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    posted a message on [Comming Soon] FlintTD's Trains Mod
    To answer some of your questions:

    I have seen what Rails of War is doing. I like their mod a lot, but I won't be teaming up with them. I want to do my own project, and see my vision come to (virtual) life. They also don't really have the physics I want to implement, but I admire their track system.

    When I have working models and everything, I will probably put out a dev video for you all. I have a friend who knows FRAPS and I will probably slap something serviceable together as soon as I can. If I can make the mod work on my computer, you guys will see it working too.

    Custom model support is a long way off, if ever. More likely than not, I will just keep taking suggestions for engines, cars, and other rolling stock as the mod updates. I want a spattering of unique engines (in model and mechanics), which all take time and fumbling. Making an API for a mod for a game without an API is a little silly. But don't worry, I want to implement subway cars too.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    Guess what?

    I'm BAAAAAACK.


    And in my long hiatus I have been tossing around ideas and code in my head.

    Mod Status: Re-living. It was dead for a while. Now it isn't.

    Code Status: I went to college since I started the mod. Still there. Learning general coding and Java. You all know what that means, so get hyped.

    Models Status: I sure am making them. Techne is a butt, though. Without coding, I have no idea if what I am doing actually means anything. Either way, I have some extra track models (if I can't get the ones we already had made), a Shay-in-progress, and a coal tender. I can experiment with different sized cars, bogies, player-train interfaces, and much more.

    Still, the mod will be adding in drastically varied train engines first. Including seven different 2-4-2 engines isn't on the immediate agenda, but I will get there.

    Physics Status: Still more realistic than any other train mod. Still not using calculus.

    THAT ONE OTHER THING I WANTED Status: Check the Original Post. I tweaked it.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    Quote from Jyrome fedx

    Will the train constantly need a fireman to run or can you load it up with the fuel it needs and walk through out the train doing other stuff?
    If you loaded it with fuel and slept in a sleeper car would you wake up down the line closer to your destination?


    Yes! Because the train Engine is a persistent entity and the boiler takes a short while to heat up, you can put fuel inside the fire box and leave the cabin. This means that you could walk down the train and sleep in a sleeper car or buy a drink from the perma-villager Bartender in the Dining Car. You can, of course, forget to check back in and accidentally let the boiler cool down (or explode!) in your absence.

    However, I do not think you will get any farther along the tracks when you sleep, because of how sleeping works in Minecraft. I don't really plan to modify sleeping mechanics.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    Reply time!


    Rhys_BigBob
    For god's sake, man! Edit your post and italicize what you changed! I don't want to plug in another screen and cherry-pick every sentence! I did read it all though...

    Also, I know how the pistons go, and I am replacing your reality with my own.

    However, make no mistake, I reworked the steam according to your suggestions, and I may include a QuickHeater option in the mod data to speed up the heating process.


    El_Zirbs
    This is why you are god-tier, and I am forever humbled by your presence. Seriously, I don't know how you do it. Know that I am steadily plugging along on the engine code, and promise (like always) that progress is being made. The front-end and back-end code works, but the phase shift gets me hung up, even when simplified. Just updating you, um, all I guess.


    TechMaster3333
    Meh. I like the English language better that way, it looks nicer. You can thank me in 200 years.


    NitoRPG
    It is wonderful to see a new face excited for the mod to come out! I have been considering using hand-cars, but their dynamic was pushed aside to focus on the (significantly cooler) steam engines. Perhaps that makes the most sense. You all ARE the secondary idea guys/gal.


    Piniritong_Isda
    HA HA GAUGES! No, we will not be including alternate gauges, unless El_Zirbs feels self-hating enough to argue with me over coding and modeling and thinking up alternate recipes and models and code to further complicate this mod. We will include engines and cars that exist only on certain gauges in our mod, but they will only run on our "MC-Gauge" tracks, and that talks nice with all locomotives.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    OH GOD OH GOD POSTERS!!!

    Lil Avii
    You just won the thread. Thank you. Thank you so much.

    El_Zirbs
    I'm sorry! I thought you found this mod via this thread! Wait, how did you know about this if you didn't find this thread first? I haven't been posting much about this anywhere that I know of....

    Jyrome fedx
    This thing will most likely eat CPU like Tekkit does. I am hoping to fix that, but the train itself is essentially running multivariable calculus, and the cars will most likely chew up dem mega-gigabytes.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    Hey all! I finally got Enrico Fermi's Thermodynamics, a book on thermodynamics! How obvious. Either way, I finally have enough parts and information to finish the baseline code for the boiler! YAY!!!!

    Anyway, let me reply to some more comments:


    Trainmod56
    No there is no mod at the moment. There, however, will soon be a Visual Basic program for the boiler on the most basic of locomotives.

    Rhys_BigBob
    Thank you! The locomotive wheel diameters differ serverely. Some are only a bit smaller than a block, while others seem to be about 2.5 blocks wide! It really depends on what wheel you look at on a given locomotive, and which locomotive you decide to appraise. Some of these engines are a bit fantastic, what with this being Minecraft and all, and certian "distinct" engines play around with wheel sizes, as well as a few other things!

    Also, thank you for telling me about my discrepancies! I will address several of them, but certian, more true-to-life aspects, I have to ignore to either keep the mod simple enough to run or simple enough for me to code! I will get right on that, regardless.

    Jyrome fedx
    Thanks for running interferance for me! Don't get too certain that this mod is ignored, I just need time.

    Piniritong_Isda
    Thank you for that! It's people like you that I make the mod for.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    Hey everyone. Sorry for the long delay between updates.

    A few reasons why the mod is as-of-yet far too quiet:
    - Multivariable Calculus is hard to work with and program
    - I still don't know Java
    - I am considering alternatives with simulating heat engines (simpler than MultiVar Calc but less "steam-trainy")
    - Nobody like to tell me about model making software that I could use to at least give you workign models

    A few things that mean the mod will be done faster:
    - Multiple simultaneously devastating Thermodynamics and Calculus professors are now within a mile radius of me
    - Finding programmers with five minutes and an arm to twist will be easier for me now
    - I have most of the trains solidified on paper, ready to be traslated from my plans to a model
    -- Addendum: The papers might not be in the same state as I am, but th eplans are in my head ready to go

    Hoep all you die-hard faithfuls are still waiting patiently, because I will deliver.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    That was evil, Jyrome! Don't use train puns against me!

    Yes, I know I don't do much. I do plan to make this ModLoader-capeable, as in the title post. I don't know as much about Forge as I would like. No, it isn't all the way done, but I plan on getting this done.

    It would help if Java skills could fall out of the sky, but sadly they do not. Of course free coders are impossible to find, seeing as they are all off doing their own mods. Or making money.

    No, the mod isn't dead. It will come out. Trust me.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    The Class 08 Shunter will probably go in, qweeqkk.

    I know the mod wasn't really updated in a while, but finals month (yes that was a thing at my school) killed me. Now that I am out of school forever, the mod should move ahead faster. The main problem right now is that I am having to deconstruct complicated physics into simpler and more workable code, keeping some reality while over-simplifying some things. The end result should be functional.

    The first iteration of this mod that I will put out will probably be a single engine and track, plus a request for bug reports.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    Alrighty everybody, calm down. And Gamzee, you hold tight. I am still here, still making the mod, and everything is progressing slower than expected. I got slammed by EKSBAWKS HUEG amounts of compounding work and school, so I died a bit.

    But I am back, and the whole concept drawing library will be online as soon as I can get it. My next project will be to make the models, which may take some time (or may not). The models will not deviate from the look and feel of the concepts very much, so fi you kike the feel get ready for the real thing!

    Don't panic.
    ~FlintTD
    Posted in: WIP Mods
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    posted a message on Any good armor textures out there?
    There was this one texture pack that updated only armor. It is very old, but I still have it. It's called Coronaking's Custom Armor.
    Posted in: Mods Discussion
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    I have been doing a lot of work on the code for a basic Locomotive's motive power. I will post the little form1 interace as soon as I have it done and figure out how to post it so it plays in browser.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    Alfieq:

    That is actually a really good idea. I will consider that for a later moditeration, as it makes a lot of sence when using those mining mods.

    HOWEVER, I have neither the espertiece nor the time to build such a train now. Later, maybe, but not now.
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    Quote from Jyrome fedx

    I want to see a long trail of smoke following me. I really like the idea that you actually have to be the engineer. Will their be whistles in this mod?


    The smoke is invisioned as a cluster of large particle-clouds, and will slowly disperse as it floats up to the sky, far above your head.

    And of course there will be whistles in this mod! What kind of train mod do you think we run here?
    Posted in: WIP Mods
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    posted a message on [Comming Soon] FlintTD's Trains Mod
    NEWS: We do actually have a train model. It was built by El_Zirbs, but currently has no wheels or coding. I am working on learning to code, as seen above in the Master Post, but your patience is indeed asked for as far as the timeline is concerned. This mod will happen, but without a (useable) coder, going is slow.

    But it is still going.
    Posted in: WIP Mods
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