covert, do you plan to make the steamtrain soon? i really want to make a long railway with watertanks and checkpoints,but its kinda pointless without a train.
a train would be awesome,but take your time, i'll wait.
According to the bug reports ( MC-2497 ) the torch particle bug that was meant to be fixed in 1.4.5 still exists, so it's pretty safe to say there will be a 1.4.6 fairly soon.
Rollback Post to RevisionRollBack
"Not everyone who has a built a nice chair owes money to the guy that invented chairs"
Background: I'm looking for chunk loaders to use with Mystcraft. At first, I was only interested in a chunkloader; Veovis recommended railcraft. So, I took a look, and found the world anchors.
...
Have you considered making redstone powered anchors -- so that if the anchor is unpowered, it stops forcing a chunk to load? The idea I have in mind is a straight forward "2 hour timer" based on 5 minute dispensers and a 3 bit counter (3 dispenser loop to tick the counter).
Equally, have you considered putting a countdown timer into the anchor itself? 2 hours is enough for my farm age to be happy and ready for harvest (heck, one hour is probably enough.).
...
On the world anchors: I understand the price is to keep player usage of them down. While looking at automation I found this wonderful thing called the Tunnel Bore. If the only module I have is automation, then a tunnel bore costs (if I'm reading this right) three carts and a storage chest (has to store rails, gravel, etc), two furnaces (???), and 18 steel -- which in turn requires blast furnaces. And the bore heads require another 8 steel. (Heck, the diamond head doesn't really seem more expensive than the steel head -- that's probably the best indication I'm not understanding the costs correctly)
Well, I'm curious about the two furnaces. I actually could understand a furnace minecart, to go with the storage minecart (it's self powered, right?), but I'm confused by the rest. Is it supposed to be two furnace carts -- one to power the bore head, and the second to power the bore cart? The picture itself only looks "wide" at the front end, where the two steel blocks are in the crafting recipe.
If I only have automation, then since blast furnaces are in factory, is there any way to actually make the bores? Or does automation need the factory (actually, the coke ovens are also in factory. Hmm.)
Next, even if I had a working bore, well, it seems that it will produce for me, not a nice safe tunnel, but a fresh and functioning mob spawner -- a nice, long, dark tunnel. Have you considered letting me load torches, or something, and letting the bore attempt to place them every 10 spaces or so?
Is factory needed for anything in this mod? If coke ovens and blast furnaces are the basis for steel and oil, and steel and oil seem to be needed for everything else, is factory a must, or is there another option?
Am I understanding these costs correctly? If a diamond head and an iron head both need a block of steel (which seems costly), and otherwise only differ in 8 diamonds but have a huge improvement in performance, then is steel really as costly as I think? Is there a reason to use anything other than diamond heads, except for the first head? Especially: Am I correct in thinking that running a bore at Y=13 is a great way to mine diamond even if you don't care about the tracks (especially combined with an anchor cart -- turn it on, walk away, collect it tomorrow)?
Is there (or will there be) a way to turn off a world anchor when it's job is done?
Is there (or will there be) a way to light up the tunnels that the bore drills, so that I don't have a creeper waiting for me when I go to check on it?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
yeah i do think you're believing steel to be a bit more costly than it is keybounce, the blast furnace can take a little to farm up the materials for but once you have it and a few coal coke around it only costs you 1 coal (coke) and 1 iron to make each piece of steel, the extra cost is mostly just waiting a little bit for the materials to upgrade from their components which is really nothing big.
and steel armor this update, woot, i'll have to give that a try sometime
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Something I'd like to see is "ducks". For those who don't know, in Wisconson Dells (which is a tourist trap in the American state of Wisconson), a popular tourist activity is riding the "ducks," which are vehicles that can drive on land, but also float as boats on water. I'd like to see something like this, just instead of driving on land, they'd run on rails. It'd be good for transit systems on island or oceanous worlds. Also, there could be bouys that tell the boat, or "train" of boats to turn, stop for an amount of time, or do different things. They would go on water like lilypads. There should also be an underwater version. Obviously, rails would be good for stations, or loading zones. There could be a powered cart to pull several "cars," which would be like minecarts that float. This would work better when you make powered carts with fuel inventories. I also would like to see powered carts that use electricity from IC2. But anyway, that is a feature I'd like to see. Also, it'd be cool if you worked together with Extended Boats Mod, to create "ducks" with different speeds.
And I know this mod is all about trains, but still. I wouldn't be offended if you sorta scrapped this idea, but I still think it's a cool concept.
Something else I'd like is a colored minecart system you could use dye to color minecarts. Then advanced detectors could also detect colors. It'd be good for subways that have multiple lines running on a single section of tracks. People could tell the difference between the lines, and the different lines could diverge into different directions.
Suggestion: A 'reinforced' high-speed track that can allow carts (or trains) to take 45° turns safely, if they don't take more than one same-direction 45° turn within a given distance (e.g. allow reasonably-sized S-bends, but not tight 90° corners or one-block bends) while travelling at high speed.
Second, on the wiki the trains module says it's disabled by default in SMP, citing entity sync issues. Trains wound up enabled in SMP (apparently) on my server, and while for the most part they work excellently I've noticed that they take diagonal track lengths very poorly, and even in SSP seem to 'bunch up' and grind to a halt pretty easily. Is there any way to avoid this, other than "don't build diagonal rail lines"?
Suggestion: A 'reinforced' high-speed track that can allow carts (or trains) to take 45° turns safely, if they don't take more than one same-direction 45° turn within a given distance (e.g. allow reasonably-sized S-bends, but not tight 90° corners or one-block bends) while travelling at high speed.
Yeah, I always wondered about that. Why don't you allow high speed rails to take those diagonal turns? I know it's really just a bunch of bends, but I still think that would be a great idea.
Suggestion: A 'reinforced' high-speed track that can allow carts (or trains) to take 45° turns safely, if they don't take more than one same-direction 45° turn within a given distance (e.g. allow reasonably-sized S-bends, but not tight 90° corners or one-block bends) while travelling at high speed.
Second, on the wiki the trains module says it's disabled by default in SMP, citing entity sync issues. Trains wound up enabled in SMP (apparently) on my server, and while for the most part they work excellently I've noticed that they take diagonal track lengths very poorly, and even in SSP seem to 'bunch up' and grind to a halt pretty easily. Is there any way to avoid this, other than "don't build diagonal rail lines"?
Yeah, I always wondered about that. Why don't you allow high speed rails to take those diagonal turns? I know it's really just a bunch of bends, but I still think that would be a great idea.
The reason is pretty simple really. The carts fly off the tracks if they attempt to corner at those speeds. The reason being that the cart is traveling at a speed greater than one block per tick, meaning it might not even see the corner.
Hello all,
I seem to be having a rare problem that has occurred before that doesn't really have a definite solution. Here's my error:
---- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
Time: 11/18/12 5:41 PM
Description: Exception in server tick loop
java.lang.ClassCastException: railcraft.common.blocks.tracks.TileTrack cannot be cast to forestry.core.gadgets.TileMachine
at forestry.core.gadgets.BlockMachine.a(BlockMachine.java:183)
at up.l(World.java:3639)
at up.z(World.java:3649)
at buildcraft.transport.pipes.PipeLogicIron.initialize(PipeLogicIron.java:67)
at buildcraft.transport.Pipe.initialize(Pipe.java:250)
at buildcraft.transport.TileGenericPipe.initialize(TileGenericPipe.java:285)
at buildcraft.transport.TileGenericPipe.g(TileGenericPipe.java:157)
at up.h(World.java:1954)
at gr.h(WorldServer.java:452)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:634)
at ft.q(DedicatedServer.java:241)
at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:565)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at ep.run(SourceFile:539)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows Vista (x86) version 6.0
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 905219016 bytes (863 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xmx1024M -Xms1024M
- FML: ~ERROR~ NullPointerException: null
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 0 / 20; []
- World Antonia Entities: 0 total; []
- World Antonia Players: 0 total; []
- World Antonia Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Dedicated Server
My advice? Ditch ID Resolver and learn to do it manually. And you'll probably need to remove the offending block, either with MC Edit or by changing the ID of Forestry's machines. Because the block currently thinks its a machine but it has a rail tile, and it seems SirSengir didn't put in the proper checks to prevent crashing when that happens.
So, in my case, it isn't that easy (if even possible) to remove the core forestry module because its not just a block. What should I do in this situation? Is there any way to clear the issue or remove the section without having to completely rework the entire server? It really isn't an option for us.
Suggestion: (if possible) The update checker should possibly be set to check for minecraft version otherwise I suspect you'll get a lot of "my minecraft creshed FIX IT NAO!!!" type spam in this thread since many people (and often the most annoying) don't bother reading which version an update is for.
I cannot find documentation for these modules on the wiki:
chunk.loading
world
train: "The Trains Module is currently disabled by default in SMP due to unresolvable issues related to how entity movement is sync'd. If you wish to re-enable it, please see "modules.cfg" in the "/config/railcraft" folder."
For chunk.loading, it sounds like that's the world anchors, yet the wiki puts that in automation with the tunnel bore. Is this just moving world anchors and anchor carts from automation to their own section?
For world, the config files discuss two new ores -- saltpeter and sulfur -- and mentions a recipe for gunpowder. But I didn't see this discussed on the wiki at all.
The only thing I could see in the config file was that saltpeter and sulfur, plus coal dust, make gunpowder (shapeless?), but coal dust seems to be an IC macerator recipe. Additionally, since I'm using Custom Ore Generation, it wants to replace all ores -- meaning that if I were to use this, I have to tell it where/how to place them. With no docs, I don't know where to start.
For train, and this really confuses me: Apparently linking carts -- kinda the critical piece for automation -- does not work in SMP and is "unresolvable" -- yet no indication of what's the issue is given. What does work/does not work if I enable this? What are the tradeoffs?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Trains work fine on my server, save for the diagonals issue posted above.
CovertJaguar: I have to ask; with cart travel, is there a specific technical reason the carts are unable to adapt to a speed greater than one tile per tick, and behave accordingly? I can't claim to know much about the way the cart code works, so I'm just curious.
Also, was there a reason trains have issuss with diagonal rails of any speed, even in SSP?
for sulfur at least it spawns near lava, in it or touching usually, i believe in the deserts only though?
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
for sulfur at least it spawns near lava, in it or touching usually, i believe in the deserts only though?
Saltpeter is Desert, Sulphur is Extreme Hills.
Coal Dust can be made in the rockcrusher I think, I'd suggest using NEI in recipe mode it is incredibly useful especially for recently updated mods that the wiki's may not have caught up to yet.
There be rumors from reliable sources.
Heh, at this rate, there will be no 1.5.
a train would be awesome,but take your time, i'll wait.
According to the bug reports ( MC-2497 ) the torch particle bug that was meant to be fixed in 1.4.5 still exists, so it's pretty safe to say there will be a 1.4.6 fairly soon.
Is factory needed for anything in this mod? If coke ovens and blast furnaces are the basis for steel and oil, and steel and oil seem to be needed for everything else, is factory a must, or is there another option?
Am I understanding these costs correctly? If a diamond head and an iron head both need a block of steel (which seems costly), and otherwise only differ in 8 diamonds but have a huge improvement in performance, then is steel really as costly as I think? Is there a reason to use anything other than diamond heads, except for the first head? Especially: Am I correct in thinking that running a bore at Y=13 is a great way to mine diamond even if you don't care about the tracks (especially combined with an anchor cart -- turn it on, walk away, collect it tomorrow)?
Is there (or will there be) a way to turn off a world anchor when it's job is done?
Is there (or will there be) a way to light up the tunnels that the bore drills, so that I don't have a creeper waiting for me when I go to check on it?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
and steel armor this update, woot, i'll have to give that a try sometime
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
And I know this mod is all about trains, but still. I wouldn't be offended if you sorta scrapped this idea, but I still think it's a cool concept.
Second, on the wiki the trains module says it's disabled by default in SMP, citing entity sync issues. Trains wound up enabled in SMP (apparently) on my server, and while for the most part they work excellently I've noticed that they take diagonal track lengths very poorly, and even in SSP seem to 'bunch up' and grind to a halt pretty easily. Is there any way to avoid this, other than "don't build diagonal rail lines"?
Yeah, I always wondered about that. Why don't you allow high speed rails to take those diagonal turns? I know it's really just a bunch of bends, but I still think that would be a great idea.
The reason is pretty simple really. The carts fly off the tracks if they attempt to corner at those speeds. The reason being that the cart is traveling at a speed greater than one block per tick, meaning it might not even see the corner.
I seem to be having a rare problem that has occurred before that doesn't really have a definite solution. Here's my error:
// Don't be sad, have a hug! <3
Time: 11/18/12 5:41 PM
Description: Exception in server tick loop
java.lang.ClassCastException: railcraft.common.blocks.tracks.TileTrack cannot be cast to forestry.core.gadgets.TileMachine
at forestry.core.gadgets.BlockMachine.a(BlockMachine.java:183)
at up.l(World.java:3639)
at up.z(World.java:3649)
at buildcraft.transport.pipes.PipeLogicIron.initialize(PipeLogicIron.java:67)
at buildcraft.transport.Pipe.initialize(Pipe.java:250)
at buildcraft.transport.TileGenericPipe.initialize(TileGenericPipe.java:285)
at buildcraft.transport.TileGenericPipe.g(TileGenericPipe.java:157)
at up.h(World.java:1954)
at gr.h(WorldServer.java:452)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:634)
at ft.q(DedicatedServer.java:241)
at net.minecraft.server.MinecraftServer.p(MinecraftServer.java:565)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:471)
at ep.run(SourceFile:539)
Relevant Details:
- Minecraft Version: 1.3.2
- Operating System: Windows Vista (x86) version 6.0
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 905219016 bytes (863 MB) / 1037959168 bytes (989 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xmx1024M -Xms1024M
- FML: ~ERROR~ NullPointerException: null
- Is Modded: Definitely; 'forge,fml'
- Profiler Position: N/A (disabled)
- Player Count: 0 / 20; []
- World Antonia Entities: 0 total; []
- World Antonia Players: 0 total; []
- World Antonia Chunk Stats: ServerChunkCache: 0 Drop: 0
- Type: Dedicated Server
This was the solution provided by the OP.
So, in my case, it isn't that easy (if even possible) to remove the core forestry module because its not just a block. What should I do in this situation? Is there any way to clear the issue or remove the section without having to completely rework the entire server? It really isn't an option for us.
Thank you for any insight you can provide.
chunk.loading
world
train: "The Trains Module is currently disabled by default in SMP due to unresolvable issues related to how entity movement is sync'd. If you wish to re-enable it, please see "modules.cfg" in the "/config/railcraft" folder."
For chunk.loading, it sounds like that's the world anchors, yet the wiki puts that in automation with the tunnel bore. Is this just moving world anchors and anchor carts from automation to their own section?
For world, the config files discuss two new ores -- saltpeter and sulfur -- and mentions a recipe for gunpowder. But I didn't see this discussed on the wiki at all.
The only thing I could see in the config file was that saltpeter and sulfur, plus coal dust, make gunpowder (shapeless?), but coal dust seems to be an IC macerator recipe. Additionally, since I'm using Custom Ore Generation, it wants to replace all ores -- meaning that if I were to use this, I have to tell it where/how to place them. With no docs, I don't know where to start.
For train, and this really confuses me: Apparently linking carts -- kinda the critical piece for automation -- does not work in SMP and is "unresolvable" -- yet no indication of what's the issue is given. What does work/does not work if I enable this? What are the tradeoffs?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
CovertJaguar: I have to ask; with cart travel, is there a specific technical reason the carts are unable to adapt to a speed greater than one tile per tick, and behave accordingly? I can't claim to know much about the way the cart code works, so I'm just curious.
Also, was there a reason trains have issuss with diagonal rails of any speed, even in SSP?
for sulfur at least it spawns near lava, in it or touching usually, i believe in the deserts only though?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Saltpeter is Desert, Sulphur is Extreme Hills.
Coal Dust can be made in the rockcrusher I think, I'd suggest using NEI in recipe mode it is incredibly useful especially for recently updated mods that the wiki's may not have caught up to yet.