Don't know if anyone else had this problem, but wanted to let you know that Avast thinks the new download is malware..... :-(
Did not have a problem with the older version when I downloaded it, but when I went to update to the new RecipieBook-crash-free version it blocks the download.
Rollback Post to RevisionRollBack
Insanity is the sane response to an insane world....
besides, it is more fun that way
This is not working consistantly for me. I built the loader and got it working. The cart would stop and load if there was something to load and then move on. If there was nothing to load, the cart would slow down and then move on. I set up a unloader five blocks down from the loaded and it worked fine, but the loader no longer works right. The cart would not stop , but would load five items in passing, but not stop and load everything. I move the unloader thinking this was the problem. The unloader still works in the new place. I have tried moving the loader, but it does not stop the cart and load it. The first loader I made worked until I built the unloader close to it. Also tthe rail from the mod works well in a straight away, but does not make corners. I have used the MineCraft rail for corners. Also I have seven detectors marked player, detector (player). They all look different so maybe a matter of lables ? I really love the concept of this mod and I am hoping the solution is something simple.
Don't know if anyone else had this problem, but wanted to let you know that Avast thinks the new download is malware..... :-(
Did not have a problem with the older version when I downloaded it, but when I went to update to the new RecipieBook-crash-free version it blocks the download.
I have no idea why it would do that. Other than I think I used the window built in zip function instead of 7zip to make that one. o.O
This is not working consistantly for me. I built the loader and got it working. The cart would stop and load if there was something to load and then move on. If there was nothing to load, the cart would slow down and then move on. I set up a unloader five blocks down from the loaded and it worked fine, but the loader no longer works right. The cart would not stop , but would load five items in passing, but not stop and load everything. I move the unloader thinking this was the problem. The unloader still works in the new place. I have tried moving the loader, but it does not stop the cart and load it. The first loader I made worked until I built the unloader close to it.
That's just odd. I'll test it, but I dont see how it could happen.
Also I have seven detectors marked player, detector (player). They all look different so maybe a matter of lables ? I really love the concept of this mod and I am hoping the solution is something simple.
Sounds like you broke something to me. I've never seen that happen. Even in the Recipe Book the labels were right. You are running 1.1.1 right? I might have fixed the issue that could cause that when I fixed the Recipe Book crash. Wait, are you using TMI? I do see a bug that would cause it to default to "Detector (Player)" if the metadata was set improperly on the itemstack. But even if I fix it, the default just becomes "Detector".
I'll say right now that I would be mighty surprised if TMI worked with Railcraft.
Update - I reloaded the mod, took it out, ran MineCraft, put the mod back in. If the loaded has something to load the cart will stop and load and then move on, but if the loaded chest is empty, the cart will stop and not move on until I put something into the chest to be loaded. I looked at my recipe book and I have six detector (player) recipes. And yes I have TMI, but that is not normally a problem until I have more than 15 damaged values. Redpower has way over 15 and is unuseable with TMI. Super Slopes has 4 and works with TMI. I do not understand why, it is what Eloraam said on her forum.
Update - I reloaded the mod, took it out, ran MineCraft, put the mod back in. If the loaded has something to load the cart will stop and load and then move on, but if the loaded chest is empty, the cart will stop and not move on until I put something into the chest to be loaded. I looked at my recipe book and I have six detector (player) recipes. And yes I have TMI, but that is not normally a problem until I have more than 15 damaged values. Redpower has way over 15 and is unuseable with TMI. Super Slopes has 4 and works with TMI. I do not understand why, it is what Eloraam said on her forum.
Ok, looks like I did break the Detector naming at some point. I swear it worked in 1.1.0.
As for the loader, its supposed to work like that. No point sending empty minecarts everywhere. I suppose I could make a gui for it with options like this eventually. I'd like to hear what kind of options people would like though.
you know how Transport Tycoon segments railtracks by placing signals along a track that turn red if a train is on a track segment behind them, and that there are various signal types to act as AND/or gates?
wiki.openttd.org/Signals
You could probably do something like this using Detectors already, but I could probably make a block that would detect a minecart on any straight track between it and another block of the same type.
I got used to the cart checking and moving on, but staying until it gets a load makes more sense. I really like this mod. Pipes and tubes are nice for a few blocks and yes I also use teleport pipes, but you can't beat a rail setup for an industrial look. Thank you very much for your time and effort.
You mean a full load? I did consider that, but I figured better to move what you have instead of waiting forever for something that might not come. I can see how that would not work well with Buildcraft though.
I wasn't thinking full load, but i see how that might be an option. Trains have always been one of my favorite things. Trains and MineCraft . . . joy!
Rereading you posts you seem to be saying that empty carts would only stop at a loader if the loader had something to load. I have not seen that behavior. Empty carts should stop at a loader until they have something in them.
If the cart had at least one item in it when it arrived at the loader, then yes it would pause and move on.
ID Requirements - This mod currently uses three block IDs. The Loader/Unloader are combined under one ID, and the Detector blocks under another. The new Rails are under the third. Block IDs can be changed in the config file ".minecraft/config/railcraft.cfg".
about the config file... I was adding some mods and had a conflict with railcraft ID's. Would be handy to include a .cfg file in your download. Also, not sure if this is due to my setup, but I can't find the .cfg file, even if I disable the conflicting mods and let railcraft load.
Actually, mod had ran before, but it never did create that .cfg
It should in the same folder as the ModLoader config. Though looking at my files I also see a config file at "bin\config\railcraft.cfg". Which is odd. Could you tell me if there is a config file there and which version you are using? It's possible that running it via the launcher or a bat file will place the file in a different location.
EDIT: It seems that its putting in which ever folder the launcher is run in. I'll fix that right now.
Since I didnt need to do as much behind the scenes work this time I'm able to bring you a bunch of new stuff to play with. Try not to get yourself killed too many times.
Version Notes:
1.2.0
Added Speed Rails!
Added Holding Rail
Added Launcher Rail
Added Crowbar
Boarding Rail recipe changed to be more in line with the new Holding Rail.
Fixed an issue with the config file being created in the wrong location.
Fixed server/client sync for minecarts (appearently I broke it a while ago, that was why minecarts were so floaty in SMP)
Minecarts now rock when taking damage in SMP (harder than it looked, had to fix a few major flaws in my code that were preventing me from doing client side minecart code)
Detector names fixed
Removed rail conversion code - If your world used a 1.0 series version, please install a 1.1 series before installing 1.2. If this is your first time installing Railcraft you can ignore this.
Rereading you posts you seem to be saying that empty carts would only stop at a loader if the loader had something to load. I have not seen that behavior. Empty carts should stop at a loader until they have something in them.
If the cart had at least one item in it when it arrived at the loader, then yes it would pause and move on.
Yes, now I understand what was happening. I had not put in the unloaders yet, so the carts had a partial load and would pause, but not stop. That could be useful. The first loader is priority. it muat losd the cart. Any other loaders down the line would load if they had something to load, but not hold the cart up. I am loving this.
Right now I am giving the farm animals a ride around town. I am using the control rail and hooking them up to a central switch. One way the animals go around clockwise. Change the switch and the animals go counter clockwise. I am trying out the different rails and detectors to see what I can do with them.
Buildcraft pipes would be able to take/place items from a Loader/Unloader, right?
If so, this would be a nice complement to a factory.
Yes, I have BuildCraft pipes and teleport pipes going from my unloader chest to my loader chest. Just so i can watch the carts load and unload. Silly, but fun.
This is amazing. Downloading now. Highspeed rails between millenaire villages get.
Also, would you be able to make a plow cart? Made if you do the cart linking, you can make a furnace cart with a blow the first block. It'll pull the carts attached behind and push mobs out of the way.
EDIT: nevermind. It depends on which way I am facing.
Did not have a problem with the older version when I downloaded it, but when I went to update to the new RecipieBook-crash-free version it blocks the download.
besides, it is more fun that way
I have no idea why it would do that. Other than I think I used the window built in zip function instead of 7zip to make that one. o.O
That's just odd. I'll test it, but I dont see how it could happen.
Working as intended? Which rail are you talking about? None of the new rails can be placed on corners (just like normal booster rails).
Sounds like you broke something to me. I've never seen that happen. Even in the Recipe Book the labels were right. You are running 1.1.1 right? I might have fixed the issue that could cause that when I fixed the Recipe Book crash. Wait, are you using TMI? I do see a bug that would cause it to default to "Detector (Player)" if the metadata was set improperly on the itemstack. But even if I fix it, the default just becomes "Detector".
I'll say right now that I would be mighty surprised if TMI worked with Railcraft.
Thanks
Works fine for me. But I will be releasing 1.2.0 soon anyway.
Ok, looks like I did break the Detector naming at some point. I swear it worked in 1.1.0.
As for the loader, its supposed to work like that. No point sending empty minecarts everywhere. I suppose I could make a gui for it with options like this eventually. I'd like to hear what kind of options people would like though.
What is a TNT rail? I planned to add TNT carts eventually.
You could probably do something like this using Detectors already, but I could probably make a block that would detect a minecart on any straight track between it and another block of the same type.
You mean a full load? I did consider that, but I figured better to move what you have instead of waiting forever for something that might not come. I can see how that would not work well with Buildcraft though.
That's two options I could put in a gui so far.
Rereading you posts you seem to be saying that empty carts would only stop at a loader if the loader had something to load. I have not seen that behavior. Empty carts should stop at a loader until they have something in them.
If the cart had at least one item in it when it arrived at the loader, then yes it would pause and move on.
It should in the same folder as the ModLoader config. Though looking at my files I also see a config file at "bin\config\railcraft.cfg". Which is odd. Could you tell me if there is a config file there and which version you are using? It's possible that running it via the launcher or a bat file will place the file in a different location.
EDIT: It seems that its putting in which ever folder the launcher is run in. I'll fix that right now.
Since I didnt need to do as much behind the scenes work this time I'm able to bring you a bunch of new stuff to play with. Try not to get yourself killed too many times.
Version Notes:
Yes, now I understand what was happening. I had not put in the unloaders yet, so the carts had a partial load and would pause, but not stop. That could be useful. The first loader is priority. it muat losd the cart. Any other loaders down the line would load if they had something to load, but not hold the cart up. I am loving this.
Right now I am giving the farm animals a ride around town. I am using the control rail and hooking them up to a central switch. One way the animals go around clockwise. Change the switch and the animals go counter clockwise. I am trying out the different rails and detectors to see what I can do with them.
Buildcraft pipes would be able to take/place items from a Loader/Unloader, right?
If so, this would be a nice complement to a factory.
Yes, I have BuildCraft pipes and teleport pipes going from my unloader chest to my loader chest. Just so i can watch the carts load and unload. Silly, but fun.
Also, would you be able to make a plow cart? Made if you do the cart linking, you can make a furnace cart with a blow the first block. It'll pull the carts attached behind and push mobs out of the way.
Not directly no, but the chests next to them, yes.