• 3

    posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)
    Quote from TFlok»

    I originally gave this mod a try about almost two years ago now so I already know how to fly my PZL-P11. I'm pleasantly surprised that the quality and performance of flying a PZL-P11 in the mod's current version (1.12.2-9.1.1) has improved by a large margin. When I first tried this mod I had constant issues with in-flight plane stuttering/jerking/jittering/having-a-seizure whenever I moved my inflight PZL-P11 with the controls, it made landing even more jarring to do and see. Not to mention how many other failures I had on my airstrip due to bugs and glitches, yikes.


    I'm just glad to see a mod like this actually having progressed further in development and fixing the bugs and glitches it previously had. When I first got into this mod I was adamant about learning how to use the controls of the plane (and how the mod worked with them) in the mod's previous version and title because I'm not new to flight simulators and I needed to fly that lovely deathtrap PZL-P11 quite badly enough that I was willing to ignore all the stuttering/jerking/jittering while in-flight back then.


    Fast-forwarding to today, all I can say is how awesome it is to see the quality and performance of this mod improve. Thank you, very much appreciated!


    I had only about 4 failures today in-game after installing the mod but those failures happened because I was new to the updated form of the mod and thus my own in-game mistakes happened. On my 5th attempt I finally took off properly and flew around my world a bit and then headed back to the makeshift airstrip of mine, landed the plane literally the first time which isn't that surprising to me personally as I've flown flying vehicles in other simulators before. Still an awesome feel though.


    See now, THAT there is why I code. Not for monies, not for fame, not to pad a resume or something. Just to make something people enjoy. You won't find a Pateron or PayPal anywhere for MTS, and my videos are lucky to break the 10k mark on YouTube.
    Posted in: Minecraft Mods
  • 22

    posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)

    WELCOME TO THE NEW MINECRAFT TRANSPORT SIMULATOR!


    This mod is a continuation of the old Minecraft Flight Simulator. Many things have changed, but the most important thing is that you can now add anything to the mod using the new content pack system! There's an official content pack as the first download link, so make sure to grab that along with the actual mod! If you want more info about the mod, please see the Curse page here. You can even join the Discord channel here. Irregardless of what you do, there are two important things you should know.


    The first is how to install content packs. This is done by simply putting a content pack into the mods folder. MTS will look in the mods folder on startup and will automatically parse the pack and put it into the mts folder to load. No muss, no fuss, no moving a bunch of little files. If you did everything correct you should see some new things in the creative inventory!

    The second thing is that nearly everything you could hope to know about how the mod operates has been moved to an in-game manual. Please RTFM. It's even an Achievement to make one (in versions of Minecraft that have those, that is)!


    Now, with that out of the way, here's what you've been waiting for. New downloads and new pictures!


    Old MFS Page


    Realistic flight in Minecraft has never really been implemented. Even the elytra doesn't take into account true aerodynamics. Minecraft Flight Simulator aims to change all this, by introducing planes that handle like actual planes! To do this physics and aerodynamics are used, taking into account thrust, drag, lift, prop pitch, and much more. Controls are also tailored to provide a simpler means of controlling planes than the current mouse-yoke standard, which allows you to look around as you fly. You can even customize your planes by giving them different propellers and engines, which affect their flight characteristics.

    Discord Chatroom:

    https://discord.gg/KaaSUjm


    Downloads


    Videos


    Screenshots


    Features


    • Realistic handling of planes makes flight much simpler. Planes can be put in circular holding patterns and will climb on their own power.
    • All rotating parts do so at the correct speeds. No slow-moving propellers here!
    • Plane performance is based on weight; passengers, items in inventories, and fuel all cause the plane to be heavier. Make sure you have a large enough engine to take off, or loose some weight. Some items, like ore, are heavier than others. Heavy items can be added or changed in the config file.
    • Multi-entity planes allows for accurate collision detection and breaking of parts during rough landings.
    • Plane components, like engines and propellers, can be customized to create hundreds of unique planes, each with their own capabilities.
    • Add names by right-clicking the plane with a nametag for even more customization!
    • Crafting recipes are material sensitive; seats take the color of the wool used to craft them, and the MC-172 takes the type of wood as its texture.
    • Adaptive configuration allows for other mod's liquids to be used as fuel. See the Adding Custom Fuel section for details.
    • Extremely flexible control system allows for mapping of any action to any key, and is guaranteed to not take over other mod's controls or keybindings. Since the mouse is free, you can now look around while flying a plane.
    • Joystick compatible!

    Controls


    Rather than explain all the controls here. I'll simply say that you press the P key to activate things in MFS. When you step up to a plane, a little indicator will flash on your HUD. Pressing P will open the plane's GUI, allowing you to add parts and fuel. When seated in a plane, the P key will open the control menu. Look there for a complete and current control scheme.


    Along with the keyboard Minecraft Flight Simulator is proud to the be first plane mod that integrates joystick support! Configuring a joystick is done by accessing the in-game config menu (default P key while seated). Any control mapped to a joystick input is used in place of the keyboard control. There are also some controls, such as LookLeft, that are put on the joystick for ease of flight so expect some extra functionality to be present.

    Note that if you're having troubles getting joysticks to appear on Linux (or possible a Mac) you might need to run "sudo chmod o+r /dev/input/event*" from a terminal and then restart Minecraft to allow Minecraft access to the input file.

    If you find that the joystick isn't behaving quite the way you want you can try editing the DeadZone and JoystickForceFactor options in the config file. The former determines the minimum movement of an axis required for action, and may need to be adjusted higher if you have a worn-out joystick with a lot of slack. The latter determines how much far the control surface will move with respect to the axis position. Higher numbers cause the surface to not move much at first, while lower numbers will cause the surface to be more sensitive.

    Crafting and creating


    Crafting planes and components is easy! Most things you can just craft in a crafting bench. The exception are propellers which are crafted using the propeller crafting bench. Simply select the propeller type, number of blades, pitch, and diameter in the GUI. Insert the required materials along with some redstone and hit the green button. The bench will then create your new propeller.

    If you want to create a custom engine, you'll need to know about engine codes codes. When you use the give command you'll need to input the code as the item's damage value. The first two digits times 100 is the engine's maximum RPM, while the last two digits divided by ten is the fuel consumption per tick. This means that the basic small engine (0.5@2800RPM) has a code of 2805, while the advanced small engine (0.7@3000RPM) has a code of 3007. Remember that the fuel consumption is based on the engine spinning at the maximum RPM; the 0.7@3000RPM engine uses only 0.58 units of fuel per tick at 2500RPM.

    Fueling planes:


    Planes don't run on air, so you'll need to fuel your plane before taking off. MFS engines use liquid fuel, so stock up on lava buckets. Once you have some, open the GUI and place the bucket in the slot with the gas tank icon. The plane will then consume the fuel and deposit the bucket into the bottom slot. If the bucket doesn't move it means that either the plane is full or the fuel in the bucket won't fit.


    MFS supports any liquid in a container as a fuel, but you must first set up the config to do so. Here's a list of steps to allow your planes to run on whatever fuel you chose:

    1. Install both MFS and the mod with liquids you want to use.
    2. Run Minecraft once. MFS will check for any registered liquid.
    3. Close Minecraft, and check the config file. All new liquids should be there with fuel values of zero.
    4. Change the values to any number you want and start Minecraft back up again.
    5. All airplanes should now accept that liquid as fuel in the GUI.

    Note that fractions are supported, so a liquid with a fuel value of 0.5 will fill the plane's tank half as much as a liquid with a value of 1.0, and one-quarter as much as a liquid with a value of 2.0.

    Pre-flight checklist


    Before you go flying, there's a few things you should know:

    1. Planes do NOT go up when you point up! The whole reason a plane flies is because air moving across the wings generates lift. If you let your plane go too slow it will stall out and fall, no matter how hard you pitch up. This means you must watch your speed to ensure you don't end up becoming flying TNT. If you feel the plane stop responding to pitch inputs, chances are you're about to stall.
    2. While cars and physic-less planes turn by rotating themselves, real planes don't work this way. The correct way to start a turn is to roll the plane. This causes the plane to bank and turn. The rudder in this situation is used to align the plane with the turn, ensuring maximum lift. You can use the elevators in conjunction with the rudder to make a tighter turn. This requires a bit of skill, but allows for much more maneuverability.
    3. You'll need to access the plane's GUI to add parts and fuel. Do this by pressing the P key near a plane. Note that this key is context-sensitive, as pressing it while seated will open the control config window instead.
    4. Planes require fuel to fly. Their internal combustion engines run on any liquid fuel. Fuel can be inserted into the fuel tank by opening the GUI and placing the fuel into the slot with the gas pump icon. If the container doesn't move it means that the fuel tank is full, or there's no room for the empty container in the adjacent slot. Lava gives a default value of 1000, but all fuel values can all be tweaked in the config.
    5. Should you run out of fuel during flight, don't panic! Planes can glide for a long time without power.
    6. Remember that the faster the engine is running, the more fuel it consumes. When you get up to your desired altitude you can let off the throttle to conserve fuel. This doesn't result in much of a speed loss, and makes flying much more fluid. Generally, the throttle can be set to 80% of the max value while still maintaining level flight.
    7. Also note that while the maximum speed of an engine is an indicator of its performance, you should never make the engine run at that speed. Refer to the maximum safe engine speed of the item, or the redline of the Tachometer.
    8. Flaps are used for takeoff and landing. 10 degrees is customary for takeoff, while landings can use as much flap as necessary to slow down. Make sure to remove the flaps after takeoff, as they slow you down and increase drag.
    9. Braking force depends on how many wheels you have on the ground. Landing crooked is not advised as it reduces the effectiveness of your brakes. Also note that planes won't turn on the tarmac well unless all wheels are down, so keep that in mind when speeding on taxiways.
    10. Try to land by touching down on the primary wheels first, rather than the single wheel. This ensures better control and indicates you're on a stable flight path.
    11. If you keep getting lost REI's minimap's markers are quite helpful. You can put each on one end of a runway to ensure you're lined up even if you can't see it.

    IFR


    One of the problems with flying in Minecraft is the inability to see the ground due to short render distances. MFS helps correct this with a variety of flight instruments. Instruments can be added in the plane GUI, and will appear in the HUD and on the plane depending on their placement in the GUI. The HUD itself has four modes, which can be changed by pressing the mod key in combination with the cam lock key.

    1. Normal: Shows the top row of gauges, throttle, parking brake, and flaps.
    2. Full: Shows normal HUD and lower row of gauges.
    3. Light: Shows only the top three gauges. No background. Also displays in third-person.
    4. None: No HUD is displayed.

    Multiple flight instruments and gauges are available for planes, each with their own uses.

    Attitude Indicator

    Perhaps one of the most versatile instruments, the attitude indicator shows the the state of the plane with respect to the ground. The indicator rotates to indicate the current roll, while the inner circle moves up and down to indicate the pitch of the aircraft. Do note that the direction the plane is pointing is not the same as the direction the plane is going. A plane that is pointing up may actually be in a stall and will drop like a rock.

    Altimeter

    This gauge simply shows how high the plane is. The short pointer counts 100 blocks, while the long pointer counts 10 blocks. The altimeter will read 0 at Y=0 by default, but you can change this behavior to make it read 0 at sea level (Y=64) instead.

    Heading Indicator

    A simple gauge that tells you where you are heading. Although similar to the real-world counterpart, this gauge is tweaked to deal with Minecraft's odd south-is-positive coordinate system. Yes, you could always use the debug screen, but what's the fun in that?

    Airspeed Indicator

    This gauge shows how fast the plane is moving in blocks per second. In general, a plane should be flyable in the green zone, though this is subject to the flap settings and weight. The yellow zone is safe, but sudden movements and deployment of flaps is not advised. The red zone should be avoided, as exceeding this speed can result in things breaking. After passing 50 blocks per second, Minecraft is unable to process the plane's forces correctly, leading to undefined behavior. Do note that the flyable speed changes if the speed factor is changed in the config.

    Turn Coordinator

    This gauge shows the rate at which the plane is turning, plus the rate at which the turn is increasing. This means that it will move when the plane starts rolling, but will even out when the aileron is no longer applied. This allows the pilot to adjust the roll of the plane to make a smooth turn. The bottom part of the gauge indicates the slip in the turn, or how straight the plane is compared to the direction it is traveling. A well-coordinated turn will result in the maximum lift potential and best control.

    Turn and Slip Indicator

    This indicator is the precursor to the turn coordinator. The difference is that this indicator does not take into account the roll of the aircraft. Preferred by older and more experienced pilots, it can be used to perform the Stark 1-2-3 maneuver if the artificial horizon is lost due to clouds or the failure of the attitude indicator.

    Vertical Speed Indicator

    This indicator shows how many blocks per second the plane is moving in the Y-direction. A gradual climb is about 0.75, but with flaps and a light payload this can be greater than 1.

    Lift Reserve Indicator

    A newcomer to the world of aeronautics, the lift reserve indicator shows how much of the aircraft's lift potential is being used. The yellow-green border indicates that the plane is currently flying with an angle of attack of zero, i.e. not generating any lift. As the plane is pitched up, the needle moves towards the red zone. At the yellow-red border the plane is at the critical angle of attack and generating maximum lift. Passing into the red zone will cause the plane to stall, which results in a rapid loss of lift potential. Useful where short runways require quick ascent.

    Tachometer

    This gauge shows the current RPM of all engines. It also shows the maximum safe speed as indicated by the redline marker. Use this to ensure you aren't over-revving your engines.

    Fuel Gauge

    Shows fuel level. 'Nuff said.

    Fuel Flow Gauge

    This gauge shows the fuel consumption rate of the aircraft. More of a nice-to-know thing than an essential component. Fuel consumption is in buckets per minute, with a bucket representing the default lava fuel value of 1000.

    Engine Temperature Gauge

    This gauge shows the temperature of each engine. The needle should always be kept in the green for maximum engine life. An engine with a low temperature in the yellow zone needs to be warmed up prior to flight to prevent engine damage, while an engine with a temperature past the red mark will be damaged by overheating.

    Other notes:


    • This mod can be added to modpacks, but only though the Curse system. The mod is still lacking polish, and I don't want packs to be affected by the numerous issues. When I change this policy I'll make a post to the forum.
    • I'm not an internet sensation, so I enjoy it when people make YouTube showcases. Those, and pictures of cool things are likely to get included in the OP if they're good.
    • If you want to contribute to this project, I'm glad to have the help! One of the largest uses of my time is creating models, so if you have one you'd like to have put in the mod let me know. I'd be more than happy to give you credit for it by putting your name in the item name, or name on the tail.
    • Another big use of my time is finding out the properties of airplanes. I'm always happy to get feedback on performance or properties, so don't hesitate to correct me if something seems amiss.
    Posted in: Minecraft Mods
  • 2

    posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)

    NOTICE: ALL DEVELOPMENT IS ON HOLD, AND UPDATES ARE ON HIATUS, UNTIL A SECOND (OR THIRD) CODER JOINS THE MFS TEAM. I HAVE LIMITED TIME AND WILL NOT SPEND IT ON MFS UNLESS OTHER PEOPLE WISH TO DO SO AS WELL. I ALSO CANNOT INDEFINITELY MAINTAIN UPDATES, AND WANT A FUTURE FOR MFS.


    That being said, I have been hard at work coding many things for MTS. Yes, I said MTS. As in Minecraft Transport Simulator. Over 80% of the code has been re-worked, and MTS is close to being release-able, but due to new time constraints and burnout I am unable to finish what I have started. What did I start? Check the screenies.

    [SCREENIES REMOVED AS FEATURES SHOWN DID NOT MAKE IT INTO DEVELOPMENT]

    If you are interested in seeing this mod continue, or contributing to it, please message me on Discord, as I do not check this forum often. However, please do not come to me unless you want to help. Offers are all well and good, but I'm tired of people saying that they want to help but then doing nothing. That's worse than just not offering....

    Posted in: Minecraft Mods
  • 6

    posted a message on Don's Lightning Rod Mod - Control the skies!

    NOTICE:

    I am no longer updating this mod. The source code is publicly available on Curse, so feel free to change/port/update as you see fit.


    Have you ever wanted to build an evil lair, but found that even the best villain can't control Minecraft weather? Perhaps you're an industrious fellow looking for a way to farm zombie pigmen. Or maybe you're just an ordinary builder that's tired of your house being burned down? Well then, a lightning rod is just what you need!


    Unlike their GregTech cousins, Don's lightning rods actually prevent lightning strikes by re-directing strikes in their coverage zone to the rod. The effective range of the rod can be increased by mounting it on iron bars, effectively making large lightning-free zones.

    Usage:

    Actually using a lightning rod is a bit more complex. Lighting is a fickle being, and capturing it requires a well-constructed rod and tower.

    Construction rules:

    Lightning needs a quick path to the ground. The best way to do this is stick your lightning rod on top of a tower. You can put your lighting rod on any opaque block. The higher the tower, the greater the rod's range will be. The protection area of a rod is a conic shape with the tip of the cone centered at the bottom of the rod. Iron is more conductive than air or wood, and is necessary to allow power to flow from a lightning rod to a bank block. Taller towers also make a powered lighting bank more effective. Any gaps in the tower will cause the effective coverage to end at that y-level. If you plan to put a lighting rod on top of a building, make sure to have a continuous section of opaque blocks under it.


    Lightning bank usage:

    Lighting banks collect the energy from lightning that hits the rod at the top of a tower. Each strike provides 5000RF of energy. The lightning bank itself has an internal buffer of 15000RF (both values are configurable). Lightning is a powerful force and will easily overload a lightning bank with a full buffer, so make sure to drain the bank after a strike. Energy can be drained from the sides of the bank. Make note that the bank block acts as a ground node, so any lighting strikes at or below its y-level won't be redirected to the tower.


    Along with collecting energy, lightning banks have the ability to charge lightning rods to increase the chance of a lightning strike. Providing energy to the bottom of the bank will cause it to charge the lightning rod. This charge slowly builds up, and will eventually lead to a lightning strike. The time this takes depends on the height of the tower, with taller towers being quicker to strike. Note that a natural lighting strike during the charging period will cause the rod to discharge, starting the cycle over.

    Posted in: Minecraft Mods
  • 15

    posted a message on ROWAM (Rails of War Automation Module) [OBSOLETE]

    NOTICE:

    Due to significant changes in RoW this mod is no longer compatible nor preferred. Please download the latest version of RoW to get such features built-in with better compatibility. I'm still leaving the project site up just in case someone wants to try to cobble together an old build, but I don't recommend it.


    Installation:

    All the basic stuff of mods applies here. Back-up your world, crashes may occur, I'll help you debug something if you provide a report, yadda yadda. What's most important is the version of ROW you are using. If your're using RoW-1.7.10-15.01.18-0 you'll need to use a version prior to 7. Newer versions are based on my branch of ROW and are incompatible with older branches. If you have a different version you might be okay, or you might break your world. Removing ROWAM will restore your world, should it break this way.


    ROWAM Blocks:


    Signal Block:


    The signal block is the heart of the ROWAM. This block allows you to control the throttle of any locomotive through its GUI.

    1. Loco selector box. If left blank, the signal block will attempt to control any loco that passes it. Otherwise, the signal block only controls locos whose side text matches the text in the box. Chers can have text affixed; it's just not visible.
    2. Any loco with their throttle over this value will have their throttle set to the value in box 3
    3. The throttle value to set the loco to if it's going faster than box 2.
    4. Any loco with their throttle under this value will have their throttle set to the value in box 5.
    5. The throttle value to set the loco to if it's going slower than box 4.

    Some notes:

    1. The throttle values in boxes 2 and 4 are based on speed, and ignore the direction the loco is traveling. This means that a loco with its throttle set to 50 in forwards is the same as one set to 50 in reverse. This allows you to run trains forwards and backwards on a line without multiple signal blocks.
    2. The throttle set values in boxes 3 and 5 are based on the current direction of the loco. A loco going backwards will always have its throttle set to the appropriate speed in reverse, while a loco going forward will always have its throttle set to the appropriate speed in forward. If you want to change the direction of the locomotive, just put in a negative sign.
    3. It is very possible to create a looping signal block if you set your values incorrectly. If your train starts shuddering, it's a good bet you have a bad signal setting.

    Pointer Block:


    If the signal block is the heart of the ROWAM, the pointer block is the brain. Again, all options are set using its GUI.

    1. Loco selector box. If left blank the pointer won't switch locos in regular mode. Otherwise, the pointer block only controls locos whose side text matches the text in the box. Chers can have text affixed; it's just not visible.
    2. Any loco that has a label matching box 1 will be switched in this direction. If the pointer block is in spring mode, this controls the set position of the spring. Main line will always be the route that's straight through the switch, while siding is the branch line.
    3. Controls the switching behavior of non-matching locos. Non-matching locos can be set to go in the opposite direction of matching locos, or just be ignored. This allows for 'locked' switches that only let certain lines through.
    4. Enables redstone mode. In this mode, the pointer block switches any nearby pointers based on the redstone signal it receives.
    5. Enables spring mode. In this mode the switch will keep itself locked in the position set in box 2, even if a loco runs through it.

    Station Block:


    The station block allows for the creation of stops along your rail route. It stops trains, applies brakes, loads entities, schedules departures, and will even blow a train's whistle when it arrives or departs. If holding a loco, it will output a redstone signal through a comparator. Like the previous blocks, all settings are in the GUI. The buttons on the top of the GUI switch between loco and freight settings, with the loco settings dealing with station events, and the freight settings dealing with entity loading and unloading.

    Loco settings:

    1. If left blank, the station block will attempt to stop any loco with a throttle of 0 that passes it. Otherwise, the sation block will only stop a loco with a throttle of 0 whose side text matches the text in the box. Chers can have text affixed; it's just not visible.
    2. Changes the event that will launch a stopped loco. If the station is in time delay mode, it will launch the loco after a specific number of ticks has passed. If set to scheduled mode, it will launch the loco at a specific time. If set to redstone mode, the station block will launch a loco when it receives a redstone signal.
    3. If the station is in time delay mode, this box is the number of ticks (1/20th of a second) to wait before launching the held loco. If the station is in scheduled mode this is the time (standard Minecraft time and format) at which to launch the held loco.
    4. What to set the departing loco's throttle to. Negative values make the loco depart in reverse.
    5. When to sound a loco's whistle. This can be during arrival, departure, both, or neither.
    6. Pitch and volume of the whistle. A higher volume extends the range of the whistle, but does not make it louder.
    Freight settings:

    1. Entity to load into train just prior to leaving the station.
    2. Stock to load entity into. The entity must be near the stock prior to departure for them to be loaded.
    3. Side to load the entity from. 'Both' loads from both the left and right sides of the stock. 'Left' and 'Right' are determined by the direction the loco that is stopped is facing.
    4. Entity to unload from the train. This happens when the train is stopped by the station block during arrival.
    5. Stock to unload entities from.
    6. Side to unload the entity to. 'Left' and 'Right' are determined by the direction the loco that is stopped by the station block is facing.

    Note that entities must match the entity selector and be near the loading point of a cart during departure to be loaded. This can be a bit of a problem if your animals or villagers tend to crowd around each other.


    Tank Block:


    The tank block puts your tank carts to use for you, allowing them to hold liquids. Placing a tank block next to any forge-compatible tank block will transfer the tank's fluid into nearby tank cars. Right-clicking the tank block will toggle it from drain to fill mode. If provided with a redstone signal, the tank block will stop working. Additionally, any tank block that's currently filling or draining a tank cart will output a redstone signal. To make sure you don't put lava in your water tank cart and end up hauling obsidian, the tank block assigns the id of the liquid to an empty tank cart before use. If an empty tank cart is being filled for the first time it will have its color set to reflect its contents (or grey if the color of the liquid is not defined). Changing a tank cart's color with a dye will not affect the liquid loading capabilities. Currently, only water, lava, oil, and fuel are recognized colored liquids; other colors can be added to the code if desired.


    Fueling Block:


    The fueling block allows you to keep your trains running during long hauls by refueling any nearby locomotives and tenders. It pulls coal from an adjacent chest, and outputs a redstone signal while it's fueling. It will only fuel a locomotive to its max fuel value, after which it stops outputting redstone. Because of this it can be used in conjunction with a signal block and station block to create automatic refueling points on your railway.


    Freight Block:


    Formerly used as the bogie block, the freight block is used exclusively with my version of ROW to allow you to automatically load and unload cargo from the Cher's tub to any chest-based tile entity. This, coupled with a few fueling stations, will finally allow you to automate your mining railway.


    Detector Block:


    The detector block is appropriately named, as it outputs a redstone signal when a locomotive or cart is nearby. While it doesn't do anything spectacular, you can combine this function with pointer blocks to switch carts or with other mods to create a locomotive detection network.


    Chunkloading:


    ROWAM has the unique ability to chunkload all ROW stock and ROWAM blocks. This is used to ensure proper operation of automatic railways and signals. All stock is only loaded in its own chunk to help keep the server load down.

    Posted in: WIP Mods
  • 6

    posted a message on Back in Slime - Slime Blocks for 1.7! (and non-sticky slime blocks for 1.8)

    Slime blocks for 1.7.10! (and non-sticky slime blocks for 1.8)

    10,000 Cycles, and counting...


    Downloads:

    Forward in Slime (1.8): http://www.curse.com/mc-mods/minecraft/232264-back-in-slime-slime-blocks-for-1-7/2246149

    Usage:

    Back in Slime

    Back in Slime's slime blocks work nearly identically to the ones in 1.8. They negate fall damage, and make you bounce if you land on them. They also work as piston glue, pulling any attached blocks with them when pushed.


    The only true additions in this mod are slime pistons. While Minecraft's pistons don't know the difference between dirt and slime, slime pistons are specially coded to work with slime blocks. Just put a regular piston into the crafting grid to change it out. Note that there's a slight loss in finesse that comes with slime pistons, so if you're looking to use them for precisely timed or one-tick redstone circuits, you might get erratic behavior.

    Forward in Slime

    Forward in Slime's smooth slime blocks have the same bouncy properties of regular slime blocks, only they've been covered in sand to remove their adhesive properties. This means that they work like regular blocks when pushed or pulled by pistons.


    Crafting:

    Back in Slime

    Go see the Minecraft Wiki.


    But seriously, slime blocks are crafted exactly the same as in 1.8. Just put them in a crafting grid like you would coal.

    Also like 1.8, you can convert your slime blocks back into slimeballs. The only new recipes are for the slime pistons. Just put a regular piston into the crafting grid to turn it into a slime piston

    You can even do the reverse; turn a slime piston into a regular one.

    Forward in Slime

    Adding sand to a slime block will allow you to remove it's sticky properties. Unlike Back in Slime, this change is irreversible.

    Modpack Terms

    Feel free to use this mod in your modpack. My only requirements are that you :

    1) Do not claim this mod as your own, and

    2) Provide appropriate credit where credit is due. Listing the mod as being in the pack, without linking to the page, or mentioning the author is a no-no.

    Posted in: Minecraft Mods
  • 2

    posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)
    Quote from PigioBriine»

    Can i use this in my modpack


    See the OP for details on that.
    Quote from Necarian»

    hey so I've been trying out this mod and i love its concept but i can not get any plane off the ground. my flaps are at 10 degrees i'm at full throttle. am i doing something wrong?


    Do you have a large diameter propeller on a small engine? That's not going to work. Small engines need a diameter of 80 or less.
    Quote from Bumblebee3403»

    How do you open the plane GUI to add fuel and stuff in 1.7.10 version 8.0.0 ALPHA


    There is no GUI in the Alpha. You add parts by right-clicking the plane, but if you want to fuel it you're out of luck. There is no fuel system in the Alpha.
    Quote from Stormtrooper66»

    I there any way that you can show how you got the planes to actually appear when you place them? I am working on a mod with a Land Speeder and when it is placed it doesn't appear, my entity class is being called, but nothing is spawned in. I have been searching tutorials, but they are only working with mobs. If you know of any please let me know!


    This might be a better question to put on the mod help page rather than mine.... There's quite a few regulars who can explain the process better than me.
    Posted in: Minecraft Mods
  • 1

    posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)

    This is a new system. The RoW system was too inflexible and restrictive for me to do what I wanted with it. It was also coded in a such a way as to prevent some features that I felt were lacking. I actually have the track rendering and placement 100% done. It's just the entity physics and track following that are lacking now.

    Posted in: Minecraft Mods
  • 1

    posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)
    Quote from XanaRaquel»


    MC-172, Small Engine #2805, Wooden Propeller #1130, 3 small wheels and 2 seats.
    Minecraft version 1.10.2
    Maybe I was caring to much stuff for the weakest of planes?



    Thanks for the keys shortcuts. Yes, the MC-172. Aren't the flaps just for extreme braking when landing?


    The default things you get from the creative inventory are a bit lacking. Try a propeller with a higher pitch.

    Flaps are used to generate more lift at the cost of speed. You go slower, but can climb faster.
    Posted in: Minecraft Mods
  • 15

    posted a message on Realistic First-Person Rendering (A re-invention of First Person View)

    NOTICE:

    Due to the fact that all the current bugs are nothing I can fix (double-hand bugs with Shaders and body errors with Animation), and the fact that this mod was supposed to be a one-off mod, I am formally discontinuing support. The code is open-source, however, so anyone who wants to continue the project is free to do so. I don't expect someone to do so (dreamers are a dime a dozen), but if someone happens to do just that let me know and I'll lock this thread and re-direct all people to the new thread.

    This mod does one thing and one thing only: renders your body while in first-person view.

    Not much else to say about that...


    What can be said about Realistic First-Person Rendering (RFPR) is that it's right here, right now, and won't crash on you. RFPR does not use coremods or reflection, as it only consists of a single class file. It uses the default rendering system in Minecraft, which makes it 100% compatible with mods like Optifine, Mo' Bends (thanks GoblinBob!), and Better Animations. The single class file makes updating a breeze, so I'm able to bring it to you in a slew of versions. Like all my mods, 1.7.10 will be supported forever.


    Pressing F1 will cycle you through the various mode. You can change the properties of these modes in the config file, and even delete and add new modes. By default, 5 modes are enabled. They are:

    1. Visible 3D arms, visible body, and visible HUD.
    2. Visible 3D arms, visible body, and hidden HUD.
    3. Visible 2D arms, visible body, and visible HUD.
    4. Hidden 2D arms, hidden body, and hidden HUD.
    5. Visible 2D arms, hidden body, and visible HUD. (default Minecraft mode).

    Beware that shaders breaks mode 1, so if you end up with two hands (or three) that's shaders getting in the way. I will not fix shaders-based bugs! They stem from a failure to use the event system in rendering calls and are beyond my power to fix.


    Also note that some items, like maps, will use default to a mode with 2D arms instead of 3D arms when held. This is because these items only work when rendered with 2D arms. By default, maps, compasses, and clocks cause this switch. There's a spot in the config file for you to add other items (or delete one of the aforementioned ones) should you wish.


    Take a look at what you get with your download, and then give it a whirl. You'll be surprised at what you've been missing!

    Screenshots:

    Downloads:

    Posted in: Minecraft Mods
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