It does??? Front page here said it probably wouldn't work with that. Sure nothing's funky?
Very interesting indeed. If no problems, I'll put this in immediately! (Think I have a couple of id's left) :smile.gif:
hello i think that you should add a rail that lanchs a minecart 10 blocks also make it so you can upgrade the lancher rail with gold it will lanch 20 blocks when powered.
you should make a second type of bording rail where instead of when the minecart stops and then when the rails powered the minecart goes the way you set the rail to go, make it so when it stops and then you power it, it keeps going in the direction it was headed.
hmm neat mod.. I wonder... Why people fuss over needed the mine-carts to attached each other.. Anyways only available at bukkit (there is a mine-carts attachment to become a train or a coaster.)..
not sure if it's due to my config (rp2, btw, pam's harvest and recipe book) but the recipe book crashes minecraft when I tried watching the recipes you added in the book. was wondering if anyone else had the issue.
I supposed that could be due to me replacing the default recipes for rails and minecarts. Not sure why though, I would need a crash log.
Are there chances you would be able to make minecarts able to be launched through the air? I'm thinking so you could make ramps and such for adventure style maps.
It would be nice.
Are there chances you would be able to make minecarts able to be launched through the air? I'm thinking so you could make ramps and such for adventure style maps.
It would be nice.
A Launcher Rail is certainly one of the ideas I've toying with. But SMP comes first and then I have a secret idea I really want to implement.
Strange, it appears that the recipe book tried to pass a metadata value larger than the detector was expecting when grabbing the textures. I wonder why it would do that. I'll put in a check in the next version to prevent it crashing, but it might render oddly in the recipe book. I might have to install the recipe book and check it myself.
I also implemented a new system that allows me to pack an infinite numbers of rails into a single block. This was more complex than it might sound since I couldnt use metadata to store rail type. Your old worlds should, and I stress should, convert to the new system the first time you load it. Make sure you visit all parts of your world that have the new rails in them though. It will only do the conversion if there are block id fields in the railcraft.cfg for the new rails. After the conversion it will removes those fields so it wont run again, freeing up two block ids.
And unfortunately, I just now got around to testing the recipe book with the new version and it still crashes despite the checks I put in. So I'll be making fixing that a priority atm.
Just finished coding a crowbar, damn this thing is awesome! I always hated picking up placed rails because of the time it took to harvest the rails. It will also reverse the direction on rails where it matters. I've considered making it activated switches too, but unless I make a redstone only switch rail it would probably wreck havoc with complex rail systems. So no switching for now.
Also coming in the next version is the Holding Rail. Basically a Boarding Rail, that launches the cart in direction it was travelling when it arrived. Very nice for cart flow control. Can't believe I never thought of it. =P
I hope SMP is holding up for everyone. Getting it to work was a pain, probably some bugs to be ironed out still.
Also coming in the next version is the Holding Rail. Basically a Boarding Rail, that launches the cart in direction it was travelling when it arrived. Very nice for cart flow control. Can't believe I never thought of it. =P
Cool, it's what i searched but never found in a single-player mod :smile.gif:
With this it's posible to make save block management.
Your going to have to define "improve". I'm all for increasing compatibility with other rail based mods, but dont have much interest in collaborative development.
With the current state of forge I cant really increase compatibly on my end without basefile edits. Though I could probably release a version that isnt base-clean that would be mostly compatible with your trains mod (but not Steve's Carts, he makes base file edits too). Provided there was enough interest for such a thing.
Eloraam has been aware of the problem for a while now, Power_crystals needs it too for Minefactory.
It does??? Front page here said it probably wouldn't work with that. Sure nothing's funky?
Very interesting indeed. If no problems, I'll put this in immediately! (Think I have a couple of id's left) :smile.gif:
but I think you should move "linking carts to 3rd on to-do list thx
to
I supposed that could be due to me replacing the default recipes for rails and minecarts. Not sure why though, I would need a crash log.
It would be nice.
A Launcher Rail is certainly one of the ideas I've toying with. But SMP comes first and then I have a secret idea I really want to implement.
I also implemented a new system that allows me to pack an infinite numbers of rails into a single block. This was more complex than it might sound since I couldnt use metadata to store rail type. Your old worlds should, and I stress should, convert to the new system the first time you load it. Make sure you visit all parts of your world that have the new rails in them though. It will only do the conversion if there are block id fields in the railcraft.cfg for the new rails. After the conversion it will removes those fields so it wont run again, freeing up two block ids.
And unfortunately, I just now got around to testing the recipe book with the new version and it still crashes despite the checks I put in. So I'll be making fixing that a priority atm.
Also coming in the next version is the Holding Rail. Basically a Boarding Rail, that launches the cart in direction it was travelling when it arrived. Very nice for cart flow control. Can't believe I never thought of it. =P
I hope SMP is holding up for everyone. Getting it to work was a pain, probably some bugs to be ironed out still.
Cool, it's what i searched but never found in a single-player mod :smile.gif:
With this it's posible to make save block management.
As one of the developers of the Trains Mod, I wonder if you would like to cooperate to let the two mods "improve" each other.
Thank you.
With the current state of forge I cant really increase compatibly on my end without basefile edits. Though I could probably release a version that isnt base-clean that would be mostly compatible with your trains mod (but not Steve's Carts, he makes base file edits too). Provided there was enough interest for such a thing.