NOTICE: Naiten has incorporated this branch into the official RoW branch. Please use his version from here on out. This page is for historical data only!
First off, this is not my mod. I'm simply maintaing the 1.7.10 branch while the current developer, Naiten, works on porting it to 1.8. Please visit his forum page here first before continuing.
Now that that's out of the way:
Welcome!
If you've been following Rails of War closely you'll know that the 1.7.10 version has been on hiatus while Naiten completes his studies. You also might be aware that development is proceeding to 1.8, with only the occasional backport present in 1.7.10. Naiten has graciously given me permission to maintain the 1.7.10 version. The mod here may be his, but all bugs should be reported to me as I'm the one maintaining it! Please do not bother him if you have issues with this version!
There's three sections here: Bugs fixed, changes/tweaks/improvements, and bugs known but not going to be fixed. If you find a bug, or want a specific feature let me know! Just remember that not all suggestions will be implemented. This mod has been a haven for railroad fans, and we don't need another item-transport mod in the giant pile. That being said, if you want to transport items ROWAM adds some functionality.
Fixed bugs:
NO MORE PACKET LEAK! Run your servers 24/7 now!
Ov's tender now remembers coal value on world reload.
Lights on engines don't go out when engine is stationary.
Stock no longer jitters during the first moments of placement.
Stock can now make turns without binding. This is especially true for the carriage.
Couplers no longer de-couple after a world reload.
Numerous track movement fixes.
Memory run fixed on Ov and its tender. Adds ~12FPS and tons of RAM.
Improvements and New Features:
Packet system overhauled to significantly reduce transmission loads. Uses only 1% of previous bandwidth.
Amount of code significantly reduced in classes. Results in less memory usage (broke quite a few things, though).
Dynamic braking system implemented. Locomotives don't stop on a dime anymore.
Fueling system updated to allow creative people to instantly fuel any loco.
You can now fuel locomotives while riding them!
Added back in all decorations that were in previous RoW versions.
Added caboose!
Added lighting to the carriage. There's lights on the ceiling, so it seemed appropriate.
Handcar now causes hunger. (This one was already in the code, just dummied out.)
Cher's tender now fuels the Cher. Works the same as the Ov's tender.
Ov's tender is now rideable.
Ov's tender, caboose, and rideable tank cart all have braking ability.
Added ability to use nametag on Ov's tender. Label is longer than the one on locos.
Tracks switched to blocks. Results in a large FPS boost.
Train length affects speed and acceleration.
Added howitzer!
Added electric SSW engine!
Added ability to for multiple riders in one cart.
Added recipes (presented below).
Crafting:
Features and fixes that will NOT be implemented:
Adding back in 15 degree turns.
Fix jitters and flipping around corners.
Locomotive lights leave patches of light sometimes.
***Above lists are subject to much change***
If you like this mod, consider supporting Naiten on Patreon!
Well this looks really amazing,Don. I think when a few more bugs are hammered out , I'll see if I can get The Rough Frontier to use this update version. Oh I have to ask will the lamps and lampposts be coming back?
Are the rails still rendering using TESR? I spoke to Naiten maybe a year ago about switching them to ISBRH because it'd cut down massive amounts of FPS lag but not sure if he ever did it - that and the packet leak are the only things that stopped me using it, so if you/him have now fixed both I'll be a very happy server admin!
@StevenManea
Bug added to the list. The Ov needs a little bit of love, as y'all are probably aware. Once I have time I'll take a look at the rending code and see what's amiss. If I'm lucky there might be some performance improvments I can make that'll boost FPS.
IIRC, the Cher's tub was a inventory-type lcomotive before 1.5, was it not? If so, there should be a way to render blocks inside the carts depending on inventory. There's still some inventory code hanging around in the source, so I'll see if I can put it back into service.
That being said, the flatbed with logs currently renders all logs at once, making inventory visualization problematic.
@Flenix
Unfortunatly, yes. Each block worth of rail is its own tile entity. It should be possible to switch tracks to use ISBRH, but I'll have to look and see how the tracks are spawned. Track rendering is based on a NBT-integer value, which won't fit into the metadata of a block. This means I have to get creative with my changes.
Are the rails still rendering using TESR? I spoke to Naiten maybe a year ago about switching them to ISBRH because it'd cut down massive amounts of FPS lag but not sure if he ever did it - that and the packet leak are the only things that stopped me using it, so if you/him have now fixed both I'll be a very happy server admin!
I had several branches with ISBRH tracks, but they were all indev and not released. However, 1.8 has no ISBRH at all, but luckily Forge guys helped me out with blockstates and TESR will only be used to animate the switch points.
Rollback Post to RevisionRollBack
“Being intelligent and literate provides more chances to be received favourably”
While others were watching men smash into each other over control of a ball, I was busy with this:
Pop quiz time for the RoW regulars: What's in this picture that has never been in RoW or ROWAM?
Once you guess, take a look at the changelog to see how you did:
Added back in pole clock. Redstone makes it light up!
Added back in pole lamp. Redstone makes it light up!
Added back in the tower clock. Had to edit the texture a hair, but it's good now. Also lights up when powered by redstone!
Added in wall lamp type A (left lamp). Lights up on its own to keep you from having to run redstone all over.
Added in wall lamp type B (right lamp). Also lights up by its own.
Added in crates. They stack like slabs.
Added platform blocks. These were actually in a development branch I was working on before I made them in ROWAM.
Added crossing blocks from ROWAM. Y'all already know how these work...
NEW! Added benches! They rotate to face you when placed and join themselves together dynamically! They were in the same dev branch as the platform blocks.
NEW! Added kerosene lantern! This is the block version of the lantern that you would normally hold in your inventory. This guy was hiding deep in the code.
Also, Dumboldoor5 this update should fix your crash problem. I've been hacking at the code and haven't gotten to updating non-steam rolling stock yet.
While others were watching men smash into each other over control of a ball, I was busy with this:
Pop quiz time for the RoW regulars: What's in this picture that has never been in RoW or ROWAM?
Once you guess, take a look at the changelog to see how you did:
Added back in pole clock. Redstone makes it light up!
Added back in pole lamp. Redstone makes it light up!
Added back in the tower clock. Had to edit the texture a hair, but it's good now. Also lights up when powered by redstone!
Added in wall lamp type A (left lamp). Lights up on its own to keep you from having to run redstone all over.
Added in wall lamp type B (right lamp). Also lights up by its own.
Added in crates. They stack like slabs.
Added platform blocks. These were actually in a development branch I was working on before I made them in ROWAM.
Added crossing blocks from ROWAM. Y'all already know how these work...
NEW! Added benches! They rotate to face you when placed and join themselves together dynamically! They were in the same dev branch as the platform blocks.
NEW! Added kerosene lantern! This is the block version of the lantern that you would normally hold in your inventory. This guy was hiding deep in the code.
Also, Dumboldoor5 this update should fix your crash problem. I've been hacking at the code and haven't gotten to updating non-steam rolling stock yet.
>Hmm, maybeeeee The benches!!!
>Maybe even the crates....
>And the lamps and clocks are back, and finally the lamp hanging would usually be carried on the belt only.
>Am I right, huh huh?
(Are the platform blocks ROWAM or ROWD?)
I do like the tower clocks very much, reminds my of my first RoW railroad, the "Transminecraftian Railroad", the plans were to make it span form sea to sea. I got a nice huge section done, all by hand. Talk about hours upon hours of mindless levee building... Anyways here's a picture of the clock. the inside of the building was lit up by glowstone and behind the tower clock was glass... This is back when handcarts just came out and we still had those sharp turns. I even think that we only had the boxcar and the quarry tubs for rolling stock.
So this fully stuck train is normal then. (Can't move in either direction)
I have some ideas on how to make them move more smoothly, but I don't know enough about minecraf coding in general to really know if it's feasable.
Yes, but maybe carving out the mountain side could help.
If any blocks are touching to track hit-box, even the corners, it will cause the cars to get stuck. But wither way it looks as if there isn't enough room for the coaches to get through.
While coaches tend to bind on any turn that's not a 90-raduis, they aren't so finicky that they can't be pushed through a line like that. Part of the problem is that I re-factored the locomotive's tractive power in the last update and haven't had a chance to patch the motion code. For now you'll just have to resort to shorter trains to avoid binding.
@don_bruce Wait, even 60m curves is not enough for coaches to pass through? That's gonna mean all reconstruction of my railway using 60m turns was just a waste of time? =(((
@AlexTrainer: Coaches can pass through any turn, it's just the smaller the turn the more they 'bind'. Too many coaches on too small a turn and you'll get stuck.
Also, look who I found hanging out in the code!
Now your trains will finally be complete!
Also, the cher's tender is now a functioning tender.
Nice find, I've seen pictures of it on google. I'm assuming it was taken out because the model and textures aren't exactly RoW standard. But I did find one problem. The wheels don't follow the track unless facing one direction.
@AlexTrainer: Coaches can pass through any turn, it's just the smaller the turn the more they 'bind'. Too many coaches on too small a turn and you'll get stuck.
Also, look who I found hanging out in the code!
Now your trains will finally be complete!
Also, the cher's tender is now a functioning tender.
Added caboose! New stock has brakes like the real thing, just press b like on the locos.
Brake tank cart now has working brakes.
Ov's tender is now ridable. Brakes are on that as well.
Bounding boxes for carts and locos have been reworked to be more consistent and realistic.
Next week:
Putting the inventory back in the quarry tub.
Finishing code cleanup; all that's left now is the items.
How amazing Don, hey can I suggest something for the decorations? The only thing I'm now missing personally is just some sort of RR crossing sing(maybe a white x on a tall fence post, as I think this would fit better than a normal RR crossing x).
NOTICE: Naiten has incorporated this branch into the official RoW branch. Please use his version from here on out. This page is for historical data only!
First off, this is not my mod. I'm simply maintaing the 1.7.10 branch while the current developer, Naiten, works on porting it to 1.8.Please visit his forum page here first before continuing.Now that that's out of the way:
Welcome!
If you've been following Rails of War closely you'll know that the 1.7.10 version has been on hiatus while Naiten completes his studies. You also might be aware that development is proceeding to 1.8, with only the occasional backport present in 1.7.10. Naiten has graciously given me permission to maintain the 1.7.10 version. The mod here may be his, but all bugs should be reported to me as I'm the one maintaining it! Please do not bother him if you have issues with this version!
Download
https://minecraft.curseforge.com/projects/rails-of-war/files/2330237
Differences
There's three sections here: Bugs fixed, changes/tweaks/improvements, and bugs known but not going to be fixed. If you find a bug, or want a specific feature let me know! Just remember that not all suggestions will be implemented. This mod has been a haven for railroad fans, and we don't need another item-transport mod in the giant pile. That being said, if you want to transport items ROWAM adds some functionality.
Fixed bugs:
Improvements and New Features:
Crafting:
Features and fixes that will NOT be implemented:
***Above lists are subject to much change***
If you like this mod, consider supporting Naiten on Patreon!
Well this looks really amazing,Don. I think when a few more bugs are hammered out , I'll see if I can get The Rough Frontier to use this update version. Oh I have to ask will the lamps and lampposts be coming back?
Are the rails still rendering using TESR? I spoke to Naiten maybe a year ago about switching them to ISBRH because it'd cut down massive amounts of FPS lag but not sure if he ever did it - that and the packet leak are the only things that stopped me using it, so if you/him have now fixed both I'll be a very happy server admin!
Paving the way to a better world!
@StevenManea
Bug added to the list. The Ov needs a little bit of love, as y'all are probably aware. Once I have time I'll take a look at the rending code and see what's amiss. If I'm lucky there might be some performance improvments I can make that'll boost FPS.
IIRC, the Cher's tub was a inventory-type lcomotive before 1.5, was it not? If so, there should be a way to render blocks inside the carts depending on inventory. There's still some inventory code hanging around in the source, so I'll see if I can put it back into service.
That being said, the flatbed with logs currently renders all logs at once, making inventory visualization problematic.
@Flenix
Unfortunatly, yes. Each block worth of rail is its own tile entity. It should be possible to switch tracks to use ISBRH, but I'll have to look and see how the tracks are spawned. Track rendering is based on a NBT-integer value, which won't fit into the metadata of a block. This means I have to get creative with my changes.
Is it possible to disable block destruction while using the prybar?
I had several branches with ISBRH tracks, but they were all indev and not released. However, 1.8 has no ISBRH at all, but luckily Forge guys helped me out with blockstates and TESR will only be used to animate the switch points.
Game crashed when I placed a quarry tub and now won't let me load the world.
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
While others were watching men smash into each other over control of a ball, I was busy with this:
Pop quiz time for the RoW regulars: What's in this picture that has never been in RoW or ROWAM?
Once you guess, take a look at the changelog to see how you did:
Also, Dumboldoor5 this update should fix your crash problem. I've been hacking at the code and haven't gotten to updating non-steam rolling stock yet.
>Hmm, maybeeeee The benches!!!
>Maybe even the crates....
>And the lamps and clocks are back, and finally the lamp hanging would usually be carried on the belt only.
>Am I right, huh huh?
(Are the platform blocks ROWAM or ROWD?)
I do like the tower clocks very much, reminds my of my first RoW railroad, the "Transminecraftian Railroad", the plans were to make it span form sea to sea. I got a nice huge section done, all by hand. Talk about hours upon hours of mindless levee building... Anyways here's a picture of the clock. the inside of the building was lit up by glowstone and behind the tower clock was glass... This is back when handcarts just came out and we still had those sharp turns. I even think that we only had the boxcar and the quarry tubs for rolling stock.
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
Is it normal for trains to have a very hard time staying together while traveling? Also getting stuck a lot (Especially the third class carriages)
Now to finish the excitement about the tower clocks...
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
With tighter turns, yes
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
So this fully stuck train is normal then. (Can't move in either direction)
I have some ideas on how to make them move more smoothly, but I don't know enough about minecraf coding in general to really know if it's feasable.
Yes, but maybe carving out the mountain side could help.
If any blocks are touching to track hit-box, even the corners, it will cause the cars to get stuck. But wither way it looks as if there isn't enough room for the coaches to get through.
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
@don_bruce Wait, even 60m curves is not enough for coaches to pass through? That's gonna mean all reconstruction of my railway using 60m turns was just a waste of time? =(((
well this is cool. Now i have something to hold me over till this hits 1.8.9
@AlexTrainer: Coaches can pass through any turn, it's just the smaller the turn the more they 'bind'. Too many coaches on too small a turn and you'll get stuck.
Also, look who I found hanging out in the code!
Now your trains will finally be complete!
Also, the cher's tender is now a functioning tender.
Get it here:
https://www.dropbox.com/s/asvsc9lvn8rtkx7/Rails of War-1.7.10-3.0.0-D.jar?dl=0
Changes:
Next week:
Nice find, I've seen pictures of it on google. I'm assuming it was taken out because the model and textures aren't exactly RoW standard. But I did find one problem. The wheels don't follow the track unless facing one direction.
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
How amazing Don, hey can I suggest something for the decorations? The only thing I'm now missing personally is just some sort of RR crossing sing(maybe a white x on a tall fence post, as I think this would fit better than a normal RR crossing x).