Though not immediately necessary for most I guess, do you think it'd be possible to readd the ability to couple vanilla/railcraft (and possibly even Steve's Carts?) carts to TrainCraft trains/carts?
I think I may have come across a bug too.
I have a full MFSU sending out power to a PowerConverters HV consumer, out through a PowerConverters UE 480v producer and to Electric Track via Insulated Superconductor. Though I saw power being consumed/transferred as the Electric Track was 'powered up', after that it stopped consuming/transferring. I've had a Cart Hauler running on a loop for the past 10 minutes, using no power whatsoever.
Would it be too much for me to request that the electric tracks can be powered by IC2 power rather than/as well as UE power? The UE mods haven't seen any updates in a while which sucks a little. Possibly as a config switch?
Would it be too much for me to request that the electric tracks can be powered by IC2 power rather than/as well as UE power? The UE mods haven't seen any updates in a while which sucks a little. Possibly as a config switch?
how to connect the electric tracks to the energy network, you can add a screenshot? I did not get
Ok, I really really like this mod. but might i suggest an idea. To make a curved track that spans more than one block. When these trains are moving on these tracks and come to a turn it looks so unatural. I would be nice to make it look a little better with turning at least
Rollback Post to RevisionRollBack
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
It appears that TrainCraft ignores the config settings for IDs. I use Metallurgy3 and there are 4 ID conflicts that occur with that, the Bogie, Steel Frame, Steel Cab, and Steel Chimney.
I attempted to change the IDs for those four items to unused IDs, and found that despite the IDs being changed, TrainCraft still attempts to use the original IDs - which results in Metallurgy overwriting those four items with its own items.
2013-06-13 15:09:45 [INFO] [STDOUT] CONFLICT @ 29007 item slot already occupied by src.train.common.items.ItemTrain@19582d8 while adding rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter@c14735
2013-06-13 15:09:45 [INFO] [fml.ItemTracker] The mod Metallurgy3Base is overwriting existing item at 29263 (src.train.common.items.ItemTrain from TC) with rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter
2013-06-13 15:09:45 [FINE] [fml.ItemTracker] Adding item rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter(29263) owned by Metallurgy3Base
2013-06-13 15:09:45 [INFO] [STDOUT] CONFLICT @ 29008 item slot already occupied by src.train.common.items.ItemTrain@12a0de4 while adding rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter@1f5f86f
2013-06-13 15:09:45 [INFO] [fml.ItemTracker] The mod Metallurgy3Base is overwriting existing item at 29264 (src.train.common.items.ItemTrain from TC) with rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter
2013-06-13 15:09:45 [FINE] [fml.ItemTracker] Adding item rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter(29264) owned by Metallurgy3Base
2013-06-13 15:09:45 [INFO] [STDOUT] CONFLICT @ 29009 item slot already occupied by src.train.common.items.ItemTrain@1128ee5 while adding rebelkeithy.mods.metallurgy.metals.utilityItems.ItemFertilizer@1637381
2013-06-13 15:09:45 [INFO] [fml.ItemTracker] The mod Metallurgy3Base is overwriting existing item at 29265 (src.train.common.items.ItemTrain from TC) with rebelkeithy.mods.metallurgy.metals.utilityItems.ItemFertilizer
2013-06-13 15:09:45 [FINE] [fml.ItemTracker] Adding item rebelkeithy.mods.metallurgy.metals.utilityItems.ItemFertilizer(29265) owned by Metallurgy3Base
2013-06-13 15:09:45 [INFO] [STDOUT] CONFLICT @ 29010 item slot already occupied by src.train.common.items.ItemTrain@342939 while adding net.minecraft.item.Item@7e94ae
2013-06-13 15:09:45 [INFO] [fml.ItemTracker] The mod Metallurgy3Base is overwriting existing item at 29266 (src.train.common.items.ItemTrain from TC) with net.minecraft.item.Item
As per the original config, 29007 is the Bogie, 29008 the Steel Frame, 29009 the Steel Cab, and 29010 is the Steel Chimney. Those IDs were changed to the ones above, but the mod still attempts to use the original IDs.
Edit: Forgot to mention that I'm using the latest version of TrainCraft.
Wowwww.... I'm an idiot. Speaking of fuel, could you please somehow add an unlimited diesel fuel container? I already have my high-speed electric trains running forever using the unlimited battery of Universal Electricity, I just need unlimited diesel fuel. It is kind of annoying having to constantly refuel the cargo train that runs around my server. And then, if it runs out of fuel, I have to run the full line of the track, find the train, spawn in a few stacks of fuel, refuel it, and then try to make sure it stays refueled. I honestly don't think it would be that hard to code, but I don't know java at all. Anyway, I really hope my idea gets implemented if it's possible.
Wowwww.... I'm an idiot. Speaking of fuel, could you please somehow add an unlimited diesel fuel container? I already have my high-speed electric trains running forever using the unlimited battery of Universal Electricity, I just need unlimited diesel fuel. It is kind of annoying having to constantly refuel the cargo train that runs around my server. And then, if it runs out of fuel, I have to run the full line of the track, find the train, spawn in a few stacks of fuel, refuel it, and then try to make sure it stays refueled. I honestly don't think it would be that hard to code, but I don't know java at all. Anyway, I really hope my idea gets implemented if it's possible.
Do you have railcraft installed on your server? If so, just use liquid loaders to pump in the diesel fuel.
Just updated my multiplayer server to the latest traincraft (4.0.1_002) and I'm still getting the trains on the roof issue, I don't see it on singleplayer though.
Glad to see the furnace bug is fixed.
My trains don't load chunks on my server although I use the chunk loading tool and set it to start loading chunks. I'm using the 4.0.1 version of TC and MCPC+ last build, can you help me please?
Would it be too much for me to request that the electric tracks can be powered by IC2 power rather than/as well as UE power? The UE mods haven't seen any updates in a while which sucks a little. Possibly as a config switch?
Sorry but no, IC2 way of transfering power isn't adapted to the way electric tracks work (tile entity extension problem)
It appears that TrainCraft ignores the config settings for IDs. I use Metallurgy3 and there are 4 ID conflicts that occur with that, the Bogie, Steel Frame, Steel Cab, and Steel Chimney.
I attempted to change the IDs for those four items to unused IDs, and found that despite the IDs being changed, TrainCraft still attempts to use the original IDs - which results in Metallurgy overwriting those four items with its own items.
2013-06-13 15:09:45 [INFO] [STDOUT] CONFLICT @ 29007 item slot already occupied by src.train.common.items.ItemTrain@19582d8 while adding rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter@c14735
2013-06-13 15:09:45 [INFO] [fml.ItemTracker] The mod Metallurgy3Base is overwriting existing item at 29263 (src.train.common.items.ItemTrain from TC) with rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter
2013-06-13 15:09:45 [FINE] [fml.ItemTracker] Adding item rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter(29263) owned by Metallurgy3Base
2013-06-13 15:09:45 [INFO] [STDOUT] CONFLICT @ 29008 item slot already occupied by src.train.common.items.ItemTrain@12a0de4 while adding rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter@1f5f86f
2013-06-13 15:09:45 [INFO] [fml.ItemTracker] The mod Metallurgy3Base is overwriting existing item at 29264 (src.train.common.items.ItemTrain from TC) with rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter
2013-06-13 15:09:45 [FINE] [fml.ItemTracker] Adding item rebelkeithy.mods.metallurgy.metals.utilityItems.ItemIgniter(29264) owned by Metallurgy3Base
2013-06-13 15:09:45 [INFO] [STDOUT] CONFLICT @ 29009 item slot already occupied by src.train.common.items.ItemTrain@1128ee5 while adding rebelkeithy.mods.metallurgy.metals.utilityItems.ItemFertilizer@1637381
2013-06-13 15:09:45 [INFO] [fml.ItemTracker] The mod Metallurgy3Base is overwriting existing item at 29265 (src.train.common.items.ItemTrain from TC) with rebelkeithy.mods.metallurgy.metals.utilityItems.ItemFertilizer
2013-06-13 15:09:45 [FINE] [fml.ItemTracker] Adding item rebelkeithy.mods.metallurgy.metals.utilityItems.ItemFertilizer(29265) owned by Metallurgy3Base
2013-06-13 15:09:45 [INFO] [STDOUT] CONFLICT @ 29010 item slot already occupied by src.train.common.items.ItemTrain@342939 while adding net.minecraft.item.Item@7e94ae
2013-06-13 15:09:45 [INFO] [fml.ItemTracker] The mod Metallurgy3Base is overwriting existing item at 29266 (src.train.common.items.ItemTrain from TC) with net.minecraft.item.Item
As per the original config, 29007 is the Bogie, 29008 the Steel Frame, 29009 the Steel Cab, and 29010 is the Steel Chimney. Those IDs were changed to the ones above, but the mod still attempts to use the original IDs.
Edit: Forgot to mention that I'm using the latest version of TrainCraft.
I see
In the mean time use metallurgy config to change IDs if it has any .cfg file
Just updated my multiplayer server to the latest traincraft (4.0.1_002) and I'm still getting the trains on the roof issue, I don't see it on singleplayer though.
Glad to see the furnace bug is fixed.
Bad news then...
We have no clue how to fix that. We have never been able to reproduce. Could be a conflict with another mod
Though not immediately necessary for most I guess, do you think it'd be possible to readd the ability to couple vanilla/railcraft (and possibly even Steve's Carts?) carts to TrainCraft trains/carts?
I think I may have come across a bug too.
I have a full MFSU sending out power to a PowerConverters HV consumer, out through a PowerConverters UE 480v producer and to Electric Track via Insulated Superconductor. Though I saw power being consumed/transferred as the Electric Track was 'powered up', after that it stopped consuming/transferring. I've had a Cart Hauler running on a loop for the past 10 minutes, using no power whatsoever.
I see
In the mean time use metallurgy config to change IDs if it has any .cfg file
Unfortunately, that's not an option for me. I'll just have to remove Traincraft for the time being, which apparently won't work right anyway due to me using MCPC+ (going from what you said).
I'll check it out again if/when it gets updated and fixed, though if it's not very compatible with MCPC+ servers, I may just have to skip using TrainCraft altogether.
Unfortunately, that's not an option for me. I'll just have to remove Traincraft for the time being, which apparently won't work right anyway due to me using MCPC+ (going from what you said).
I'll check it out again if/when it gets updated and fixed, though if it's not very compatible with MCPC+ servers, I may just have to skip using TrainCraft altogether.
Ah... Now that you say so, it could be MCPC+ that messes with config handling.
I have a full MFSU sending out power to a PowerConverters HV consumer, out through a PowerConverters UE 480v producer and to Electric Track via Insulated Superconductor. Though I saw power being consumed/transferred as the Electric Track was 'powered up', after that it stopped consuming/transferring. I've had a Cart Hauler running on a loop for the past 10 minutes, using no power whatsoever.
So I have done some testing and it works, I plugged a battery Box to the tracks and power is consumed (very slowly). Consumption values could need a tweak though.
I'm gonna try my best here not to sound like a demanding 5 year old, but I have a request, in terms of trains. (Please note that I'm in no rush to see anything like what I'm suggesting.)
In terms of small(er) steamers I'd like to see a little bit of expansion. Mainly into the world of steam switchers. The particular train I've been looking at is:
Flagg Coal #75 A 0-4-0 saddle tank yard switcher.
Wiki page: http://en.wikipedia.org/wiki/Flagg_Coal_Company_75
I do note that this is rather similar to the one little green steam engine already in the mod (Can't find it on the wiki and I can't remember the name).
I'm gonna try my best here not to sound like a demanding 5 year old, but I have a request, in terms of trains. (Please note that I'm in no rush to see anything like what I'm suggesting.)
In terms of small(er) steamers I'd like to see a little bit of expansion. Mainly into the world of steam switchers. The particular train I've been looking at is:
Flagg Coal #75 A 0-4-0 saddle tank yard switcher.
Wiki page: http://en.wikipedia....Coal_Company_75
I do note that this is rather similar to the one little green steam engine already in the mod (Can't find it on the wiki and I can't remember the name).
So what's the point adding a new loco if there is a similar one in game? A black texture on BR80 would probably do the trick...
This must be my most favourite mod ever, I really, really love what you guys have created here, and I do certainly hope you keep updating it in the future! (bugfixes and more trains ;p). I have also seen that traincraft has been updated, with alot of new things. Dyes, new textures, armor, etc etc but I have a question to ask about the update. I play Mindcrack on a server with my friends, and traincraft is part of Mindcrack. Do you know if they implement the update into mindcrack anytime soon? Cause I can't wait to start to experiment with all the new additions and help with bugfixing. I don't know how to use individual mods on minecraft, so an update of Mindcrack is my only short term option... (It really bothers me seeing the pre-update shunter in the server glitching and crashing with poor textures, while I know beautifull textured and dyed, non glitched shunterers are also available in other versions.) We just can't switch the server to another modpack.
Also if I might make some suggestions, I really like all of the trains you have at the moment, but I find the high speed trains a little bit lacking in textures. (atleast pre-update) and options. If you guys do plan on making new trains, could you give us some more high speed trains like the TGV, Eurostar, and ICE?
Mindcrack modpack will be updated once RedPower has been updated to 1.5.2
High speed trains have been removed on Traincraft 4+. It is not sure whether they will be back one day
I just want the zeppelin mod back... I don't want all these way too realistic trains in my Minecraft! I just want to make my creations drive able. Is there anywhere where I can download that part without all the other stuff?
I think I may have come across a bug too.
I have a full MFSU sending out power to a PowerConverters HV consumer, out through a PowerConverters UE 480v producer and to Electric Track via Insulated Superconductor. Though I saw power being consumed/transferred as the Electric Track was 'powered up', after that it stopped consuming/transferring. I've had a Cart Hauler running on a loop for the past 10 minutes, using no power whatsoever.
Using:
IndustrialCraft 2 1.115 (348)
PowerConverters 2.3.0
Basic Components 1.3.2.79
Electric Expansion 2.3.0.51
how to connect the electric tracks to the energy network, you can add a screenshot? I did not get
// Hi. I'm Minecraft, and I'm a crashaholic.
I attempted to change the IDs for those four items to unused IDs, and found that despite the IDs being changed, TrainCraft still attempts to use the original IDs - which results in Metallurgy overwriting those four items with its own items.
Here's a snippet of my Traincraft.cfg:
And the FML-Client-0.log:
As per the original config, 29007 is the Bogie, 29008 the Steel Frame, 29009 the Steel Cab, and 29010 is the Steel Chimney. Those IDs were changed to the ones above, but the mod still attempts to use the original IDs.
Edit: Forgot to mention that I'm using the latest version of TrainCraft.
Wowwww.... I'm an idiot. Speaking of fuel, could you please somehow add an unlimited diesel fuel container? I already have my high-speed electric trains running forever using the unlimited battery of Universal Electricity, I just need unlimited diesel fuel. It is kind of annoying having to constantly refuel the cargo train that runs around my server. And then, if it runs out of fuel, I have to run the full line of the track, find the train, spawn in a few stacks of fuel, refuel it, and then try to make sure it stays refueled. I honestly don't think it would be that hard to code, but I don't know java at all. Anyway, I really hope my idea gets implemented if it's possible.
[Error 404 could not be found]
Do you have railcraft installed on your server? If so, just use liquid loaders to pump in the diesel fuel.
Glad to see the furnace bug is fixed.
No, don't use MCPC+ it deactivates features
Sorry but no, IC2 way of transfering power isn't adapted to the way electric tracks work (tile entity extension problem)
I see
In the mean time use metallurgy config to change IDs if it has any .cfg file
Bad news then...
We have no clue how to fix that. We have never been able to reproduce. Could be a conflict with another mod
Photography website: www.srphoto.ch Twitter: @Spitfire4466
- No
- Yes that seems to be a bug
Photography website: www.srphoto.ch Twitter: @Spitfire4466
Unfortunately, that's not an option for me. I'll just have to remove Traincraft for the time being, which apparently won't work right anyway due to me using MCPC+ (going from what you said).
I'll check it out again if/when it gets updated and fixed, though if it's not very compatible with MCPC+ servers, I may just have to skip using TrainCraft altogether.
Ah... Now that you say so, it could be MCPC+ that messes with config handling.
Photography website: www.srphoto.ch Twitter: @Spitfire4466
So I have done some testing and it works, I plugged a battery Box to the tracks and power is consumed (very slowly). Consumption values could need a tweak though.
Photography website: www.srphoto.ch Twitter: @Spitfire4466
Considering that it's recommended to use RailCraft (and IC2), I'd say it's pretty obvious that it works with it.
In terms of small(er) steamers I'd like to see a little bit of expansion. Mainly into the world of steam switchers. The particular train I've been looking at is:
Flagg Coal #75
A 0-4-0 saddle tank yard switcher.
Wiki page: http://en.wikipedia.org/wiki/Flagg_Coal_Company_75
I do note that this is rather similar to the one little green steam engine already in the mod (Can't find it on the wiki and I can't remember the name).
So what's the point adding a new loco if there is a similar one in game? A black texture on BR80 would probably do the trick...
Mindcrack modpack will be updated once RedPower has been updated to 1.5.2
High speed trains have been removed on Traincraft 4+. It is not sure whether they will be back one day
Photography website: www.srphoto.ch Twitter: @Spitfire4466