There's a weird issue when using custom base folder on mac. When I try to select a folder, it tells me that it has to be in a directory ending in "Library/Application Support/minecraft" (which I understand why, it's where minecraft will look for it), but when I make these series of sub folders, it actually uses the directory "Library/Application Support/Library/Application Support/minecraft", which is inconsistent.
the texture needs a slight fix though, or is that just me?
on the inner corner where it connects to the normal straight rail
Yeah, the texture was mostly made very early on with no real quality goal in mind. I did go back and fix some of the rails being too dark, but it still looks horrible. If you (or someone you know or anybody reading this) wants to try making a better texture for this, be my guest. Just make sure to post it here in the forum.
I doubt it. It would requre custom textures and for the mod to recognice RC tracks.
An update on RailCraft compatibility: I went ahead and looked at the code for it, and hooking it will not be very easy, so I'm taking it upon myself to try to make a hook. No guarantees on when, though, because I'm in the middle of orientation week at college, and RC uses a really weird system involving TileEntity or something.
EDIT: After looking at RailCraft again, I realized that a lot of the mods that could utilize a hook with this would do things like how RC did: same blockId for multiple track types, different ways of dealing with metadata, ect. I am going to revamp the hook system. It will be cool with @Interfaces and everything. It will make making a hook for RC, or for any other mod, really easy :).
Make a way to connect the minecarts, so you can use the powered minecart and manking no need of powered rails =D (i find gold hard to find )
First, I'm pretty sure there is already a mod for this (If not, I know there's a bukkit plugin :P). Second, That plan would backfire on you quickly, as powered carts cannot push a minecart with something in it uphill.
yeah i did that, else the magic launcher always says no mods found when i add them
im using MinecraftForge-3.3.8.152-Client
Hm, I had no problems just taking the jar file I had and used it normally. In fact, I only got the error you got when I made the change I suggested (my bad). You're saying magic launcher won't recognize my mod as is? Are you adding it as an internal or external mod (the upper list or the lower list in the setup window)? Try changing it. If it doesn't work, I'll rebuild the mod with the mod class in the default package, and it should fix the problem.
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT f9878ec8 --------
Generated 2/09/12 7:28 PM
Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.7.0_05, Oracle Corporation
VM: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
LWJGL: 2.4.2
OpenGL: ATI Mobility Radeon HD 4570 version 2.1.8202 Release, ATI Technologies Inc.
cpw.mods.fml.common.LoaderException: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mod_BetterRails (wrong name: betterrails/mod_BetterRails)
at cpw.mods.fml.common.Loader.load(Loader.java:436)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:592)
at cpw.mods.fml.client.FMLClientHandler.onPreLoad(FMLClientHandler.java:193)
at net.minecraft.client.Minecraft.a(Minecraft.java:383)
at net.minecraft.client.Minecraft.run(Minecraft.java:736)
at java.lang.Thread.run(Unknown Source)
Caused by: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: mod_BetterRails (wrong name: betterrails/mod_BetterRails)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:527)
at cpw.mods.fml.common.Loader.attemptFileLoad(Loader.java:561)
at cpw.mods.fml.common.Loader.load(Loader.java:382)
... 5 more
Caused by: java.lang.NoClassDefFoundError: mod_BetterRails (wrong name: betterrails/mod_BetterRails)
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.Loader.loadModClass(Loader.java:494)
... 7 more
--- END ERROR REPORT 2acf9f22 ----------
Hm, I'm not sure what's happening. I can assume you're using minecraft 1.2.5, but what build of forge are you using? I will try to test it, but in the mean time, try moving the class mod_BetterRails out of the "betterrails" folder and into the root folder in the jar. That might fix the issue .
I doubt it. It would requre custom textures and for the mod to recognice RC tracks.
It will not work with RailCraft rails (yet). I could try to make the textures myself and make a hook that changes it for you, but I both don't have the time, nor the art skill to make the textures. The easiest thing would be for the RailCraft creator to support this plugin internally, but I have no clue if/when that would happen.
Yah, It would be awesome if you did a spotlight if this. Just put a link here so I can find it.
You have to first have to add the forge zip as a mod, then under the external mods, click manage, and place the Better Rails jar in the folder that opens. It should look like this:
Great idea!
Maybe it's also possible to make huge curved rail segments?
That's a good idea, but I don't think I'll be implementing it. Adding large curves would require changing the way carts work, and the goal with this plugin is just to affect aesthetics, not functionality.
While watching a video on youtube about a minecraft roller coaster, I noticed a small graphical annoyance: when riding a diagonally facing track, the track visibly weaves back and forth, but the cart moves smoothly diagonally. This plugin fixes this issue. This mod does not add a block or change metadata, so this mod is SMP compatible, and the method of making diagonal tracks doesn't change.
This mod is non-destructive, and will not edit your saves. If you decide to remove this mod, your saves will continue to work.
Install Forge. You can download the latest build and install with the instructions at http://www.minecraft...t/topic/124583- or use a mod loader/installer such as MCPatcher or Magic Launcher.
Download and place BetterRails.jar in the folder called mods (making it if necessary) in your .minecraft folder.
Profit
F.A.Q
Q: So, how do I get the diagonal tracks again?
The same way you used to: place regular tracks in a zig-zag. The mod will retexture the track to make them diagonal for you
Q: When I have my track move to the side one block and continue in the same direction, a weird shape appears in that part of the track. Is this a bug?
No. Although originally made as a side effect, it has been left in purposefully. It's called an S-Bend, and it more accurately shows the carts path.
Q: I made a track before installing this mod. What do I have to do to make it work with this mod?
Nothing . Once you install this mod, all the tracks that go diagonally will now be diagonal tracks. If you decide to uninstall the mod, or share the save with someone that doesn't have this mod, it track will still work, although the tracks will go back to being the vanilla-style zig-zags.
Q: How do I add support for this mod in my texture pack?
Simple. Open up the jar file for this mod and take a look at betterrails/drails.png Just edit the image and place the image in the folder in your texture pack. (and yes, this does support HD texture packs).
For how to edit the image, let's look at a blown-up version of the part with the tiles:
The tiles 1 and 2 should be self explanatory if you've made a texture pack before. These are the standard track textures. When you have this mod installed, tracks completely ignore the terrain.png file, so you need to make sure you put them here too.
Tile 3 is the diagonal track. If you want to see what it will look like connected (to see how the whole track will look), make sure you flip the copy once, then rotate it. Either flip horizontally and rotate once clockwise, or flip vertically and rotate once counter-clockwise.
Tile 4 should be able to connect to tile 1 at the bottom and tile 3 to the right. Make sure to flip any copies like you did for Tile 3 if you want to see how they connect.
Tile 5, at first glance, looks just like tile 4, but on close inspection, you will notice the shading has switched sides. For this one, just copy tile 4 and change which side of the spoke is shaded
Q: The rails in this mod look terrible
Although not a question, I totally agree with you. If you want, create a new texture file and submit it below (see the above question). If I like it, I'll make it the default texture and accredit you for it
Q: I am a mod maker that makes a new rail block with Forge, and I want my plugin to hook this one. How might i do that?
It's really simple to support this. First, make sure your block class extends BlockRail and isPowered() returns false. Make sure to import the better rails jar into your IDE. Then, in your main class, first make sure the player has my plugin installed (either through a dependency or checking if the class exists), and add the following line (change "myblock" to your block):
myblock.setRenderType(BetterRails.getRenderId());
make sure you import betterrails.BetterRails
Now all that's left is the texture file. The method of making textures for your tracks is pretty much the same as for making a texture pack (see a few questions up), but you can place the textures anywhere you want in your image file. Make sure to set the texture index to the location of the strait track piece in the image.
NOTE: If you're building for minecraft 1.2.5 (why would you?), there is a chance that you will get -1 as the render id. Have a catch for this, and try to get the id later if this happens.
I'm glad that you got a 1.3.1 preview out, and it's working mostly great. There were two issues that popped up. If anybody know why these are happening, feel free to tell me. I hope both of these issues can be fixed soon
If I turn on AA (usually, I set it to 4), The clouds start to have jaggedly edges between each of the cloud "blocks" (between what each pixel represents in the clouds image in the jar). This goes away once I turn AA off.
If i turn on Anisotropic Filtering to any degree, the rendering mode switches to bilinear filtering (I'm pretty sure that's the issue; knowing what I know about GL rendering, I think that's what is happening). This is really annoying for low-res textures. It would be cool to have a Bilinear/Pick-Nearest option as a setting (for those running 128x128 texture packs), but it needs to be separate from the Anisotropic Filtering setting.
I think this could work. I think the size now is good, but just looping it could work. The changes needed to make it work would be a change to the chunk generation and biome assignment near the ±32000000 mark (so that the transition is fluid), which would make maps that have that part loaded be weird (like when they changed the biome code in beta), but it shouldn't be THAT hard...
A strange bug keeps happening to me. Only when I use OptiFine (doesn't happen on a vanilla game), the screen will occasionally flicker when in a smp world and in the chat window. It isn't exactly replicable, as it happens randomly, but it appears to happen more if the server is a little laggy and I'm typing something. I'm using OptiFine 1.1_HD_MT_B2. Please tell me what I'm doing wrong.
you mean 12w05b ? :tongue.gif:
He isn't going to do it either because MCP doesn't try to keep up with the weekly builds (I know I would never be able to do it), or because he doesn't have time to manually de-obfuscate the classes himself. Sorry, but you'll just have to play the builds vanilla or wait till 1.2
Wow, I can't believe I didn't see that one :tongue.gif:. He did what I initially thought to do but realized would be a pain to implement (the author of that mod even said he had to make a new class for the scrolling :tongue.gif:). I may not upkeep this one if there's another, but I'll still wait and see what people think of ours (and our differences).
Still useful though, good work for your first mod.
Well, technically this is my second. However, my first one (CreativeKill) wasn't really a stretch as it was mostly about adding an if statement in a couple of places :tongue.gif:. This was my first experience with GUI, and it turned out pretty good :smile.gif:.
0
0
I'm working on this. I just ported it over to work with the Forge API, so I still need to work on adding a command for it. It will come, though.
0
Oh, is that what that means :P. I saw that, but I thought it meant no mod dependencies or MC version number requirement found or something :P.
Yeah, the texture was mostly made very early on with no real quality goal in mind. I did go back and fix some of the rails being too dark, but it still looks horrible. If you (or someone you know or anybody reading this) wants to try making a better texture for this, be my guest. Just make sure to post it here in the forum.
0
An update on RailCraft compatibility: I went ahead and looked at the code for it, and hooking it will not be very easy, so I'm taking it upon myself to try to make a hook. No guarantees on when, though, because I'm in the middle of orientation week at college, and RC uses a really weird system involving TileEntity or something.
EDIT: After looking at RailCraft again, I realized that a lot of the mods that could utilize a hook with this would do things like how RC did: same blockId for multiple track types, different ways of dealing with metadata, ect. I am going to revamp the hook system. It will be cool with @Interfaces and everything. It will make making a hook for RC, or for any other mod, really easy :).
0
First, I'm pretty sure there is already a mod for this (If not, I know there's a bukkit plugin :P). Second, That plan would backfire on you quickly, as powered carts cannot push a minecart with something in it uphill.
0
Hm, I had no problems just taking the jar file I had and used it normally. In fact, I only got the error you got when I made the change I suggested (my bad). You're saying magic launcher won't recognize my mod as is? Are you adding it as an internal or external mod (the upper list or the lower list in the setup window)? Try changing it. If it doesn't work, I'll rebuild the mod with the mod class in the default package, and it should fix the problem.
0
Hm, I'm not sure what's happening. I can assume you're using minecraft 1.2.5, but what build of forge are you using? I will try to test it, but in the mean time, try moving the class mod_BetterRails out of the "betterrails" folder and into the root folder in the jar. That might fix the issue .
It will not work with RailCraft rails (yet). I could try to make the textures myself and make a hook that changes it for you, but I both don't have the time, nor the art skill to make the textures. The easiest thing would be for the RailCraft creator to support this plugin internally, but I have no clue if/when that would happen.
0
I have uploaded a 1.2.5 version. Make sure to install a forge version compatible with 1.2.5 (try http://www.minecraftforge.net/forum/index.php/topic,371.0.html)
0
People still use 1.2.5?
Sure, I can build a 1.2.5 version for you
0
Yah, It would be awesome if you did a spotlight if this. Just put a link here so I can find it.
You have to first have to add the forge zip as a mod, then under the external mods, click manage, and place the Better Rails jar in the folder that opens. It should look like this:
That's a good idea, but I don't think I'll be implementing it. Adding large curves would require changing the way carts work, and the goal with this plugin is just to affect aesthetics, not functionality.
4
This mod is non-destructive, and will not edit your saves. If you decide to remove this mod, your saves will continue to work.
Screenshots
Before:
After:
Videos
MEOLA's Mod Spotlights:
Chaz's Minecraft Mod Reviews:
NerdZander's Minecraft Mod Spotlights:
Dowload
Forge Downloads:
http://jenkins.minec...7070/job/forge/
For Minecraft 1.4.2:
https://dl.dropbox.com/u/22202470/minecraft/betterrails/BetterRails%201.4.2.jar
For Minecraft 1.3.2:
https://dl.dropbox.com/u/22202470/minecraft/betterrails/BetterRails%201.3.2.jar
Installation
Installation is as simple as 1-2-3.
Q: So, how do I get the diagonal tracks again?
Q: When I have my track move to the side one block and continue in the same direction, a weird shape appears in that part of the track. Is this a bug?
Q: I made a track before installing this mod. What do I have to do to make it work with this mod?
Q: How do I add support for this mod in my texture pack?
For how to edit the image, let's look at a blown-up version of the part with the tiles:
The tiles 1 and 2 should be self explanatory if you've made a texture pack before. These are the standard track textures. When you have this mod installed, tracks completely ignore the terrain.png file, so you need to make sure you put them here too.
Tile 3 is the diagonal track. If you want to see what it will look like connected (to see how the whole track will look), make sure you flip the copy once, then rotate it. Either flip horizontally and rotate once clockwise, or flip vertically and rotate once counter-clockwise.
Tile 4 should be able to connect to tile 1 at the bottom and tile 3 to the right. Make sure to flip any copies like you did for Tile 3 if you want to see how they connect.
Tile 5, at first glance, looks just like tile 4, but on close inspection, you will notice the shading has switched sides. For this one, just copy tile 4 and change which side of the spoke is shaded
Q: The rails in this mod look terrible
Q: I am a mod maker that makes a new rail block with Forge, and I want my plugin to hook this one. How might i do that?
make sure you import betterrails.BetterRails
Now all that's left is the texture file. The method of making textures for your tracks is pretty much the same as for making a texture pack (see a few questions up), but you can place the textures anywhere you want in your image file. Make sure to set the texture index to the location of the strait track piece in the image.
NOTE: If you're building for minecraft 1.2.5 (why would you?), there is a chance that you will get -1 as the render id. Have a catch for this, and try to get the id later if this happens.
0
If I turn on AA (usually, I set it to 4), The clouds start to have jaggedly edges between each of the cloud "blocks" (between what each pixel represents in the clouds image in the jar). This goes away once I turn AA off.
If i turn on Anisotropic Filtering to any degree, the rendering mode switches to bilinear filtering (I'm pretty sure that's the issue; knowing what I know about GL rendering, I think that's what is happening). This is really annoying for low-res textures. It would be cool to have a Bilinear/Pick-Nearest option as a setting (for those running 128x128 texture packs), but it needs to be separate from the Anisotropic Filtering setting.
0
0
you mean 12w05b ? :tongue.gif:
He isn't going to do it either because MCP doesn't try to keep up with the weekly builds (I know I would never be able to do it), or because he doesn't have time to manually de-obfuscate the classes himself. Sorry, but you'll just have to play the builds vanilla or wait till 1.2
0
Wow, I can't believe I didn't see that one :tongue.gif:. He did what I initially thought to do but realized would be a pain to implement (the author of that mod even said he had to make a new class for the scrolling :tongue.gif:). I may not upkeep this one if there's another, but I'll still wait and see what people think of ours (and our differences).
Well, technically this is my second. However, my first one (CreativeKill) wasn't really a stretch as it was mostly about adding an if statement in a couple of places :tongue.gif:. This was my first experience with GUI, and it turned out pretty good :smile.gif:.