* Large, steam-powered and rideable Trains with realistic Fuel Constraints and intuitive Control Schemes
* Multiple types of Cars with unique uses that enrich the Minecraft experience
* Interesting use of in-game Elements as Fuels
* Minimizing of new or extraneous elements
* Relatively efficient Coding ensuring Conflicts, Glitches, and general Issues are minimized or eliminated
* Train Physics (based on Minecart Physics) providing a unique and fluid experience
* Smooth Integration with other Mods (Nuclear Powered Engines) that doesn't affect the unmodded Experience
* Community-suggested and community-made Engines and Cars
The First Thing you should recognize: this is a big project! I invite anyone competent in Minecraft code modding to join me in bringing about this mod! This invitation, sadly, I cannot extend to myself, and I am currently working on pushing my modding proficiency past the level required to make this mod.
The Second Thing you should recognize is that we are having some picture hosting issues at the moment. This should be fixed shortly.
The Mod Team:
FlintTD: Head Idea Guy
Fluxigon: Head Texture-Maker and Assistant Modeler
Dynamic:
In the interest of making this mod as "realistic" and "interesting" as possible, I have devised a complex series of thermodynamic equations which simulate the Steam Locomotive in real life (or do the best they can in Minecraft). These equations are as simple as possible (to keep your computer form choking). When I have the time, I will make all of the various "crafting-style" screens needed to keep you engine stoked, watered, and in operable condition. For now, please live with this overview (this only applies to the Steam Locomotives, hint hint):
Fuel The trains runs on a wide variety of burnable fuels, and each has its own set of benefits and drawbacks. Some are just all-around better than others, but the sucky fuels are more easy to find or plentiful in-game. Some fuels can be used for unique purposes, others have hidden drawbacks. Certain fuels make the trains produce oddly-colored smoke.
Gauges
There are 3 gauges to keep track of: Boiler Temperature, Boiler Pressure, and Water Level.
The Boiler Temperature Gauge denotes the current temperature of the Boiler, and goes up to a certain limit in Degrees Celsius (because it is better for math). If the Boiler reaches its Temperature Limit (815 Degrees for the Normal Engine), it will suffer CATASTROPHIC MELTDOWN and rupture, blowing the locomotive into all of its components. The Boiler component in this case is replaced with a Ruptured Boiler, which can be salvaged by crafting it for 9 Iron ingots. The locomotive will also create an explosion of Explosion Power 1-10, depending on the Boiler Pressure. It is entirely possible to make a nearly empty boiler melt down, causing a nearly-damageless explosion and destroying your engine. Higher Boiler Temperatures mean more Boiler Pressure. No Pressure is built until the Boiler Temperature is 100 Degrees or greater.
The Boiler Pressure Gauge denotes the current pressure of the Boiler, and goes up to a certain limit. If the Boiler reaches its Pressure Limit (equivalent of 17 atm for the Normal Engine), it will explode with effects identical to the explosion described above. Higher Boiler Pressure means more speed and more acceleration.
The Water Level Indicator denotes the current amount of Water contained within the Boiler. Water is expended as you move forward, but relative to the Boiler Pressure. It is entirely possible to expend your entire Boiler and go nowhere, or move hundreds of blocks with little expense.
Levers, Dials, and Inputs
The train is controlled by a series of inputs which present themselves as a Heads-Up Display when you enter the Engineer's cabin. Throttle (regulator): Controls speed indirectly via denoting how much Pressure goes into the Engine from the Boiler. It has four Settings: Off, One-Third-Steam, Two-Thirds-Steam, and Full Steam. Reverser: The transmission for the train! Controls which direction the moves. Can only be activated when the Throttle is Off, but it doesn't matter how fast the train is going, or in what direction! Can be used for a cool engine-brake effect, like in Semi Trucks or Manual Transmission Cars. This is achieved through turning the Throttle Off, reversing the Reverser, and re-applying the Throttle, which puts pressure into the cylenders despite the pistons operating in reverse due to the Train's momentum. Brake: A brake lever that controls how much steam is sent into thebrake pipe leading to the Brake. It has four Settings: Brake Off, One-Third-Brake, Two-Thirds-Brake, and Full Brake. When the brake is applied, it will use friction to stop the trains wheels, and the pressure applied is based upon how much steam resides in the boiler. If full brake is applied when enough pressure is built up, that seizes up the train's wheels. You will slide along the tracks making cool sparks until you come to a rest. Please note that this is an inefficient braking mechanism, and will give you a much greater stopping distance. Using the Brake automatically sets the Throttle to the Off setting. Slide distance is proportional to Train Weight and Train Speed. Whistle: Expends a set amount of pressure per second to make a loud, low whistle noise. Just like real life! Emergency Release Valve: Opens up a bunch of emergency pressure-drainage valves that expend Pressure really, really fast. Won't waste any Water if the Boiler Temperature is below 100 Degrees Celsius. Engines: The train is powered by engines! They use a well-thought-out, suscinct formula that comes directly from real railway engineers to convert a volume of steam into Force for the locomotive to use. They are also only that, besides a cool-looking graphic on your engine model.
Crafting:
Crafting such powerful engines can be a daunting task if one doesn't know where to start. Thankfully I have included a comprehensive crafting guide for every aspect of this mod.
Please note that due to my busy life, I have little time to fool around with Minecraft Recipe Designer, so recipes including mod-unique items have been omitted until further notice.
x2
These tracks are 3x8, Bed-like objects which are wider than they are long to accommodate the Trains. I have made the Train Tracks inexplicably multiply themselves in order to speed up the process of making cross-country rail lines without INVediting. I suspect I may have to break down these tracks into smaller track bits, probably 3x1 incremental bits just to make life easy. You can craft a normal straight track into 8 incrementals, or 8 incrementals back into a straight track (just to make life easy).
I will definitely add in a "placing template" that will appear on the ground when you look at a block with a track in hand. These will help guide your placement of the large track pieces, and allow you to plan out bends, railyards, and all kinds of mayhem.
BIG IMAGE
Curves are a specialized kind of track, which I haven't worked out yet. Obviously, S-bends are simply tracks placed one block to the side of each other, but 90-degree turns are a whole different animal. One thought is to have craftable turns that are like huge beds, only they aren't perfectly square, they follow the curve of the rails over several blocks. Either way, the idea is in the works, and in the end there will be no goofy 90-degree hairpins like Minecart tracks have.
Inclines are also a hairy prospect. Do note that 45o vertical ascents are definitely out, however the block scaling for ascents is hard to guage. I am adding in a 1-by-8 slope (a 7.125 degree incline) for the moment.
The second hairiest prospect is the idea of smooth transitions from inclined to flat track. These trains are big, and tiny Minecarts feel disjointed and jerky when hitting an ascent, not to mention the modeling problems occuring from such rails. I suspect that there may be some extra conditions to the 1-by-3 pattern that must be made, like additional flat rails which automatically include "incline debuffer" or "slope smoother" curved portions automatically, which flatten out to normal track height. I don't know, adn we will better define that when the time comes.
Switch-tracks are totally in. I only plan to release "deviating" switches that branch to the left or right, so no Y-switches for now. We will see about those later.
Turntables are in, and probably going to be a nightmare. They are going to be fairly large constructions, which will mean that you have to prepare yourself a large square hole beforehand to place the turntable in. It should be large enough to rotate an engine with coal tender, so think around 16-square blocks or less in ground space.
Inclined curve tracks are a special bonus that people might get after the first mod version is released. I will see how I feel about trigonometry in Minecraft then, and only then.
Locomotives
Functional Models
Model Fairlie Locomotive
BIG IMAGE
Planned Models
Remember that these locomotives are inspired by their respective links, not direct copies. All Locomotives in Minecraft are the creations of the Minecraftians.
The Basic-type is similar to the Sudbahn Class 23, but has no roof and lower, shoulder-high walls. It also has no big smoke stack, and instead runs its smoke in two exhaust pipes along the flanks of the Boiler and releases it out to the side (and down away from you) once it nears the Cabin. The front is an asymmetrical criss-cross of a handful of pipes, including one that comes down in front and runs under the chassis, but disappears above the Bogey. http://en.wikipedia.org/wiki/GKB_671
A Beyer-Garratt-type locomotive that has poor Efficiency due to its Weight, but has the most Force of any locomotive in the mod, due to it having two engines. Has a slightly smaller Top Speed than the Climax, and has a poor Acceleration. http://en.wikipedia....i/Beyer-Garratt
A Gruman-type steam shunter locomotive. Compact and powerful, but kinda ugly and steampunk, it is an engine straight our of my imagination. Mid-range Acceleration, poor Top Speed, but high Force. This can haul several cars, and is designed to move heavy loads in a yard. It has a metal cabin in front, which you stand in, and a slightly slanted, almost vertical boiler in the back. Several pipes run about its sides, and it has two pistons beside the cabin and above the smaller front wheels, which power the larger back wheels. Only has one, mack-truck like smoke stack out the left side behind the cabin.
A Mack-type electric switch locomotive that burns Redstone. Rapid Acceleration, but low Top Speed and low Force. It has a better Top Speed than the Basic, and the 2nd best Acceleration due to its light weight, but can only haul one car with any Velocity. It should work more like the Powered Minecart, but with overheating. http://www.valleymod...roducts_id=2200
A cheap but low-quality Jervis-type 4-2-0 with a weak Boiler and poor Efficiency. Low Force, but very light. Can still haul multiple cars, but takes hills poorly. It should be quite fast when unhooked from other cars. Acceleration is slightly better than the Shay, but nothing like the Mack. http://en.wikipedia.org/wiki/4-2-0
A Climax-type locomotive with a roughly 1.5 meter flywheel situated about 2 meters high (at the axle). The piston would push upward, from the front. It would have a higher Top Speed than the Shay, but lower Force. It still surpasses the Basic in every way. http://en.wikipedia....imax_locomotive
A Fairnsworth-type magical/electric locomotive, with six tall, vacuum-tube tanks that protrude vertically from either side. While opaque, they do produce Tesla-coil-like effects from their top-most nodes. Battery-style power plant is charged on Gunpowder, Redstone, Blaze Rods, Gold Bars, Gold Nuggets, Ender Pearls, Glowstone Powder, Soul Sand, Diamonds, and Emeralds. Stores a charge that can spent to power the train, with no worries of overheating or over-pressuring. Very expensive to make, and will attract lightning during lightning storms. The lightning hits one of the nodes at random and will fully charge the train, but damages the engineer (you!) a small amount in the process. Should have the best Acceleration/Weight ratio, but less overall Acceleration than the Mack. It will possess a sizable amount of Force, and probably the best overall Top Speed, but should be outclassed by the Beyer-Garratt in terms of raw hauling power.
See the Intercontinental: http://finalfantasy....al_Fantasy_VIII)
Military Engines
The Mokusei no Akuma is a wooden locomotive with a top-mounted Multiballista and two side-mounted Fire Cannons. This locomotive is mostly just an engine with a wooden frame. The frame is rectangular, and the engineer sits in a metal-frame Cabin held up with wood. The Multibalista fires three arrows per shot, side-by-side, and controlled by the engineer. The Multiballista has several enchantments compared to a regular bow. The sponson-mounted Fire Cannons spin in turret enclosures, with metal blast shields attached to the front. The back has the gears and mechanisms of the turret showing. The Fire Cannons launch Fire Charge shot. The front has a metal bulldoser bumper bolted on, and metal plating bolted on in various places, but always symmetrically. This engine can hitch up and haul cars, but it has the stats of a Basic-type locomotive.
A Gunther-type war locomotive equivalent to the Shay, but with lower Acceleration and higher Force. It is angular, slab-sided, and features a powerful main Cannon Turret mounted on the forward topside. When manning the locomotive, use the "X" key to open the Ammo Box and put in Shells, which automatically reload the Cannon. It has two smokestacks on the sides of the engine, directly in front of the armored cabin. It has high Health. The Gunther can hitch up and haul cars.
A Godhammer-type heavy rail titan. This behemoth of the rails is a pure and simple tank, and thusly cannot hitch up and haul cars. It has a low Top Speed and Acceleration, but Fairnsworth levels of Force. This engine has the highest Health of anything else in this mod, and has a dual-barreled Main Cannon Turret on the front of the engine, and two side-mounted Cannon Turrets on each side of the rearward flanks. These side Cannons are controlled by Passengers, which can embark onto the engine. These side gunners also control two forward flank-mounted Gatling Guns that fire Musket shot from Balkon's Weaponmod at four rounds per second. When manning a Cannon, use the "X" key to open the Ammo Box and put in Shells, which automatically reload the Cannon.
Cars
Tender: A small Car, at least when compared to its contemporaries. This car stores an extra Boiler's worth of Water and two Large Chest's worth of storage for fuel (and secret weapons).
Flatcar: This is a simple car, just a big flat slab on wheels. From this car, you craft all other cars. You can still use this car, though. Just hook it on. Really.
Boxcar/Hopper Car: Both of these cars serve the same function, namely moving stuff. These cars have a very, very high storage capacity. Boxcars can be accessed like Chests, while Hopper Cars have the ability to automatically store any item places on their topside, as it just falls in! They are made of different materials, but they hold the same capacity, namely a whole lot!
Passenger Car: The main reason the Rails are three blocks wide. Walk down the center isle, get trapped when someone comes the other way, inconvenience everybody by usurping somebody else's seat... just like real life! When you "use" the Seat, you sit down in the chair! The chairs face each other, too!
If I get too much time and skill on my hands, I will see about adding a private chat for people facing each other in the car, for Dreadnought(by Cherrie Priest) style intrigue and Firefly(the TV show) style awkward train moments ("Then why was there a gorram contingent of royal guards in the other car over!?")
Diner Car: The second reason the Rails are three blocks wide. Seats like the Passenger car, but instead of pew-like benches, you have romantic 2-person booths! On the right side is a bar, with an in-built Testificate bartender that will trade with you! Baked goods! Milk! Cake! Just come prepared with Emeralds.
Sleeper Car:The most difficult car to code. This car has beds, like three double bunks per side, where the seats were in the Passenger Car. Built of the Flatcar chassis, this car looks identical to the Passenger Car on the outside. It allows you to Sleep while on the move. Yeah, that pipe dream.
Craftsman's Car: A perhaps an even more difficult car to code. This car has a Furnace, a Crafting Table, and a Double-Chest all built in. I intend to make them all useable while moving, but we shall see...
Caboose: Another car based on the Tender chassis. Yay, ubiquitousness! This car has a small second story, which can be accessed by climbing up a ladder. Hopefully, the second story will do a kind of binocular thing, but that will probably wait until the second or third mod iteration. It also has a chest and bed, perhaps making this car the most dificult to code.
Military Cars
My plan for Military Cars is to add a Health or Durability feature to each Car. That would allow for anti-Train and Train-to-Train warfare. This whole add-on would come with a later version of the mod, and use Balkon's Weaponmod and/or cannibalized code from the Turrets Mod. If I put this in place, the mods would be compatible, and I hope to add explosion particles to the firing of Powder Weapons, one poof for a Musket, three for the Blunderbuss, and several for the Cannon, unless the particle system already exists.
Ballista Car: This Car is built off the Tender Car chassis, and is thus shorter than a Flatcar. It uses the Turrets Mod and the Engineer's 3rd/1st-person visuals (from this mod right here) to make an automatic Ballista turret emplacement in your Train! The ballista has several enchantments compared to a regular bow. When manning the Car, use the "X" key to open the Ammo Box and put in arrows! The cart has more Health than a Passenger Car, but not as much as an Armored Car. It can be upgraded through crafting to be Iron-plated, upgrading to high Health. It should be simpler to build than other Military Cars, to compensate for the weaker armament.
Kasai Nage: Very similar to the Ballista Car, and built with a Dispenser instead of a Ballista when crafting. Armored metal Turret houses an automatic Ballista. It can only shoot Fireballs, and has a Chest capacity for the Fire Charge ammo. Burns things real nice.
Mortar Car: An upgraded version of the Ballista Car. Uses the Balkon's Weaponmod cannon in place of the Ballista. Fires Cannonballs; must be reloaded manually, like a Musket, by using the "E" key and dragging from the Cannon's internal storage Inventory to the internal 2x2 crafting screen situated above the Inventory like a copy of your basic inventory. Armors exactly like Ballista Car, and has exactly the same health.
Armored Car: An Iron-plated and hunkered-down Passenger Car. It has no seats, but does have two chests at the back of the Car on either side of the door. Has upward-opening hatches on the windows, which open like Wooden Doors to allow you to fire out. Be careful, though, because you will take damage through windows from explosions or weapons. Has high Health.
Spawner Car: Essentially nothing more than an armored boxcar, the Spawner Car creates a contingent of various non-Endermen mobs while not in use. To open it, you get behind it (or in front of it) and pull the Lever on the corresponding side of the Gantry. The Door will slide open, and out of the intentional darkness will flood a tide of Zombies, Skeletons, Spiders, Creepers, Cave Spiders, Spider Jockeys and any other mobs I see fit. Mostly used as a terror weapon on enemy bases. Medium levels of Health. When destroyed, it will release a huge swarm of mobs.
War Car: A complex Car to use. Literally looks like the Monitor on wheels, but with two Turrets. Not based on any chassis. The Car has very high Health, and the Turrets have one Chest for ammo, each. http://www.armchairg.../Arm_trains.htm
Fuels:
A big part of running a train is fueling it. Obviously you won't get far on a single hunk of coal, but I try to be fair, balanced, and realistic with the fuel economy. Below I have listed every fuel, and each fuel's specs. If only I could make a spreadsheet grid in the forums...
*(Please note that these numbers are in Fahrenheit, not Celsius. I may convert it later, I may not. Much of the actual work is done in the computer code, so the number scale that the user is relatively arbitrary as long as it has defined boundaries and stays the same.)
A Locomotive consumes Fuel, which boils Water. As water is boiled, it turns into Steam (above 100oC), which has variable Pressure. To burn Fuel, you press "B" when inside the Cabin; this opens up an interface that looks like the Furnace interface, except vertically stacked and tall. This height is filled by a Water Level Gauge, which is graduated at one-fourth intervals. Below the gauge is the basic Fuel Slot, which is fill-able up to a full 64 stack of any type of fuel.
Fancy Fuels
Haemobitumen - Becomes 8 Haemobitumen Powder
Presto Log
War
War... war never changes. The war trains get guns, so we need to address how war works for trains!
Guns
To fire any gun, press the Space Bar. To exit a turret, press "Q". To bring up the Ammo Box GUI for any gun, press "E". Aim with the mouse, zoom in as normal. Each gun has its own ammunition, and each round has its own effect.
The Ballista is eccentially a bow turret, but the bow in question has Power III and Punch II. The reload time (down time between shots) is about a quarter-second, and the Ballista has double the range of a Bow. It expends Arrows to fire.
The Fire Cannon is a snub-nosed gun, that is effectively a Dispenser turret that can only shoot Fire Charges. Each Fire Charge expended will actually shoot three Fire Charge shots in a row, and the reload time will be synched up to allow the Fire Cannon to appear as if it is shooting continuously, as long as the fire button is pressed.
The Cannon is a tiny Naval Gun that shoots customized ammunition included with this mod, called Shells. These have a one-second reload time, and will make mechanical sounds until reloaded. The shells travel in a wide arc, which is mostly negligible when shooting at close targets (5-20 blocks away). They have an Explosion Power of 2, and will break Stone if the shell hits directly, or Dirt blocks and weaker items if caught in the blast. As an example, a Ghast Fireball has Explosion Power 1, a Creeper has Explosion Power 3, and TNT has an Explosion Power of 4.
Ammunition
All ammunition is stored within the gun like items are stored within a Dispenser. This inventory can be accessed by pressing "E" when manning a gun. The screen is identical to that of a Dispenser interaction screen, and all you do is load whatever ammunition that gun uses into the slots provided. It fires exaclty like a Dispenser dispenses, taking items from its inventory slots when used. Note that you cannot fire anything but the proper ammunition from any given gun.
Damage and Health
Any given car or engine has a Level of Health, set in Hearts, and an Armor Rating, set in Bars. Armor never looses durability, and remains a permanent stat on the car in question.
The Level of Damage of a basic, Flatcar-chassis-derived car is 100, and thus has 50 Hearts, and has 3 Bar of Armor. A basic Engine will have 4 Bars of Armor, and 70 Hearts of Health. Engines that are physically larger, like the Beyer-Garrett-type, will have more Hearts of Health, but the same Armor Rating. The Level of Damage of a basic, Tender-chassis-derived car is 45 Hearts, and have 3.5 Bars of Armor.
The Level of Damage of an Armored Car or War Engine is often elevated, alongside the obvious increase in Armor Rating. An armored, Flatcar-chassis-derived car has 100 Hearts and 8 Bars of Armor. An armored, Tender-chassis-derived car has 125 Hearts of Health and 8.5 Bars of Armor. Look in the Description of any car or engine to find the real, true Hearts or Armor Value.
Damage is dealt to a Car or Engine in three ways: Falling, Explosions, or Attacks. In terms of Falling, this works exaclty like Mob or Player falling damage. In terms of Explosions, this works exactly like Mobs or Players taking damage from explosions, as opposed to Block damage. In terms of Attacks, this works like Mobs taking damage.
No Engine or Car will ever be affected by potions. To Repair a Car or Engine, you take an Iron Ingot and right-click on the Car or Engine. This repairs two Hearts of Damage. To know the Damage of an Engine, you enter the Engine and look at the Damage Gauge, which will slowly tick down clockwise from vertical back to vertical. To know the Damage of a Car, you can see the Damage Gauge in the upper-right corner of your screen when you are a passenger, or when you enter the GUI of a Storeage Car like a Boxcar or Hopper Car. You cannot Repair a Car or Engine beyond its maximum Damage Level.
Now all we need is a way to hook carts together. Maybe some sort of chaining mechanic. Perhaps something you could create anchors... or even some sort of mail armour out of.
My thoughts exactly! Using the Couplers you install into your Locomotives (and onto the back of Cars) you can chain up your Locomotives and Cars into full-fledged trains!
Banner
Here is the banner that Fluxigon created. He hope you like it, because I can't really see it!
Is the mod dead? Because it looks dead to me.
No, the mod is not dead. I will finish it and continue to support it for future Minecraft releases. Who knows, it might support the Technic doohickey to.
Do you still need a coder?
Yes, I will always need a coder. Yes, they are in short supply. No, you probably will not get paid.
Will you include X locomotive please?
I will try to include as many different locomotives as possible. That means functionally different, not aesthetically. Similar-looking Steam Engines or Diesel Engines will probably not be added. If you want 31 flavors of locomotive, there is a game on Steam called Railway Simulator, that will not stop flooding my updates box, that I think you would enjoy.
You and your team don't seem very organized...
No, no we aren't. It probably has something to do with the whole "not getting paid" thing. Also, that wasn't a question.
Why is are the engines on your locomotives so simple/screwed up?
The engine is over-simplified and indestructable because really, the boilers are the main mechanic that provides the look and feel of a steam train. I wanted to make the boiler for this mod, not the engine, which is infinitely more complicated and not worth my time or yours.
Will you marry me?
Who are you, and how did you get in my Q&A BBQ!?
Wow. You're really going to solve minecraft's oldest problem! Finally, a train towed by an engine rather than pushed! :biggrin.gif: if this mod were a coupling mechanic alone added to existing mine carts, it'd make my day! This one will take the whole dang cake! X3
Why thank you! I plan on putting this through as the kicker for a whole slew of flesh-out mods that (I hope by then) will be completely original ideas!
Tell everybody you know! More support makes the mod happen faster! Shameless self-advertising!
Thanks. I am trying to use a variety of odds and ends that fit better than perhaps JUST an Iron Ingot or two, while still keeping things relatively cheap materials-wise. You will have a use for your old odds and ends, and a reason to go whole-hog into the "upper tiers" of Minecraft.
Wow! This is something that could really revolutionize Minecraft forever... I love your idea on making a Train Mod that is Full-Sized, and functional. I support this with my life.
If you want, I can help you create Block and Item Textures, and do some Modelling too if you need it :smile.gif:. I could also double up as an Idealist.
Say you run the train for a minecraft day, you should make it where youstart getting a little poison from it. just for all te smoke it produces. just blurting an idea, for you
I've got a few ideas that I hope you use for your mod.I think that their should be a way to customize cars/locomotives.I've think you could make car/locomotive by using something like a crafting table with a 16x10 grid with 5 layers.To use this you could use it to make certain cars/locomotive like a armed flatcar or a locomotive with a few beds.Another part customizing cars/locomotives is making parts like cannons,turntables and cranes.Cranes could lift cars/locomotives along with boats and minecarts.to make it you add a fishing pole to the top right corner with wooden planks in the middle and a to the left of the planks.To control it you right click to get in and use the mouse to aim up,down,left and right and right click to grab/release a car/locomotives or minecart/boat.cannons could be loaded/fired by right clicking.To load it you can right click to show a menu like a dispenser but with a thing you press to fire.To make a cannon you could place 3 iron ingots on top and on the bottom with a redstone torch on the right and gunpowder in the middle.You can also make a turrent by placing a cannon on top of a turntable.To use a turrent you use it like a crane but right clicking fires and it shows an a menu like a dispenser to load it with a thing you click to get in.To make a turntable you add 8 iron ingots around a stick.To use these you add them on the car/locomotive grid.I also think their should be a car you make by adding rails on top of a flatcar that could carry other cars.
I've got a few ideas that I hope you use for your mod.I think that their should be a way to customize cars/locomotives...
SPACES BETWEEN YOUR PERIODS, DO YOU USE THEM?
Regardless, if you look at some of my links in intro, you will see that I already have cannons worked out. However, the Crane idea is very cool, and I will see about adding that.
Car customization, however, I will have to deny. This mod should integrate itself as much as possible with Minecraft as it is, and I really hate those goofy crafting tables that modders seem to be so fond of. Ultimately, my Trains should be craftable in a 3x3 grid, using as few "intermediate pre-crafted parts" as possible for seamless integration. If you want more stuff on your Train, it will have to have more cars, just like real life.
This isn't to say that I won't have goofy cars, just not mega-mashup cars.
If you want, I can help you create Block and Item Textures, and do some Modelling too if you need it :smile.gif:. I could also double up as an Idealist.
I would love that. Textures, as I imagine them, would be very simple on the outside, due to the amount of "objects" per Car or Engine. The Cabins, however, I would love help with, seeing as they have so many do-dads in them. The Electro-magic Engine might also need attention due to the electrode dohickeys, but this is all just speculation. Either way, welcome aboard.
hey i have a train u should add its a 4-4-0 American Locomotive its the same model as the 4-4-0 Jupiter Locomotive just a different texture ill give a pic and a link
But yours is difrent.
Could I suggest maybe some difrent train types?
You could have Steam, Electric, and Desil.
They could each have specific advantages and such
Steam - Moderate Weight Compacity/ Slow speed
Electric - Low Weight Compacity/ Fast Speed
Desil - High Weight Compacity Moderate Speed
Steam would be like what you have with a large fuel range but expensive fuel amounts.
Electric would be the cheapest to run (Perhaps you could fuel it with redstone torchs or just hook it up to some buildcraft engines or whatnot).
Desil could run off of Buildcraft Oil, Refined Oil, or Lava Buckets.
This could open up a range of transports and stuff, Imagine a server train system with a massive train station and network.
a flat underground haul train locomotive. = low speed but good power and light weight
a V shaped ore cart for haul trains to move = very heavy but large inventory space
a hopper = any block entitys that are near this block are collected and stored in its gui
if a redstone charge is applied to the hopper it will dump its inventory. if another inventory is next to the hopper and if the inventory has sufficient space the hopper will deposit its contanse into the inventory next to it.
if you added these trains to your mod i would use it every day !!!
The Meaning of Life, the Universe, and Everything.
Join Date:
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This mod sound awesome could you possibly make bigger turnaround (corners) as the sharp 90° turns ruin the feel of the locos foe me. And also could there be a small Slate/mining style tank loco (open top) be in there. :biggrin.gif:
l suggest that you make sure it is compatible with redpower, buildcraft and industrial craft 2 because they are probably the most used mods in minecraft and to add more awesomeness to this mod l suggest that the locomotives are able to use the tracks from the railcraft mod and when this is done is it alright if l do a youtube video on it
VincentHoshino: I might add those in, but not in the first public version. I never personally liked the look of those engines.
Larky2k: That train might supplant my redstone railcar idea. It is that awesome.
kid288: If those are all cross-compatible in any way, I will try to work it in. My mod will run on Modloader, so if those work with modloader, so will my mod work with them in turn.
Other mods play model railway, but this one is the real deal! Full-sized Steam Engines, useable Cars, unique and feasible fueling systems and more!
Hello everyone and welcome to the Trains Mod! As you heard from my boasting above, I aim to create a Mod that embodies the grand scale and power of Steam Railroading! This will be compatible with Risugami's Modloader, the SteamCraft Mods, and necessarily Balkon's Weaponmod, most likely the Twilight Forest Mod, and hopefully Zeppelins and MC Forge and the Artifacts Mod as well. (MineColony, Battlecraft and the Wastelands might not be a bad idea either.)
Main Aspects of this Mod:
* Large, steam-powered and rideable Trains with realistic Fuel Constraints and intuitive Control Schemes
* Multiple types of Cars with unique uses that enrich the Minecraft experience
* Interesting use of in-game Elements as Fuels
* Minimizing of new or extraneous elements
* Relatively efficient Coding ensuring Conflicts, Glitches, and general Issues are minimized or eliminated
* Train Physics (based on Minecart Physics) providing a unique and fluid experience
* Smooth Integration with other Mods (Nuclear Powered Engines) that doesn't affect the unmodded Experience
* Community-suggested and community-made Engines and Cars
The First Thing you should recognize: this is a big project! I invite anyone competent in Minecraft code modding to join me in bringing about this mod! This invitation, sadly, I cannot extend to myself, and I am currently working on pushing my modding proficiency past the level required to make this mod.
The Second Thing you should recognize is that we are having some picture hosting issues at the moment. This should be fixed shortly.
The Mod Team:
* Previously 5%. Yay!
* Previously 7%. Progress!
* Previously 10%. Real code! Banners!
* Previously 12%. Thermodynamics!
* Currently 14%. Tracks!
Dynamic:
In the interest of making this mod as "realistic" and "interesting" as possible, I have devised a complex series of thermodynamic equations which simulate the Steam Locomotive in real life (or do the best they can in Minecraft). These equations are as simple as possible (to keep your computer form choking). When I have the time, I will make all of the various "crafting-style" screens needed to keep you engine stoked, watered, and in operable condition. For now, please live with this overview (this only applies to the Steam Locomotives, hint hint):
Fuel
The trains runs on a wide variety of burnable fuels, and each has its own set of benefits and drawbacks. Some are just all-around better than others, but the sucky fuels are more easy to find or plentiful in-game. Some fuels can be used for unique purposes, others have hidden drawbacks. Certain fuels make the trains produce oddly-colored smoke.
Gauges
There are 3 gauges to keep track of: Boiler Temperature, Boiler Pressure, and Water Level.
The Boiler Temperature Gauge denotes the current temperature of the Boiler, and goes up to a certain limit in Degrees Celsius (because it is better for math). If the Boiler reaches its Temperature Limit (815 Degrees for the Normal Engine), it will suffer CATASTROPHIC MELTDOWN and rupture, blowing the locomotive into all of its components. The Boiler component in this case is replaced with a Ruptured Boiler, which can be salvaged by crafting it for 9 Iron ingots. The locomotive will also create an explosion of Explosion Power 1-10, depending on the Boiler Pressure. It is entirely possible to make a nearly empty boiler melt down, causing a nearly-damageless explosion and destroying your engine. Higher Boiler Temperatures mean more Boiler Pressure. No Pressure is built until the Boiler Temperature is 100 Degrees or greater.
The Boiler Pressure Gauge denotes the current pressure of the Boiler, and goes up to a certain limit. If the Boiler reaches its Pressure Limit (equivalent of 17 atm for the Normal Engine), it will explode with effects identical to the explosion described above. Higher Boiler Pressure means more speed and more acceleration.
The Water Level Indicator denotes the current amount of Water contained within the Boiler. Water is expended as you move forward, but relative to the Boiler Pressure. It is entirely possible to expend your entire Boiler and go nowhere, or move hundreds of blocks with little expense.
Levers, Dials, and Inputs
The train is controlled by a series of inputs which present themselves as a Heads-Up Display when you enter the Engineer's cabin.
Throttle (regulator): Controls speed indirectly via denoting how much Pressure goes into the Engine from the Boiler. It has four Settings: Off, One-Third-Steam, Two-Thirds-Steam, and Full Steam.
Reverser: The transmission for the train! Controls which direction the moves. Can only be activated when the Throttle is Off, but it doesn't matter how fast the train is going, or in what direction! Can be used for a cool engine-brake effect, like in Semi Trucks or Manual Transmission Cars. This is achieved through turning the Throttle Off, reversing the Reverser, and re-applying the Throttle, which puts pressure into the cylenders despite the pistons operating in reverse due to the Train's momentum.
Brake: A brake lever that controls how much steam is sent into thebrake pipe leading to the Brake. It has four Settings: Brake Off, One-Third-Brake, Two-Thirds-Brake, and Full Brake. When the brake is applied, it will use friction to stop the trains wheels, and the pressure applied is based upon how much steam resides in the boiler. If full brake is applied when enough pressure is built up, that seizes up the train's wheels. You will slide along the tracks making cool sparks until you come to a rest. Please note that this is an inefficient braking mechanism, and will give you a much greater stopping distance. Using the Brake automatically sets the Throttle to the Off setting. Slide distance is proportional to Train Weight and Train Speed.
Whistle: Expends a set amount of pressure per second to make a loud, low whistle noise. Just like real life!
Emergency Release Valve: Opens up a bunch of emergency pressure-drainage valves that expend Pressure really, really fast. Won't waste any Water if the Boiler Temperature is below 100 Degrees Celsius.
Engines: The train is powered by engines! They use a well-thought-out, suscinct formula that comes directly from real railway engineers to convert a volume of steam into Force for the locomotive to use. They are also only that, besides a cool-looking graphic on your engine model.
Crafting:
Crafting such powerful engines can be a daunting task if one doesn't know where to start. Thankfully I have included a comprehensive crafting guide for every aspect of this mod.
Please note that due to my busy life, I have little time to fool around with Minecraft Recipe Designer, so recipes including mod-unique items have been omitted until further notice.
Basic and Universal Locomotive Parts
Steam Engine
Water Tank
Fire Box
Wheel - Might use The Wheel...
Coupler
Gauge Assembly
Train Tracks
x2
These tracks are 3x8, Bed-like objects which are wider than they are long to accommodate the Trains. I have made the Train Tracks inexplicably multiply themselves in order to speed up the process of making cross-country rail lines without INVediting. I suspect I may have to break down these tracks into smaller track bits, probably 3x1 incremental bits just to make life easy. You can craft a normal straight track into 8 incrementals, or 8 incrementals back into a straight track (just to make life easy).
I will definitely add in a "placing template" that will appear on the ground when you look at a block with a track in hand. These will help guide your placement of the large track pieces, and allow you to plan out bends, railyards, and all kinds of mayhem.
BIG IMAGE
Inclines are also a hairy prospect. Do note that 45o vertical ascents are definitely out, however the block scaling for ascents is hard to guage. I am adding in a 1-by-8 slope (a 7.125 degree incline) for the moment.
The second hairiest prospect is the idea of smooth transitions from inclined to flat track. These trains are big, and tiny Minecarts feel disjointed and jerky when hitting an ascent, not to mention the modeling problems occuring from such rails. I suspect that there may be some extra conditions to the 1-by-3 pattern that must be made, like additional flat rails which automatically include "incline debuffer" or "slope smoother" curved portions automatically, which flatten out to normal track height. I don't know, adn we will better define that when the time comes.
Switch-tracks are totally in. I only plan to release "deviating" switches that branch to the left or right, so no Y-switches for now. We will see about those later.
Turntables are in, and probably going to be a nightmare. They are going to be fairly large constructions, which will mean that you have to prepare yourself a large square hole beforehand to place the turntable in. It should be large enough to rotate an engine with coal tender, so think around 16-square blocks or less in ground space.
Inclined curve tracks are a special bonus that people might get after the first mod version is released. I will see how I feel about trigonometry in Minecraft then, and only then.
Locomotives
Functional Models
Model Fairlie Locomotive
BIG IMAGE
Planned Models
Remember that these locomotives are inspired by their respective links, not direct copies. All Locomotives in Minecraft are the creations of the Minecraftians.
The Basic-type is similar to the Sudbahn Class 23, but has no roof and lower, shoulder-high walls. It also has no big smoke stack, and instead runs its smoke in two exhaust pipes along the flanks of the Boiler and releases it out to the side (and down away from you) once it nears the Cabin. The front is an asymmetrical criss-cross of a handful of pipes, including one that comes down in front and runs under the chassis, but disappears above the Bogey.
http://en.wikipedia.org/wiki/GKB_671
A Beyer-Garratt-type locomotive that has poor Efficiency due to its Weight, but has the most Force of any locomotive in the mod, due to it having two engines. Has a slightly smaller Top Speed than the Climax, and has a poor Acceleration.
http://en.wikipedia....i/Beyer-Garratt
A Shay-type locomotive that is more expensive but more Efficient than the Basic-type and has a stronger Boiler. It should have a lot of Force, and better Acceleration than the Basic.
http://www.mrollins.com/shay.html
http://en.wikipedia....Shay_locomotive
A Gruman-type steam shunter locomotive. Compact and powerful, but kinda ugly and steampunk, it is an engine straight our of my imagination. Mid-range Acceleration, poor Top Speed, but high Force. This can haul several cars, and is designed to move heavy loads in a yard. It has a metal cabin in front, which you stand in, and a slightly slanted, almost vertical boiler in the back. Several pipes run about its sides, and it has two pistons beside the cabin and above the smaller front wheels, which power the larger back wheels. Only has one, mack-truck like smoke stack out the left side behind the cabin.
A Mack-type electric switch locomotive that burns Redstone. Rapid Acceleration, but low Top Speed and low Force. It has a better Top Speed than the Basic, and the 2nd best Acceleration due to its light weight, but can only haul one car with any Velocity. It should work more like the Powered Minecart, but with overheating.
http://www.valleymod...roducts_id=2200
A cheap but low-quality Jervis-type 4-2-0 with a weak Boiler and poor Efficiency. Low Force, but very light. Can still haul multiple cars, but takes hills poorly. It should be quite fast when unhooked from other cars. Acceleration is slightly better than the Shay, but nothing like the Mack.
http://en.wikipedia.org/wiki/4-2-0
A Climax-type locomotive with a roughly 1.5 meter flywheel situated about 2 meters high (at the axle). The piston would push upward, from the front. It would have a higher Top Speed than the Shay, but lower Force. It still surpasses the Basic in every way.
http://en.wikipedia....imax_locomotive
A Fairnsworth-type magical/electric locomotive, with six tall, vacuum-tube tanks that protrude vertically from either side. While opaque, they do produce Tesla-coil-like effects from their top-most nodes. Battery-style power plant is charged on Gunpowder, Redstone, Blaze Rods, Gold Bars, Gold Nuggets, Ender Pearls, Glowstone Powder, Soul Sand, Diamonds, and Emeralds. Stores a charge that can spent to power the train, with no worries of overheating or over-pressuring. Very expensive to make, and will attract lightning during lightning storms. The lightning hits one of the nodes at random and will fully charge the train, but damages the engineer (you!) a small amount in the process. Should have the best Acceleration/Weight ratio, but less overall Acceleration than the Mack. It will possess a sizable amount of Force, and probably the best overall Top Speed, but should be outclassed by the Beyer-Garratt in terms of raw hauling power.
See the Intercontinental: http://finalfantasy....al_Fantasy_VIII)
Military Engines
The Mokusei no Akuma is a wooden locomotive with a top-mounted Multiballista and two side-mounted Fire Cannons. This locomotive is mostly just an engine with a wooden frame. The frame is rectangular, and the engineer sits in a metal-frame Cabin held up with wood. The Multibalista fires three arrows per shot, side-by-side, and controlled by the engineer. The Multiballista has several enchantments compared to a regular bow. The sponson-mounted Fire Cannons spin in turret enclosures, with metal blast shields attached to the front. The back has the gears and mechanisms of the turret showing. The Fire Cannons launch Fire Charge shot. The front has a metal bulldoser bumper bolted on, and metal plating bolted on in various places, but always symmetrically. This engine can hitch up and haul cars, but it has the stats of a Basic-type locomotive.
A Gunther-type war locomotive equivalent to the Shay, but with lower Acceleration and higher Force. It is angular, slab-sided, and features a powerful main Cannon Turret mounted on the forward topside. When manning the locomotive, use the "X" key to open the Ammo Box and put in Shells, which automatically reload the Cannon. It has two smokestacks on the sides of the engine, directly in front of the armored cabin. It has high Health. The Gunther can hitch up and haul cars.
A Godhammer-type heavy rail titan. This behemoth of the rails is a pure and simple tank, and thusly cannot hitch up and haul cars. It has a low Top Speed and Acceleration, but Fairnsworth levels of Force. This engine has the highest Health of anything else in this mod, and has a dual-barreled Main Cannon Turret on the front of the engine, and two side-mounted Cannon Turrets on each side of the rearward flanks. These side Cannons are controlled by Passengers, which can embark onto the engine. These side gunners also control two forward flank-mounted Gatling Guns that fire Musket shot from Balkon's Weaponmod at four rounds per second. When manning a Cannon, use the "X" key to open the Ammo Box and put in Shells, which automatically reload the Cannon.
Cars
Tender: A small Car, at least when compared to its contemporaries. This car stores an extra Boiler's worth of Water and two Large Chest's worth of storage for fuel (and secret weapons).
Flatcar: This is a simple car, just a big flat slab on wheels. From this car, you craft all other cars. You can still use this car, though. Just hook it on. Really.
Boxcar/Hopper Car: Both of these cars serve the same function, namely moving stuff. These cars have a very, very high storage capacity. Boxcars can be accessed like Chests, while Hopper Cars have the ability to automatically store any item places on their topside, as it just falls in! They are made of different materials, but they hold the same capacity, namely a whole lot!
Passenger Car: The main reason the Rails are three blocks wide. Walk down the center isle, get trapped when someone comes the other way, inconvenience everybody by usurping somebody else's seat... just like real life! When you "use" the Seat, you sit down in the chair! The chairs face each other, too!
If I get too much time and skill on my hands, I will see about adding a private chat for people facing each other in the car, for Dreadnought (by Cherrie Priest) style intrigue and Firefly (the TV show) style awkward train moments ("Then why was there a gorram contingent of royal guards in the other car over!?")
Diner Car: The second reason the Rails are three blocks wide. Seats like the Passenger car, but instead of pew-like benches, you have romantic 2-person booths! On the right side is a bar, with an in-built Testificate bartender that will trade with you! Baked goods! Milk! Cake! Just come prepared with Emeralds.
Sleeper Car: The most difficult car to code. This car has beds, like three double bunks per side, where the seats were in the Passenger Car. Built of the Flatcar chassis, this car looks identical to the Passenger Car on the outside. It allows you to Sleep while on the move. Yeah, that pipe dream.
Craftsman's Car: A perhaps an even more difficult car to code. This car has a Furnace, a Crafting Table, and a Double-Chest all built in. I intend to make them all useable while moving, but we shall see...
Caboose: Another car based on the Tender chassis. Yay, ubiquitousness! This car has a small second story, which can be accessed by climbing up a ladder. Hopefully, the second story will do a kind of binocular thing, but that will probably wait until the second or third mod iteration. It also has a chest and bed, perhaps making this car the most dificult to code.
Military Cars
My plan for Military Cars is to add a Health or Durability feature to each Car. That would allow for anti-Train and Train-to-Train warfare. This whole add-on would come with a later version of the mod, and use Balkon's Weaponmod and/or cannibalized code from the Turrets Mod. If I put this in place, the mods would be compatible, and I hope to add explosion particles to the firing of Powder Weapons, one poof for a Musket, three for the Blunderbuss, and several for the Cannon, unless the particle system already exists.
Ballista Car: This Car is built off the Tender Car chassis, and is thus shorter than a Flatcar. It uses the Turrets Mod and the Engineer's 3rd/1st-person visuals (from this mod right here) to make an automatic Ballista turret emplacement in your Train! The ballista has several enchantments compared to a regular bow. When manning the Car, use the "X" key to open the Ammo Box and put in arrows! The cart has more Health than a Passenger Car, but not as much as an Armored Car. It can be upgraded through crafting to be Iron-plated, upgrading to high Health. It should be simpler to build than other Military Cars, to compensate for the weaker armament.
Kasai Nage: Very similar to the Ballista Car, and built with a Dispenser instead of a Ballista when crafting. Armored metal Turret houses an automatic Ballista. It can only shoot Fireballs, and has a Chest capacity for the Fire Charge ammo. Burns things real nice.
Mortar Car: An upgraded version of the Ballista Car. Uses the Balkon's Weaponmod cannon in place of the Ballista. Fires Cannonballs; must be reloaded manually, like a Musket, by using the "E" key and dragging from the Cannon's internal storage Inventory to the internal 2x2 crafting screen situated above the Inventory like a copy of your basic inventory. Armors exactly like Ballista Car, and has exactly the same health.
Armored Car: An Iron-plated and hunkered-down Passenger Car. It has no seats, but does have two chests at the back of the Car on either side of the door. Has upward-opening hatches on the windows, which open like Wooden Doors to allow you to fire out. Be careful, though, because you will take damage through windows from explosions or weapons. Has high Health.
Spawner Car: Essentially nothing more than an armored boxcar, the Spawner Car creates a contingent of various non-Endermen mobs while not in use. To open it, you get behind it (or in front of it) and pull the Lever on the corresponding side of the Gantry. The Door will slide open, and out of the intentional darkness will flood a tide of Zombies, Skeletons, Spiders, Creepers, Cave Spiders, Spider Jockeys and any other mobs I see fit. Mostly used as a terror weapon on enemy bases. Medium levels of Health. When destroyed, it will release a huge swarm of mobs.
War Car: A complex Car to use. Literally looks like the Monitor on wheels, but with two Turrets. Not based on any chassis. The Car has very high Health, and the Turrets have one Chest for ammo, each.
http://www.armchairg.../Arm_trains.htm
Fuels:
A big part of running a train is fueling it. Obviously you won't get far on a single hunk of coal, but I try to be fair, balanced, and realistic with the fuel economy. Below I have listed every fuel, and each fuel's specs. If only I could make a spreadsheet grid in the forums...
-------Fuel-------Heat/Second----Burn Time---Max Heat---Smoke Color
Leaves/Paper____8oF/sec______1 sec._________________Black
Wood Planks____1.5oF/sec_____8 sec._________________White
Logs___________1.5oF/sec____12 sec._________________Grey
Coal____________2oF/sec_____15 sec._________________White
Lava______________________120 sec._________________
Blaze Powder____8oF/sec______3 sec._________________Red
Presto Log_______8oF/sec_____60 sec._________________Purple
Mycelium_______1.5oF/sec____15 sec._________________Grey
Haemobitumen___7oF/sec_____5-11 sec._______________Spark-filled Maroon
A Locomotive consumes Fuel, which boils Water. As water is boiled, it turns into Steam (above 100oC), which has variable Pressure. To burn Fuel, you press "B" when inside the Cabin; this opens up an interface that looks like the Furnace interface, except vertically stacked and tall. This height is filled by a Water Level Gauge, which is graduated at one-fourth intervals. Below the gauge is the basic Fuel Slot, which is fill-able up to a full 64 stack of any type of fuel.
Fancy Fuels
Haemobitumen - Becomes 8 Haemobitumen Powder
Presto Log
War
War... war never changes. The war trains get guns, so we need to address how war works for trains!
Guns
To fire any gun, press the Space Bar. To exit a turret, press "Q". To bring up the Ammo Box GUI for any gun, press "E". Aim with the mouse, zoom in as normal. Each gun has its own ammunition, and each round has its own effect.
The Ballista is eccentially a bow turret, but the bow in question has Power III and Punch II. The reload time (down time between shots) is about a quarter-second, and the Ballista has double the range of a Bow. It expends Arrows to fire.
The Fire Cannon is a snub-nosed gun, that is effectively a Dispenser turret that can only shoot Fire Charges. Each Fire Charge expended will actually shoot three Fire Charge shots in a row, and the reload time will be synched up to allow the Fire Cannon to appear as if it is shooting continuously, as long as the fire button is pressed.
The Cannon is a tiny Naval Gun that shoots customized ammunition included with this mod, called Shells. These have a one-second reload time, and will make mechanical sounds until reloaded. The shells travel in a wide arc, which is mostly negligible when shooting at close targets (5-20 blocks away). They have an Explosion Power of 2, and will break Stone if the shell hits directly, or Dirt blocks and weaker items if caught in the blast. As an example, a Ghast Fireball has Explosion Power 1, a Creeper has Explosion Power 3, and TNT has an Explosion Power of 4.
Ammunition
All ammunition is stored within the gun like items are stored within a Dispenser. This inventory can be accessed by pressing "E" when manning a gun. The screen is identical to that of a Dispenser interaction screen, and all you do is load whatever ammunition that gun uses into the slots provided. It fires exaclty like a Dispenser dispenses, taking items from its inventory slots when used. Note that you cannot fire anything but the proper ammunition from any given gun.
Damage and Health
Any given car or engine has a Level of Health, set in Hearts, and an Armor Rating, set in Bars. Armor never looses durability, and remains a permanent stat on the car in question.
The Level of Damage of a basic, Flatcar-chassis-derived car is 100, and thus has 50 Hearts, and has 3 Bar of Armor. A basic Engine will have 4 Bars of Armor, and 70 Hearts of Health. Engines that are physically larger, like the Beyer-Garrett-type, will have more Hearts of Health, but the same Armor Rating. The Level of Damage of a basic, Tender-chassis-derived car is 45 Hearts, and have 3.5 Bars of Armor.
The Level of Damage of an Armored Car or War Engine is often elevated, alongside the obvious increase in Armor Rating. An armored, Flatcar-chassis-derived car has 100 Hearts and 8 Bars of Armor. An armored, Tender-chassis-derived car has 125 Hearts of Health and 8.5 Bars of Armor. Look in the Description of any car or engine to find the real, true Hearts or Armor Value.
Damage is dealt to a Car or Engine in three ways: Falling, Explosions, or Attacks. In terms of Falling, this works exaclty like Mob or Player falling damage. In terms of Explosions, this works exactly like Mobs or Players taking damage from explosions, as opposed to Block damage. In terms of Attacks, this works like Mobs taking damage.
No Engine or Car will ever be affected by potions. To Repair a Car or Engine, you take an Iron Ingot and right-click on the Car or Engine. This repairs two Hearts of Damage. To know the Damage of an Engine, you enter the Engine and look at the Damage Gauge, which will slowly tick down clockwise from vertical back to vertical. To know the Damage of a Car, you can see the Damage Gauge in the upper-right corner of your screen when you are a passenger, or when you enter the GUI of a Storeage Car like a Boxcar or Hopper Car. You cannot Repair a Car or Engine beyond its maximum Damage Level.
Making Trains
My thoughts exactly! Using the Couplers you install into your Locomotives (and onto the back of Cars) you can chain up your Locomotives and Cars into full-fledged trains!
Banner
Here is the banner that Fluxigon created. He hope you like it, because I can't really see it!
Code:
More Coming Soon!
Tell everybody you know! More support makes the mod happen faster! Shameless self-advertising!
with my life.If you want, I can help you create Block and Item Textures, and do some Modelling too if you need it :smile.gif:. I could also double up as an Idealist.
SPACES BETWEEN YOUR PERIODS, DO YOU USE THEM?
Regardless, if you look at some of my links in intro, you will see that I already have cannons worked out. However, the Crane idea is very cool, and I will see about adding that.
Car customization, however, I will have to deny. This mod should integrate itself as much as possible with Minecraft as it is, and I really hate those goofy crafting tables that modders seem to be so fond of. Ultimately, my Trains should be craftable in a 3x3 grid, using as few "intermediate pre-crafted parts" as possible for seamless integration. If you want more stuff on your Train, it will have to have more cars, just like real life.
This isn't to say that I won't have goofy cars, just not mega-mashup cars.
I would love that. Textures, as I imagine them, would be very simple on the outside, due to the amount of "objects" per Car or Engine. The Cabins, however, I would love help with, seeing as they have so many do-dads in them. The Electro-magic Engine might also need attention due to the electrode dohickeys, but this is all just speculation. Either way, welcome aboard.
Tell me what textures/models you need done, and I'll be on them right away!
4-4-0 Locomotive(Jupiter model)
But yours is difrent.
Could I suggest maybe some difrent train types?
You could have Steam, Electric, and Desil.
They could each have specific advantages and such
Steam - Moderate Weight Compacity/ Slow speed
Electric - Low Weight Compacity/ Fast Speed
Desil - High Weight Compacity Moderate Speed
Steam would be like what you have with a large fuel range but expensive fuel amounts.
Electric would be the cheapest to run (Perhaps you could fuel it with redstone torchs or just hook it up to some buildcraft engines or whatnot).
Desil could run off of Buildcraft Oil, Refined Oil, or Lava Buckets.
This could open up a range of transports and stuff, Imagine a server train system with a massive train station and network.
could you try and use these as well in your mod
a flat underground haul train locomotive. = low speed but good power and light weight
a V shaped ore cart for haul trains to move = very heavy but large inventory space
a hopper = any block entitys that are near this block are collected and stored in its gui
if a redstone charge is applied to the hopper it will dump its inventory. if another inventory is next to the hopper and if the inventory has sufficient space the hopper will deposit its contanse into the inventory next to it.
if you added these trains to your mod i would use it every day !!!
here are some images of carts
http://www.featurepics.com/online/Old-Mine-Cart-Photo234714.aspx
http://www.serminsa.com/EN/noti_detail.php?noti=5
thanks for the soon to be great mod
Pah! The zeppelins were a good idea, but those trains are kiddy rides! (No offense, oh glorious Spitfire)
http://www.finnmoller.dk/rail-usa/loco-guide/index.htm
VincentHoshino: I might add those in, but not in the first public version. I never personally liked the look of those engines.
Larky2k: That train might supplant my redstone railcar idea. It is that awesome.
kid288: If those are all cross-compatible in any way, I will try to work it in. My mod will run on Modloader, so if those work with modloader, so will my mod work with them in turn.