Since trains are now 3 blocks height, If you put loader above 2 blocks, Train will stuck...
In my option, I use pistons to make liquid loader work, but vanilla pistons will not work, so I use Pistronics 2 Mod to do this work (That mod add some modular pistons)...
Use Railcraft advance detector to trigger the piston
When train arrived, It will detect the loco and pushes the loader to the current position, It will load the fuel into the loco (Work same ways on the other tank cart too), When the fuel tank was full, it's will send the loco out just like normal liquid loader did.
And when loco departed, detector no longer emit redstone signal, so the piston pull loader back to prevent train cart been stuck.
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You may be able to use a resource pack to change the sounds for them.
With the rewrite we will be adding a bunch of new sounds for all the trains.
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The new rails will have a number of features in the config for low-end users.
There will be a psudo 2D mode that removes an extra 4 cubes per segment and makes the rails look 2d. Plus you will be able to define segments per block between 4 and 20 (as it is right now, TC rails are at about 10 segments per block).
Since the TC rewrite is an extension of another mod (TiM), I'll be able to release it in a few months having just the rails so everyone can get started world building and providing feedback ahead of time.
And before you ask, yes TC's old trains work on the new rails, so do vanilla minecarts, and anything else that can use vanilla rails, (also I haven't uploaded the code for the new rails to TiM's git, so you can't test it yet even if you build it, not that it's stable yet anyway).
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Yeah the dupe bugs are fixed in 010, along with a bunch of other bugs, there's some performance enhancements, 5+ new trains, and 7+ new rollingstock. And a few new skins that I lost count of.
Hopefully release this Friday, maybe sooner.
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Well release was delayed. blame hurricane Harvey, I get back to work tomorrow and I'm pulling the lead out, I hope to have the update out tuesday.
50-ish player slots is a feat when they have to deal with the spaghetti mess that is traincraft's networking, movement, and registry code. You'd need something that's a really strong quad core (remember MC can't use more than 3 cores in most cases, so 10 core servers are marketing scams), and RAM wise you'd need at least 6GB. They would also have to have some pretty strong internet that's preferably milti-banded.
You might have better luck looking into linux servers when it comes to pricing and meeting the needs properly, assuming you know how to work them.
No idea, canitzp is working on it though and we did have someone new jump on the 1.10+ ship so maybe that will help it move along.
Oh 1.9 will definitely come before 1.10+. But 1.11 shouldn't be too far after 1.10 from what I hear.
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In TC's case It's not an error, just poor design. TC as of 1.6.4 was designed to use it's own rails, and support for vanilla movement (what ZnD overrides) was never there. Movement on vanilla rails was an extension of TC's already existing movement functionality in 1.7.10.
If I'm not mistaken RC does something along the same line in 1.7.10, but I haven't really dug through his code.
I'm doing what I can to get TC's rewrite (due out in a couple months, hopefully), to fully support ZnD tracks VIA the actual API rather than the override (more reliable that way).
If you ask me, the rewrite is too close to it's release, for the port to be bothered with when it comes to stuff like this.
Which is exactly why I decided to drop by. The ZnD support I mean.
(i was looking for the download, found it, but stumbled across this forum so thought I'd drop in and say hi
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Let me be more specific then...
pure M3U/PLS web URL's are the only supported values, and the stream must be MP3 (and maybe PCM, not sure).
Good: "http://play.radionintendo.com/shinesparkers.m3u"
bad: "http://yp.shoutcast.com/sbin/tunein-station.m3u?id=898221"
Single Player ONLY: "file:///C:/Users/Derp/Desktop/Station.m3u"
I can't make this any easier or any more supportive for formats and mediums until the rewrite, sorry about that.
In the rewrite I want to at least fully support shoutcast.
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I mean I could, but it would probably crash instantly, and be missing a number of features. I don't think any of us want that
Yeah, I'm stoked to see what API changes are happening. Probably won't make my job easier though, lol.
TC news for anyone that missed it:
First off, thanks for the support all.
Now for the actual news, I vastly simplified the render from the rewrite, so I just need to rework some models before I release alpha 0.2.6.
I'm actively working on getting the new render for the rewrite in the 010 port release, that means the port will also be able to do models from SMP Toolbox, and BDCraft Cubik Pro (studio not supported).
The animator is staying in the rewrite only though due to some limitations in the port.
There's also a really sketchy OBJ render too, I haven't tested it much, so it may need some patches, but I'll include it in 010.
Because of the new render I'll be reworking one of the already existing train models using the new rendering features. I'm still checking with the community which ones aren't already being remade, I don't wanna work on something that someone else is already covering.
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Well, I was already planning an interactive map system in the UI that let you control switches remotely, similar to train simulator, even for unloaded chunks.
Computercraft support would be an interesting extension of that.... Perhaps even allow for some timers and stuff like you are saying, since it would be harder to setup.
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This sort of functionality is planned for the train caboose functionality (which would be what's also used for control cars since they are just a modern caboose).
The plan at the moment is to be that while in the train or any connected cars, you can cycle through the GUI's and interact with whatever you actually have permission to interact with. So for example if you are in a control car or a train, even double/triple/more headings, you can control the train from the heading GUI or by cycling to the GUI of a train.
You could even have a train driver at one end and a control car driver at the other end and both control the train at the same time, for example this would be great if the driver needs to stop a several chunk long train at a very precise point.
The physics and controls for this stuff is already implemented, but the GUI and permission stuff is not in yet (mostly because I only have 1 GUI thus far and that makes testing difficult).
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honestly I would have agreed with you. there are a number of trains I have gotten requests for that are just blandly textured boxes.
not to mention most of the artists that I have worked with, that were actually good, enjoy the details. just putting out a box with wheels isn't satisfying. doesn't feel like an accomplishment or a real contribution.
its like me and code. a new feature that only works with a few lines of code, first try for the passenger scaling I got it working with all of 15 lines of code. don't get me wrong I'm glad it works perfectly with so little code, but it doesn't feel like an accomplishment.
at any rate, don't mind xeno, he just likes to stir up controversy over nothing.