideas yes, but there all pretty good.
Just a Causal Miner
Sent you a pm with an alternate link.
And I'm not actually using Adfly for this release, thought I'd give Adcraft a try.
Oh, and I'm not sure about TMI, I dont use it. I do enough unusual things to give TMI a headache I'm sure. But most of the stuff does show up in creative mode.
Or a special detector-block if its easyer to implement ?
I would realy love it if you can implement some type of this.
In a single rail from A to B Incomming carts are switched (switch-motor) to a tournament rail to to a holding rail, outgoing carts goes straigt ahead to the main rail.
And about TMI, i use it and i have zerro problems with it