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[1.2.5] Railcraft 5.2.4 [FORGE, SMP]


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#1

  • Location: West Coast, USA
  • Minecraft: CovertJaguar

Posted 10 October 2011 - 12:01 PM

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Description:
Have you ever wished minecarts and rails had received a bit more attention during development? Well that ends now! Gone are all those broken bits and in their place are a ton of new tools to build your massive rail system. If you ever cared about rails, you wont ever look back!

Features:
  • Crowbar - Rapid rail adjustment for the experienced rail engineer!
  • Working Signalling System - Never experience another head-on collision again!
  • Cart Linking - Make a real train!
  • Boarding and Holding Rails - Never chase your minecart again!
  • One Way Rail - Carts going the wrong way? Not anymore!
  • Control Rail - Power entire sections of track to propel carts in the direction you want!
  • Junction Rail - Putting the diamond in your rails (no actual diamonds required).
  • Launch Rail - I can see my house!
  • High Speed Rails - Get there faster! If you don't crash.
  • Wooden Rails - Jurassic Park style, only with creepers instead of dinosaurs.
  • Elevator Rail - Go up, fast.
  • TNT Cart - Explosive fun!
  • Tank Cart - The easy way to transport Buildcraft liquids!
  • Energy Cart - Convenience away from home, bring your IndustrialCraft2 power with you!
  • Tunnel Bore - Avoid the monotony of digging perfect tunnels!
  • Detector Blocks - More freedom to control your carts!
  • Loader/Unloader - Move items and liquids automatically!
  • Cart Dispenser - Convenient storage for you carts!
  • Chunk Management - Automate things even when you are not around!
  • Customizable
    • Module based system that lets you remove the parts of the mod you dislike.
    • Extensive configuration file that allows you to disable any block or item or change the way rails are crafted.
    • Full Multilingual localization support.
  • New Minecart Physics
    • Rebalanced drag rates for carts - Now your storage carts will actually reach their destination!
    • Completely new collision code - Carts can now push other carts, furnace carts are almost not useless!
  • Various Tweaks
    • Names of default minecarts simplified.
    • Improved lighting on minecarts.
    • Minecart reversal recipes. Separate that chest from that cart.
    • All rail recipes completely reworked to make an entire industry out of building a railroad. What good is Buildcraft with nothing to build? (config option)
    • Minecarts now have a max stack size of three. (config option)
    • Minecarts no longer break into separate parts when destroyed. (config option)
    • Minecarts no longer collide with items at normal speeds. (config option)
Pictures:
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Videos:
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Railcraft Wiki
Railcraft Forum


Download Railcraft:
All downloads have been moved to the wiki. You can find them on the Download Page.

Compatibility:
  • ID Requirements - This mod currently uses six block IDs. The Loader/Unloaders/Dispenser are combined under the Utility ID, and the Detector blocks under another. The new Rails are under the third, except for the Elevator Rails which required their own block ID. Posts/Signals/Switches are all under the Structure ID. The World Anchor/Concrete Block/Steel Block are under the Cube ID. Block IDs can be changed or disabled in the config file "%appdata%/.minecraft/config/railcraft.cfg".
  • TMI - If you experience odd behavior when using TMI to spawn in blocks and items from Railcraft, please don't post it in this thread. It just adds confusion. Thanks.
  • Zombie's Modpack - You must use the Forge compatibility patch provided in the Zombie thread.
  • ID Resolver - Don't change the id of the basic minecart, chestcart, or Furnace Cart items. If you get normal rails when placing advanced rails delete your ID Resolver settings and start over.
  • Singleplayer Commands - If SPC is installed you may be unable to break minecarts and Bore Heads break instantly. Seems to be related to commands such as /instantkill and /itemdamage.
  • Buildcraft - I am unable to test all possible combinations, if you are curious about specific version compatibility just test it, but make sure you installed everything correctly before experimenting with versions not listed. Deleting the Buildcraft folder in the Railcraft zip file may increase your chances of compatibility, but only do this as a last resort. Versions listed as compatible where only tested to ensure that the game loaded and Tank Carts were functional while using the bare minimum of Buildcraft. There may still be issues in parts untested. If you encounter problems with a version listed as compatible, please make a post after following the support procedure detailed at the bottom of this post.
  • Steve's Carts - Fully compatible. Find it here.
  • Trains Mod - Fully compatible. Find it here.
  • Better than Wolves - No longer compatible due to BTW withdrawing from Forge.
  • Other Mods - Most mods that are Forge compatible should work fine. If a problem occurs it can most likely be fixed once identified.

Warning: The information below is not guaranteed to be accurate. Please see the wiki for more complete information.



Vanilla Rails:
New recipes, same old rails.
  • Rail
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  • Powered Rail
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  • Detector Rail
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Advanced Rails:
  • Boarding Rail
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    When powered these rails act just like your standard Booster Rail, but when unpowered they will grab and hold onto any cart that passes over them. And unlike Booster Rails, the cart can't be pushed off. Additionally, when placed the rail will have an arrow on one side. When an unpowered rail with a minecart on it becomes powered, it will launch the cart in that direction.
  • Holding Rail
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    Similar to a Boarding Rail, only difference is this rail will instead launch the cart in the direction it was travelling when it arrived.
  • One-Way Rail
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    When unpowered these rail behave like normal rails. But when they receive power they will reverse the momentum of any cart travelling in the wrong direction. Some momentum is lost of course.
  • Control Rail
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    These rails act like weak boosters that only boost carts in one direction. Any carts travelling in the opposite direction will be gradually slowed. Powering them will reverse the direction of the rail. They are cheap to make and will propagate power for up to sixteen blocks in either direction.
  • Launch Rail
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    Maybe not very realistic, but a ton of fun anyway. This rail will launch any cart that passes over it into the air. Launch force can be adjusted by right-clicking on the rail with a Crowbar.
  • Priming Rail
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    This rail will light the fuse of any explosive cart that passes over it. Fuse length can be adjusted by right-clicking on the rail with a Crowbar. Fuse length is measured in 1/20ths of a second.
  • Junction Rail
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    This rail will allow you to place "diamond" junction crossings.
  • Switch Rail
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    This rail will allow you to create true turnout switches when combined with a Switch Motor.
  • Elevator Rail
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    Original code, concept, and texture by DizzyDragon
    This rail is unique in that is can be placed vertically. When powered, it will power all the rails below it. Powered rails will lift minecarts up, unpowered rails will lower minecarts down. When a minecart reaches the top it will be pushed onto any normal rail located on the block above. The rail also doubles as a ladder. More info can be found on DizzyDragon's webpage (most of it still applies).
Speed Rails:
This collection of rails is a little different from normal rails. Any carts travelling on these rails can travel three times faster than normal, but only in a straight line. Additionally, attempting to leave these rails without first slowing down will likely result in death and destruction. Collisions are bad too. Please sign the wavier before boarding.
See the wiki for more information.

  • Speed Rail
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    The basic high speed rail. They are made from a special iron-gold laminate rail mounted on stone sleepers and are capable of handling up to three times the speed of normal rails.
  • Speed Switch Rail
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    This rail will allow you to create true turnout switches when combined with a Switch Motor. Attempting to turnout at high speed is not recommended.
  • Speed Booster Rail
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    These rails will boost the cart when powered or slow them to normal minecart speed if they are not.
  • Speed Transition Rail
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    These directional rails will only boost carts in the direction of the arrows and only when powered. Carts travelling in the opposite direction will be slowed to normal minecart speeds.
Wooden Rails:
For the leisurely tour routes, these new rails will give your passengers time to admire the scenery.

  • Wooden Rail
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    The basic wooden rail. Capable of making corners and traversing slopes. Functionally equivalent to normal rails, only with a lower maximum speed (for safety reasons).
  • Wooden Switch Rail
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    This rail will allow you to create true turnout switches when combined with a Switch Motor.
  • Wooden Booster Rail
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    Functionally equivalent to Powered Rails, but in wooden rail form.
  • Wooden Junction Rail
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    Functionally equivalent to Junction Rails, but in wooden rail form.

Carts:
  • TNT Cart
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    The ever popular explosive combination returns. Handle with care. Will explode if jarred or lit on fire. Great for parties. Can be used as a substitute for cannonballs or fireworks in a pinch. Fuse length can be adjust with a string. Fuse length is measured in 1/20ths of a second.
  • Tunnel Bore
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    Bores a 3x3 tunnel and lays rails, see the wiki for more information and the Bore Head recipes.
    If you are using any mods that add blocks to terrain gen, you will probably need to edit the Railcraft.cfg file and add their block IDs to "tweaks.minecarts.bore.mineableBlocks". Ores added to the Forge Ore Dictionary are automatically mineable.
Structures:
  • Concrete Block
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    A simple block that matches Stone Posts.
  • Wooden Post
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    A multi-purpose wooden framework capable of being used to create trestles, signal mounts, bridges, fences, telephone poles, etc...
  • Iron Post
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    A multi-purpose iron framework capable of being used to create trestles, signal mounts, bridges, fences, etc...
    Can be painted different colors by surrounding any kind of dye with eight iron posts of any color.
  • Stone Post
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    A multi-purpose stone framework capable of being used to create trestles, signal mounts, bridges, fences, telephone poles, etc...
Signals:
Due to the complexity of Signals, most of the information is only available on the Railcraft Wiki. Signalling would be a good place to start.

Devices:
  • Coke Oven
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    The Coke Oven is an integral part of Railcraft as it produces Coal Coke and Creosote Oil when fed Coal. It is constructed out of 26 Coke Oven Bricks as a 3x3 cube with the center block missing. Please see the wiki for more information.
  • Detector Block
    These Detector Blocks will detect any minecart that passes adjacent to them. They can be placed under or beside rails. They will only provide power in the direction with the light.

    Spoiler
  • Loader
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    This block will fill any storage cart beneath it with the items from an adjacent block with an inventory (Chest, Furnaces, Unloaders, etc...). Buildcraft pipes can also supply items directly to the Loader's own hidden, internal inventory slot. When the cart is full the Loader will send out a redstone signal. The recommended setup is a Boarding Rail placed beneath the Loader. This rail will be automatically powered by the Loader. If you right-click on the Loader it will open a GUI with two options: "Wait if cart is empty", and "Wait till cart is full". If "Wait if cart is empty" is true, then empty carts will wait at the loader until they've received at least one item. If "Wait till cart is full" is true, then the cart will wait until it is completely full before moving on.
  • Unloader
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    This block will empty the contents of a storage minecarts inventory into a hidden, internal inventory slot. From there the items will be moved to adjacent blocks with inventories (Chest, Furnaces, Loaders, etc..) or can be piped out using Buildcraft. It will only empty carts that pass over the Unloader. The recommended setup is a Boarding Rail placed on top of the Unloader. The Unloader will send out a redstone signal when there is nothing to unload from the cart. If you right-click on the Loader it will open a GUI with one option: "Wait till cart is empty". If "Wait till cart is empty" is true, then the cart will wait until it is completely empty before moving on, even if there is no more room to place items.
  • Switch Motor
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    Combine with Switch Rails to create true turnout switches.
  • Cart Dispenser
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    Triggers on a positive redstone pulse and can store up to three carts. When triggered it will collect any minecart in front of it, or if there is no minecart and it has a cart in the inventory, it will place a cart on the rail.

Items:
  • Crowbar
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    A multi-purpose tool any rail engineer should carry. It makes removal of old rails a breeze and even works on Detector Blocks and Loaders. Additionally, right-clicking on a rail will allow you to adjust the rail. Most of the time that means reversing the rail's direction, but some rails will open a GUI. Right-clicking blocks that have an orientation will turn the block to face the side clicked on.
  • Wooden Tie
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    Your basic railroad tie. Created using Creosote Oil, which you get from cooking Coal or Wood in a Coke Oven.
  • Wooden Railbed
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    Every rail need support.
  • Stone Tie
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    A more sturdy sleeper for more advanced rails.
  • Stone Railbed
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    Stone is better than wood.

Mod Extensions
  • Buildcraft
    These items are only available if Railcraft detects that Buildcraft is installed. There are no special steps required whether you do or do not use Buildcraft, its all automatic.
    No code or textures beyond the Buildcraft API are included in Railcraft. Buildcraft is the work and property of Spacetoad.
    • Tank Cart
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      This cart can store and transport any Buildcraft liquid. It is filled/emptied at a Liquid Loader/Unloader. It's capacity is half a Buildcraft Tank, 8 buckets.
    • Detector (Tank)
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      This detector only triggers on Tank Carts. Right-clicking on it will open a GUI with a filter slot that you place a bucket of liquid in. If there is a bucket present, then the detector will only trigger on Tank Carts carrying the liquid type in the bucket.
    • Liquid Loader
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      This block will fill Tank Carts below it with any liquid piped into it. It has an internal capacity equivalent to one bucket. Otherwise it functions similar to your basic Loader.
    • Liquid Unloader
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      This block will empty Tank Carts above it into its internal reservoir. From there the liquid can be pumped out with a Waterproof Wooden Pipe and a Buildcraft engine. It has an internal capacity equivalent to one bucket. Additional, if you put a bucket in the Filter slot of the GUI, the Unloader will only empty carts carrying the same liquid as the bucket. Otherwise it functions similar to your basic Unloader.

Notes on the Furnace Cart:
Thanks to the new collision code, Furnace carts can push other carts. It has been tested with up to five carts. The results indicate that while it can push up slopes and around curves, there are occasional glitches in which it will lose a cart or reverse directions. Mobs or items on the rails are often the cause, but sections with both slopes and corners can be a problem too. More work will be done to solve these issues, but for now I recommend well lit straight tracks with few elevation changes and something to keep the sheep and chickens away.

Current Version Notes:
  • Version 5.2.4
    • NEW: Added a "Anchor Aura" that will rain purple sparkles in chunks loaded by the Anchors, toggled via F12.
    • NEW: Adv. Loaders/Unloaders can now face up/down.
    • FIX: The client no longer spams error message in SMP.
    • FIX: World Anchors are now correctly being registered on world load.
    • Version 5.2.3
      [list]
    • FIX: Fixed an issue that was causing Liquid Loaders to crash when used with the Buildcraft 3.x series.
    • NEW: Increased detail of save data error messages to help with debugging.
    • Version 5.2.2
      [list]
    • NEW: Anchors are now force loaded at game start. (config option, defaults to true)
    • NEW: Added Anchor debug messages. (config option)
    • FIX: Overhauled Anchor code, tests indicate that Anchor Carts are now working 100% in SMP.
    • FIX: Fixed a bug with the Junctions Tracks placing the wrong Track.
    • FIX: Changed Liquid Loaders to be able to load any Minecart that implements ILiquidContainer.
    • FIX: Improved Liquid and Energy Loaders interaction with Trains.
    • FIX: Fixed a bug that caused the Linkage code to bug out and corrupt itself if you change worlds without restarting the client.
  • Version 5.2.1
    • FIX: Fixed Elevator Track name.
    • FIX: Fixed a dupe exploit with the Cart Dispenser.
    • FIX: Fixed a concurrent modification error in the Linkage code.
    • FIX: Fixed shift-clicking in Train Dispenser GUI.
    • FIX: Fixed Tank Cart rendering of some liquids.
    • FIX: Fixed a crash that occurs if you disable Detectors in the config.
    • FIX: Attempted to fix a possible ID Resolver crash.
  • Version 5.2.0
    • NEW: New Module, Train. Moved all Train related items to it and disabled linking if its not enabled.
    • NEW: Added Train Dispenser, define a pattern, provide the carts and it spits it out and links them together.
    • NEW: Added Train Detector, checks size of trains. Useful for making trains pause over a stretch of Coupler Tracks until the train reaches a desired length.
    • NEW: Couple/Decouple Tracks now propegate power for easier chaining.
    • NEW: Added config option to disable Bore block type mining checks entirely.
    • NEW: Added burn indicator to the Tunnel Bore GUI.
    • NEW: Bore now requests Rails from linked Chestcarts.
    • FIX: Fixed Bore eating buckets when requesting Lava Buckets as fuel from linked carts.
    • FIX: Fixed a minor linkage bug that affected the Tunnel Bore.
    • FIX: Tweaked some of the linkage code that might have been causing issues when in an area loaded by Anchors.
    • FIX: Fixed an issue that caused Energy carts to eat an infinite amount of power.
    • API: Added a new function to the IEnergyTransfer interface, canInjectEnergy().
    • API: Added optional IMinecartItem interface.

Previous Version Notes:
Please see the wiki for information on previous versions.

Planned Features:
  • New Carts - I've got a few ideas for new and unique carts that you've never seen before and some you probably have.
    • Improved Powered Cart(s) with fuel inventory.
    • Collection Cart - Picks up items nearby and places them in a linked chestcart.
    • Also have a few other ideas, but I'm going to keep quiet on them for now.
  • New Rails - Yes, more are coming, but I'm taking ideas too! Most of the following ideas were provided by users.
    • Trap Rail - Similar to Suspended Rails but will drop the cart if powered by redstone.
    • Detector Rails - I might consider making Detector Rails that are equivalent to the Detector blocks. Maybe.
    • Hidden Rail - A block that can be submerged in water or lava or pushed by pistons that possesses a retractable rail on top. (No this does not mean you can run minecarts underwater).
    • Laser Rails - A high tech energy rail that extends between two blocks. Powered by the IC2 power grid.
  • Automatic routing system.
  • Cart Balancer - A chest with a global inventory that can only hold minecarts. Useful for distributing carts in large rail networks with many stations.
  • More configuration options.
  • Addons for other Forge mods.
  • Improved rail rendering, someday.

Coming in Next Patch:
    ...

Servers Running Railcraft
Spoiler

Texture Packs:
In addition to these, more texture packs can be found here.
Spoiler

Banners:
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Support:

Read the FAQs First!

  • I will not answer questions twice! Read the thread for solutions. If its a common problem I will post it in the FAQs or Compatibility section. Check the wiki for more detailed instructions on how to obtain support.
  • If installation failed, DO IT AGAIN WITH A FRESH JAR! Follow the instructions on the applicable pages for the installation of ModLoader, ModLoaderMp and Forge. In that order!
  • If you are using the Technic Pack, you will have to go ask them if you have issues. I don't offer support for Technic Pack users.
  • Do not install any other mods until you know Railcraft is working and installed properly. This will help me know if the problem is a conflict with another mod. Once you are sure everything works with just Railcraft installed, add your other mods one at a time and test thoroughly after you install each one. The more information you have when you come to me with your problem, they more likely it will be that I can help you.
  • If you still have a problem, post your ModLoader.txt and/or crash log in this thread along with a thorough description of your installation procedure and the problem. Helpful information includes version, SSP, SMP, or Bukkit, and OS. Please use spoiler and code tags when posting modloader.txt and crash logs.
    If you don't post modloader.txt. I cant help you. Period.

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Legal Stuff:
  • You may not decompile or create derivative works based on Railcraft without CovertJaguar's explicit permission execpt in the cases listed below.
  • The file "railcraft.cfg" is not considered part of Railcraft and may be free distributed.
  • You may not use Railcraft to generate revenue for yourself expect in the cases listed below.
  • You may install Railcraft on multiplayer servers and charge server usage fees as you desire. If you wish to create a client bundle including Railcraft for your users, you must obtain permission from CovertJaguar first. Please include the size of the server when making requests. Client bundles are not limited to same restrictions as modpacks.
  • You may create, publish, and earn revenue from a texture pack made for Railcraft so long as it contains no Railcraft code. Additionally, you may use and distribute any png files or their contents from Railcraft in your pack as long as you provide attribution and a link to the Minecraft Forum Thread or the Railcraft Wiki.
  • You may create, publish, and earn revenue from videos that display all or part of Railcraft. You should but are not required to provide a link to the Minecraft Forum Thread or the Railcraft Wiki
  • You may create, publish, and earn revenue from maps that require Railcraft. You may not bundle all or part of Railcraft with your map. If you require your users to install Railcraft, provide a link to the Minecraft Forum Thread or the Railcraft Wiki.
  • You may not distribute or post Railcraft on another site without CovertJaguar's explicit permission. And if you have permission you must include a link to the Minecraft Forum Thread or the Railcraft Wiki and use the download links provided there unless you receive permission to do otherwise. Proper attribution must be provided regardless and you must display a copy of this licence.
    • hzyswiki.com has permission and is using adfly links I provided.
  • Blanket permission is given to port Railcraft to Bukkit (and only Bukkit) on the condition that CovertJaguar will post the port using Ad.fly or a similar service (with attribution of course) on the Minecraft Forum Thread and the Railcraft Wiki. It may also be posted at MC Port Central. If you wish to post it anywhere else you must contact CovertJaguar first.
  • If you wish to include Railcraft in a mod pack, you should know that CovertJaguar will by no means allow you do so if you intend to earn revenue from it. This is not permission to include Railcraft in a mod pack. If you fail to get permission, CovertJaguar will use all means available to get your mod pack removed from the Internet. Requests without proper background information (links, descriptions, expected user base, etc...) will be dismissed off hand. If you do receive permission you will not be allowed to use the latest series of Railcraft (versioning system being {major.series.revision}, ie 3.3.1) until a new series is released or one week has passed since the last revision was released.
  • If you wish to use the source to make your mod compatible or would like to see your code added to Railcraft, drop CovertJaguar a pm at www.minecraftforum.net. Accommodations can and have been made.

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#2

    GLaCB

    Zombie Killer

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  • Location: Now Unknown,but was in robot wars arena

Posted 10 October 2011 - 12:05 PM

Pics please.

and this WILL NOT work with BTW's minecart(maybe minefactory)
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#3

  • Location: ಠ_ಠ McF ಠ_ಠ
  • Minecraft: pwnedgod

Posted 10 October 2011 - 12:06 PM

This will be a nice mod for my gameplay. Btw will this work with better than wolves? Cus better than wolves changes minecart a little bit.
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#4

    Tolyboy

    Zombie Killer

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  • 200 posts
  • Location: Holland

Posted 10 October 2011 - 12:06 PM

wow awesome :D
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#5

Posted 10 October 2011 - 12:08 PM

oooh this looks really interesting...

Have you tested with BTW?
For you chunks problem take a look at the Build Craft Teleport/Additional Pipes mod ... he has a chunk loader that should do everything you need..
Intelligent people ask stupid questions - stupid people don't ask.
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#6

  • Location: West Coast, USA
  • Minecraft: CovertJaguar

Posted 10 October 2011 - 12:10 PM

I haven't tested it, but I believe that it will simply replace any changes BTW makes to minecarts. The BTW detector rails should work I think, but like I said before placement will be quirky. As for the Hopper, I have no idea.
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#7

Posted 10 October 2011 - 12:16 PM

I think it should work for BTW because you can disable the changes BTW makes to mine cart speeds in its config file.

Edit: I really like this mod and it made it even better that it is Forge compatible. :D

#8

    makermod1

    Lapis Lazuli Collector

  • Members
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Posted 10 October 2011 - 12:18 PM

pretty cool mod, would you be able to make a handcart and mabye cuplings?? I have no clue how hard it would be but a handcart and being able to make a train by cupling them together would be pretty cool....
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#9

  • Location: West Coast, USA
  • Minecraft: CovertJaguar

Posted 10 October 2011 - 12:19 PM

View Postmakermod1, on 10 October 2011 - 12:18 PM, said:

pretty cool mod, would you be able to make a handcart and mabye cuplings?? I have no clue how hard it would be but a handcart and being able to make a train by cupling them together would be pretty cool....

I don't know about a handcart, but cart linking is planned.
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#10

    makermod1

    Lapis Lazuli Collector

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Posted 10 October 2011 - 12:22 PM

View PostCovertJaguar, on 10 October 2011 - 12:19 PM, said:

I don't know about a handcart, but cart linking is planned.
oh nice.... that would be a first for a mod, would be very very useful, :D
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#11

Posted 10 October 2011 - 12:24 PM

looks cool - its sounds a good system :)
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#12

  • Location: West Coast, USA
  • Minecraft: CovertJaguar

Posted 10 October 2011 - 02:56 PM

Looked at Minefactory, should work alright, I think.
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#13

Posted 10 October 2011 - 03:01 PM

Looks really cool, I'll give it a try later. :)
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#14

Posted 10 October 2011 - 03:21 PM

maybe some kind of tool to rotate the sections? it is really anoying that the parts face one side if build incorrect

#15

  • Location: West Coast, USA
  • Minecraft: CovertJaguar

Posted 10 October 2011 - 04:02 PM

View PostTimtower, on 10 October 2011 - 03:21 PM, said:

maybe some kind of tool to rotate the sections? it is really anoying that the parts face one side if build incorrect

Well I wanted to avoid making another wrench, but I suppose I could. =P

I've never had any trouble placing rails though. Just face the direction you wish them to be placed.
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#16

Posted 10 October 2011 - 04:36 PM

suggestion : make a detector for all kind of carts

#17

    Ket

    Coal Miner

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Posted 10 October 2011 - 04:56 PM

Nice changes to the minecart collisions, sadly if you use BTW it will crash upon activating any of the detector rails it got with a class cast exception:
Spoiler


#18

Posted 10 October 2011 - 05:06 PM

View PostKet, on 10 October 2011 - 04:56 PM, said:

Nice changes to the minecart collisions, sadly if you use BTW it will crash upon activating any of the detector rails it got with a class cast exception:
Read up - there are specific comments about turning off BTW's minecart modifying behaviour...
Intelligent people ask stupid questions - stupid people don't ask.
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#19

    Ket

    Coal Miner

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Posted 10 October 2011 - 05:11 PM

View PostPyrocantaes, on 10 October 2011 - 05:06 PM, said:

Read up - there are specific comments about turning off BTW's minecart modifying behaviour...
That has nothing to do with BTWs minecart edits, that just changes the de-acceleration of the carts in the EntityMinecart class
and anyway I got that turned off.
This is an error causes by this mod overriding the default minecart classes, which breaks the detector rails in BTW as they extend the default detector rail

#20

  • Location: on the throne of the ultimate videogamer
  • Minecraft: MASTERINGS_SOUL

Posted 10 October 2011 - 05:14 PM

wow this seems amazeing but if you add magnet cartys and magnet rails it can open up new
rollar coater possabilitys like magnet ones can go ion the side and updide down magnet carts are to be used on magnet rails
the stay on them normal ones would just fall if on side or up side down
let me know if you like idea :D
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