So does anybody have a good and stable experience with this fork of RoW on SMP dedicated servers?
Well I was told a long time ago that a Forge log, or FML log in this case, can be more helpful then the standard Mincraft crash log, as it shows just about everything that happens during the start up process.
Well I was told a long time ago that a Forge log, or FML log in this case, can be more helpful then the standard Mincraft crash log, as it shows just about everything that happens during the start up process.
I suppose so, except you uploaded the wrong log - there's no crash report at all in there (it should be at the bottom).
Would LOVE to use this mod if it ever gets the recipes to make the trains - completely useless in survival otherwise ! I get that you're trying to make recipes for train parts and then put them together etc, and that this is taking a whileas you need to make pictures for each component and such - couldn't you PLEASE just dummy up some really basic simple recipes using iron ingots and blocks as kind of placeholders until you've finished the real thing ? This would let people who want to play this on survival servers put this mod into their worlds, and can always update to proper recipes later.
So with RoW-1.7.10-15.01.18-2 and ROWAM-1.7.10-6.0.5 my 1.7.10 server is happy but with Rails of War-1.7.10-5.3.5-D and ROWAM-1.7.10-7.2., the server won't even start.
I don't see anything in there about RoW or ROWAM. The only crash-looking things I can pick out is a TileEntityKineticGenerator that's throwing errors. If you can post the crash log rather than the Forge log I could confirm.
Just cleared a bunch of mod things off my to-do list, one of which is adding in the remaining crafting recipes.
Thanks to kandivia you now have a full set of recipes for locomotives and stock. I tweaked a few things, so look at the crafting guide on the OP to see what you need to do.
NickWtn3: there's nothing in either of those logs indicating ROW is causing any problems. I see a bunch of errors from the LOTR mod, though.
To anyone who is having crashes: please post crash reports not forge logs. Crash reports can be found in the .minecraft/crash-reports folder. If you're on Windows, this is usually located at C:\Users\YOURUSERNAME\AppData\Roaming\.minecraft\crash-reports. Mac users: you're on your own to find that. Linux users: you should know how to find a file.
Just cleared a bunch of mod things off my to-do list, one of which is adding in the remaining crafting recipes.
Thanks to kandivia you now have a full set of recipes for locomotives and stock. I tweaked a few things, so look at the crafting guide on the OP to see what you need to do.
NickWtn3: there's nothing in either of those logs indicating ROW is causing any problems. I see a bunch of errors from the LOTR mod, though.
To anyone who is having crashes: please post crash reports not forge logs. Crash reports can be found in the .minecraft/crash-reports folder. If you're on Windows, this is usually located at C:\Users\YOURUSERNAME\AppData\Roaming\.minecraft\crash-reports. Mac users: you're on your own to find that. Linux users: you should know how to find a file.
Did this issue happen during you placing track, or did it happen after a server reset?
Place a new piece of track and tell me if trains follow that.
What is the size of your rowTrackMappings_0.dat file? (found in .minecraft/saves/WORLDNAME/data folder).
Can you post said data file for me to look at?
This'll help me narrow down whether or not the issue is based on lost track data or a faulty track management system.
Here's the world where I started encountering the problems. The world also started crashing and saying "Shutting Down Internal Server" "A fatal error has occurred, this connection is terminated" in single player. The world started out in single player mode and I copied it over to my server. Anyways, here's the world.
Just looked at your world. To test the integrity of your world I ran the logging train along all of the tracks with a pusher and puller OV. Other than royally stressing out my old lappy, your world behaved as expected. Locomotives followed the track, and never ran off a curve. There's a bit of lag that occurs when placing tracks, but that's to be expected when ROW has to search through a track mapping containing 2425 sections of track (4 times the size of my world, by the way). Unfortunately, because I cannot reproduce your bugs on my end it means that we have to do a little debugging on your end instead.
That brings me back to my questions, albeit a bit revised:
Did this issue happen during you placing track, or did it happen after a server reset?
What are you doing when you get kicked out of the world? Placing track or operating locomotives?
Can you post the crash report/log when you get kicked? The reason you're getting kicked is because some packet isn't being handled correctly due to an unforeseen circumstance. If I know what packet is causing it, I can fix it so it doesn't kick you off.
Just looked at your world. To test the integrity of your world I ran the logging train along all of the tracks with a pusher and puller OV. Other than royally stressing out my old lappy, your world behaved as expected. Locomotives followed the track, and never ran off a curve. There's a bit of lag that occurs when placing tracks, but that's to be expected when ROW has to search through a track mapping containing 2425 sections of track (4 times the size of my world, by the way). Unfortunately, because I cannot reproduce your bugs on my end it means that we have to do a little debugging on your end instead.
That brings me back to my questions, albeit a bit revised:
Did this issue happen during you placing track, or did it happen after a server reset?
What are you doing when you get kicked out of the world? Placing track or operating locomotives?
Can you post the crash report/log when you get kicked? The reason you're getting kicked is because some packet isn't being handled correctly due to an unforeseen circumstance. If I know what packet is causing it, I can fix it so it doesn't kick you off.
In single player I have the issue of crashing when I place track or derail. It's in multiplayer when I experience issues with the track tracking systems.
Bounding boxes already exist. Just run over a hoard of zombies with a Yer and watch the carnage. I will say that for some reason the collisions sometimes refuse to work and entities don't get damaged. I think this is due to some sort of lag issue, as it never happens on superflat worlds.
As to coupling, you need to hit the center of the carts vs the couplers themselves. To get an idea where to swing, and to see the aforementioned bounding boxes, press F3+B.
Silly question: how do you turn a rail from north to west, so it's straight again? The curved track only turns to a diagonal and I can't work out how to complete the turn so it's straight west.
First off, Minecraft operates on a Axis-Aligned Bounding Box (AABB) system. This means that all bounding boxes are aligned to the X, Y, and Z axis. This is done as it's a really simple and fast operation to check for collisions if you don't worry about things like rotation. Axis-Oriented Bounding Box (AOBB) systems that have rotatable bounding boxes do exist, but all of them require editing core Minecraft classes directly, something I neither know how nor want to do.
What does that mean for the engines, then? In ROW's case, the bounding boxes of the engines must be square with sides only as long as the engine. If they were rectangular, the bounding box would cause issues with false collisions with blocks as the box can't rotate around turns. Look at the bounding boxes when you take a locomotive around a curve, and notice that they don't move from the center of the train.
Since the bounding boxes don't move, and must be square to avoid sticking the engines, they cannot extend to the front and rear of the train. This results in cars moving through each other until they get close enough for their bounding boxes to intersect. This results in the clipping you see with the ov, boxcars, buffer stop, and all other train-world interactions. Yes, it is intended, no it is not a bug!
Next, the disembarking. That's controlled by Minecraft, which doesn't like to let me know when players get off of locomotives or carriages. I think it's because the carriages are too high off the ground for Minecraft to look for a safe place to spawn you. Minecarts run right on top of blocks, so Minecraft can't drop you down with those.
Finally, the placement of turns: Go get the newest version. It places a holographic track of whichever piece you are holding on the closest solid block beneath you. Mind you, this only works in third-person, and only directly beneath you, but it should be of immense help for those of you planning large turns.
Oh, and on the update note, Breeko recently released a copy of his German signals mod. I have no idea how to actually use the signals, save for the fact that the crossing arms are activated by placing a controller block below them and giving it a redstone signal. Still, they look pretty cool!
Well I was told a long time ago that a Forge log, or FML log in this case, can be more helpful then the standard Mincraft crash log, as it shows just about everything that happens during the start up process.
I suppose so, except you uploaded the wrong log - there's no crash report at all in there (it should be at the bottom).
Wow well I pulled that out of the crashes folder and it said latest. I check that out and see what happened.
OK this is the FML log: https://www.pastefs.com/pid/2372 and the game output: http://pastebin.com/zkJwWUBt I hope one of these helps.
Would LOVE to use this mod if it ever gets the recipes to make the trains - completely useless in survival otherwise ! I get that you're trying to make recipes for train parts and then put them together etc, and that this is taking a whileas you need to make pictures for each component and such - couldn't you PLEASE just dummy up some really basic simple recipes using iron ingots and blocks as kind of placeholders until you've finished the real thing ? This would let people who want to play this on survival servers put this mod into their worlds, and can always update to proper recipes later.
So with RoW-1.7.10-15.01.18-2 and ROWAM-1.7.10-6.0.5 my 1.7.10 server is happy but with Rails of War-1.7.10-5.3.5-D and ROWAM-1.7.10-7.2., the server won't even start.
Am I doing this wrong?
http://pastebin.com/fBQLc82V
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
I don't see anything in there about RoW or ROWAM. The only crash-looking things I can pick out is a TileEntityKineticGenerator that's throwing errors. If you can post the crash log rather than the Forge log I could confirm.
Hello has anyone checked my problem out again now that I have updated the logs?
Just cleared a bunch of mod things off my to-do list, one of which is adding in the remaining crafting recipes.
Thanks to kandivia you now have a full set of recipes for locomotives and stock. I tweaked a few things, so look at the crafting guide on the OP to see what you need to do.
NickWtn3: there's nothing in either of those logs indicating ROW is causing any problems. I see a bunch of errors from the LOTR mod, though.
To anyone who is having crashes: please post crash reports not forge logs. Crash reports can be found in the .minecraft/crash-reports folder. If you're on Windows, this is usually located at C:\Users\YOURUSERNAME\AppData\Roaming\.minecraft\crash-reports. Mac users: you're on your own to find that. Linux users: you should know how to find a file.
Thank you I will post it to there fourm.
Could you do a few things for me?
This'll help me narrow down whether or not the issue is based on lost track data or a faulty track management system.
Here's the world where I started encountering the problems. The world also started crashing and saying "Shutting Down Internal Server" "A fatal error has occurred, this connection is terminated" in single player. The world started out in single player mode and I copied it over to my server. Anyways, here's the world.
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
Just looked at your world. To test the integrity of your world I ran the logging train along all of the tracks with a pusher and puller OV. Other than royally stressing out my old lappy, your world behaved as expected. Locomotives followed the track, and never ran off a curve. There's a bit of lag that occurs when placing tracks, but that's to be expected when ROW has to search through a track mapping containing 2425 sections of track (4 times the size of my world, by the way). Unfortunately, because I cannot reproduce your bugs on my end it means that we have to do a little debugging on your end instead.
That brings me back to my questions, albeit a bit revised:
In single player I have the issue of crashing when I place track or derail. It's in multiplayer when I experience issues with the track tracking systems.
-Is it possible to make tracks stackable?
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
As to the stacking, go get the newest version on the OP. It also fixes a slight rendering issue with benches.
As to coupling, you need to hit the center of the carts vs the couplers themselves. To get an idea where to swing, and to see the aforementioned bounding boxes, press F3+B.
Silly question: how do you turn a rail from north to west, so it's straight again? The curved track only turns to a diagonal and I can't work out how to complete the turn so it's straight west.
Tutorial: How to create a server economy with Forge mods
two rails.
Ahh, I get it... Two curved rails on opposite sides connecting at their diagonal points. Thank you Lego!
Tutorial: How to create a server economy with Forge mods
Time for a Minecraft coding lesson, I see.
First off, Minecraft operates on a Axis-Aligned Bounding Box (AABB) system. This means that all bounding boxes are aligned to the X, Y, and Z axis. This is done as it's a really simple and fast operation to check for collisions if you don't worry about things like rotation. Axis-Oriented Bounding Box (AOBB) systems that have rotatable bounding boxes do exist, but all of them require editing core Minecraft classes directly, something I neither know how nor want to do.
What does that mean for the engines, then? In ROW's case, the bounding boxes of the engines must be square with sides only as long as the engine. If they were rectangular, the bounding box would cause issues with false collisions with blocks as the box can't rotate around turns. Look at the bounding boxes when you take a locomotive around a curve, and notice that they don't move from the center of the train.
Since the bounding boxes don't move, and must be square to avoid sticking the engines, they cannot extend to the front and rear of the train. This results in cars moving through each other until they get close enough for their bounding boxes to intersect. This results in the clipping you see with the ov, boxcars, buffer stop, and all other train-world interactions. Yes, it is intended, no it is not a bug!
Next, the disembarking. That's controlled by Minecraft, which doesn't like to let me know when players get off of locomotives or carriages. I think it's because the carriages are too high off the ground for Minecraft to look for a safe place to spawn you. Minecarts run right on top of blocks, so Minecraft can't drop you down with those.
Finally, the placement of turns: Go get the newest version. It places a holographic track of whichever piece you are holding on the closest solid block beneath you. Mind you, this only works in third-person, and only directly beneath you, but it should be of immense help for those of you planning large turns.
Oh, and on the update note, Breeko recently released a copy of his German signals mod. I have no idea how to actually use the signals, save for the fact that the crossing arms are activated by placing a controller block below them and giving it a redstone signal. Still, they look pretty cool!