I see. So I just need to load the map with Don's branch, use the wand and the world is fixed? Sounds easy.
No-no, this feature was not released yet. And though new 1.7 version will be a continuation of RoWD, it will be considered regular RoW release. Don's branch was a thing in my absence, but now as I've fixed and/or reworked things which DB could not or had no time to do properly, there's no need to have 'official' and 'unofficial' versions of mod. I'm going to release the new 1.7 version today no matter if there will be bugs or lags left. I could have missed something, after all.
And what about restoring the map — you'll have to go/run/fly/ride along all your tracks and use wand periodically so that all 'parent' track blocks are caught by the wand. I've set the default scanning range to 64 blocks (and height is 2 blocks), but you'll be able to change that number in config if you know your PC will/wont handle that.
Rollback Post to RevisionRollBack
“Being intelligent and literate provides more chances to be received favourably”
I was wondering how long the coal duration of "80" represents? I want to change it since it doesn't seem to last more than a few seconds, but I was wondering if there was a way to translate that number into time, so I have an idea of what I'd like to change it to.
I was wondering how long the coal duration of "80" represents? I want to change it since it doesn't seem to last more than a few seconds, but I was wondering if there was a way to translate that number into time, so I have an idea of what I'd like to change it to.
This is not a duration. This is just a value by which one coal item fills the tender. Given the different 'burning speed', this one item could last different time. But well, in the releases you have, fuel is consumed with constant rate of 1 unit per tick, thus one coal item will last 4 seconds. And well, adjusting that value in config won't make your trains last longer or allow you to refuel less often; it will just reduce amount of coal you need to fill the tender.
And yeah, this was changed in the upcoming version, no need to adjust those values.
Rollback Post to RevisionRollBack
“Being intelligent and literate provides more chances to be received favourably”
This is not a duration. This is just a value by which one coal item fills the tender. Given the different 'burning speed', this one item could last different time. But well, in the releases you have, fuel is consumed with constant rate of 1 unit per tick, thus one coal item will last 4 seconds. And well, adjusting that value in config won't make your trains last longer or allow you to refuel less often; it will just reduce amount of coal you need to fill the tender.
And yeah, this was changed in the upcoming version, no need to adjust those values.
When you say "upcoming version", I'm assuming you're referring to the 1.10.2 update you're working on? And if so, is there any way a config option could be added to the existing 1.7.10 version to allow the coal duration to last longer than 4 seconds?
(If you're not referring to 1.10.2, then what is the upcoming version?)
The answer is literally two posts higher than your previous message.
Always love those "you're an idiot" replies. Sorry for missing that tidbit of info.
Will you add anything to the config for coal to extend the burn time, and what will the new burn time be? You said it will be "fixed" but can you provide any details?
Will you add anything to the config for coal to extend the burn time, and what will the new burn time be? You said it will be "fixed" but can you provide any details?
Well, rather than fixed consumption rate, locomotives now have a chance of one energy (fuel) unit being consumed in a tick. All the locos have it around ~30% thus lasting way longer. It's not the system I'd like to have, but it's better than the old constant-rate one. Consumption chance constants aren't configurable, but I may take some time and do massive research & test means to tweak them. You'll still be able to config the amount of items needed to fuel the tender, though.
Rollback Post to RevisionRollBack
“Being intelligent and literate provides more chances to be received favourably”
The Meaning of Life, the Universe, and Everything.
Join Date:
10/9/2013
Posts:
142
Member Details
First blood! (Love the new update by the way- runs great! (besides this :P))
Put your spoiler here.
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 9/12/16 6:27 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at net.row.stock.core.RoWRollingStock.getMasterTrackCoords(RoWRollingStock.java:458)
at net.row.stock.core.RoWRollingStock.func_70030_z(RoWRollingStock.java:298)
at net.row.stock.cart.CartNTV.func_70030_z(CartNTV.java:45)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.row.stock.core.RoWRollingStock.getMasterTrackCoords(RoWRollingStock.java:458)
at net.row.stock.core.RoWRollingStock.func_70030_z(RoWRollingStock.java:298)
at net.row.stock.cart.CartNTV.func_70030_z(CartNTV.java:45)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
-- Entity being ticked --
Details:
Entity Type: row.NTV (net.row.stock.cart.CartNTV)
Entity ID: 124
Entity Name: entity.row.NTV.name
Entity's Exact location: -371.19, 56.38, 26.79
Entity's Block location: World: (-372,56,26), Chunk: (at 12,3,10 in -24,1; contains blocks -384,0,16 to -369,255,31), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Entity's Momentum: -0.21, 0.00, -0.20
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Wiebold4449'/23, l='MpServer', x=-500.60, y=65.73, z=169.22]]
Chunk stats: MultiplayerChunkCache: 625, 625
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-607,4,394), Chunk: (at 1,0,10 in -38,24; contains blocks -608,0,384 to -593,255,399), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Level time: 3383076 game time, 6000 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 13 total; [EntityZombie['Zombie'/5, l='MpServer', x=-578.91, y=56.00, z=222.69], EntityBat['Bat'/6, l='MpServer', x=-582.25, y=62.84, z=233.75], EntityBat['Bat'/11, l='MpServer', x=-569.50, y=57.99, z=222.26], EntityClientPlayerMP['Wiebold4449'/23, l='MpServer', x=-500.60, y=65.73, z=169.22], CartIII2L12['entity.row.III2L12.name'/17, l='MpServer', x=-442.50, y=56.38, z=230.59], CartIII2L12['entity.row.III2L12.name'/18, l='MpServer', x=-442.50, y=56.38, z=244.10], TenderOv['entity.row.TenderOv.name'/19, l='MpServer', x=-442.50, y=56.38, z=254.48], LocoOv['entity.row.LocoOv.name'/20, l='MpServer', x=-442.50, y=56.38, z=261.72], EntityXPOrb['Experience Orb'/120, l='MpServer', x=-359.97, y=56.44, z=34.38], EntityXPOrb['Experience Orb'/121, l='MpServer', x=-363.25, y=56.44, z=36.03], CartNT['entity.row.CartNT.name'/122, l='MpServer', x=-359.04, y=56.38, z=36.79], CartNT['entity.row.CartNT.name'/123, l='MpServer', x=-365.05, y=56.38, z=32.29], CartNTV['entity.row.NTV.name'/124, l='MpServer', x=-371.19, y=56.38, z=26.79]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:919)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 215522760 bytes (205 MB) / 493268992 bytes (470 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA CustomOreGen{1.2.24} [Custom Ore Generation] (CustomOreGen-1.7.10-1.2.24.jar)
UCHIJAAAA row{1.7.10-5.8-RC3} [Rails of War] (RailsOfWar-1.7.10-5.8-RC3.jar)
UCHIJAAAA worldedit{6.1.1} [WorldEdit] (worldedit-forge-mc1.7.10-6.1.1-dist.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '2.1 NVIDIA-10.4.2 310.41.35f01' Renderer: 'NVIDIA GeForce GT 640M OpenGL Engine'
Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
LWJGL: 2.9.1
OpenGL: NVIDIA GeForce GT 640M OpenGL Engine GL version 2.1 NVIDIA-10.4.2 310.41.35f01, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Also, I noticed a slight niggle with the curves- on the 45 degree unions between curved sections, trains seem to derail- The problem seems to be solvable by overlapping the tracks slightly, though it makes for a rough joint and I doubt this is a 'feature'
Note that if you have ROWAM installed you're going to get a crash when loading your world. When things update, things break.
Also note that there's a regulator in this new version, so don't be surprised if you can't get you trains running even though you have the throttle maxed out.
EDIT: Wiebold4449, there's always been a gap between curves. I put a patch in my RoW-D version to plug it, but it looks like the issue persists.
Also, I noticed a slight niggle with the curves- on the 45 degree unions between curved sections, trains seem to derail- The problem seems to be solvable by overlapping the tracks slightly, though it makes for a rough joint and I doubt this is a 'feature'
Thanks Naiten!
Well, you can put 1m diagonal stubs to fill the gap between curves, until a solution is worked out and released.
Thank don_bruce and DAYdiecast as well, if so ¯\_(ツ)_/¯
Rollback Post to RevisionRollBack
“Being intelligent and literate provides more chances to be received favourably”
First blood! (Love the new update by the way- runs great! (besides this :P))
Also, I noticed a slight niggle with the curves- on the 45 degree unions between curved sections, trains seem to derail- The problem seems to be solvable by overlapping the tracks slightly, though it makes for a rough joint and I doubt this is a 'feature'
Thanks Naiten!
The trains also derail on the medium parallel switch in some rotations due to a missing tile block
The switch to the left doesn't cause derailments, but the switch to the right does
The trains also derail on the medium parallel switch in some rotations due to a missing tile block
The switch to the left doesn't cause derailments, but the switch to the right does
It would help a lot if you specify the compass points as well as if the train does facing-point move, or if it does trailing-point move, or if the bug occurs in both cases.
___
Never mind, already fixed that. As well as the previous bug (with 90° turns).
Rollback Post to RevisionRollBack
“Being intelligent and literate provides more chances to be received favourably”
the new version is grate. Excellent work, but i think there are two little issues with the handcar.
1. When you drive the handcar and brake with B, it stops immediately.
2. The handcar have the new brake sound for the big locos, but the old sound fits better.
Greetings
Well, I did some improvements in latest release, but the braking system should be rewritten from scratch (as usual). Some stock should have manual ('armstrong' for our transatlantic friends) brakes, handcar should have foot brake, newer stock should have pneumatic brakes. And some locomotives have two braking systems — locomotive brakes and train brakes; or even three — locomotive, train and manual locomotive (look at SSW interior) brakes. I'm not even speaking about all the different types of pneumatic brakes present in different periods of railway history...
I've tested my world with ROWAM 6.0.5 and it loads perfectly. Well, the automation system is broken, but at least the detector blocks are operating corect. But keep in mind, that the Tank blocks are not operationable in this version and you don't have freight blocks.
Before the use of Naiten's new version, I have ROWAM 7.2.1 installed, so the change to that former version is not a problem.
Btw Naiten, thank you to give us that new regulator feature! It's quite more realistic, but you need to learn, how to handle it, because you needs more keyboard buttons. It's little bit tricky, but it should be handleable after some trys.
I may implement some of the RoWAM features into the base mod, but well. It will take quite some time.
Well, at the moment, reverser-regulator pair is just a loose-precise control for locomotive power, and thus speed. How things actually work:
Quote from Naiten »
Basically, regulator controls amount of steam given from boiler to cylinders, and reverser controls how efficiently it will be used. With high reverse you get maximal momentum, but losses of steam are great and thus this mode is only used to start the train (since friction at rest is always higher than running friction). Low reverser indeed cuts off the steam thus reducing losses, but the work (and therefore power) of adiabatic expansion is way lower than of isobaric.
I wish to implement actual boiler one day, and thanks uni, I know the thermodynamics and stuff quite well now.
Rollback Post to RevisionRollBack
“Being intelligent and literate provides more chances to be received favourably”
The Meaning of Life, the Universe, and Everything.
Join Date:
3/20/2012
Posts:
1,544
Member Details
Thank you for this great mod . I created a test track in the form of a figure 8 on a flat map, just something simple to see how ROW works . I found that curved rails don't connect to each other when the 2 points of connection are diagonal , i had to travel away from the end of the curved track and with trial and error , guess how to lay the next diagonal track . I took a long time to do a simple test track with laying and deleting tracks . Once the track was created , trying to find the hitboxes to connect the car was difficult . Could you have an area highlight , as the wand moves over the hitbox , to show where the hitbox is ? These where a few things that I had to figure out to pass the information on to a 7 and 10 year old so that they could use the mod .
Summery of findings
Difficult to plan tracks (curved tracks hard to connect)
Hitboxes for connecting trains needed numerous tries to find , resulting in breaking the tracks
The sound becomes more distorted the faster the train goes
Kids are going to find it hard to use in current state , i had to figure it out to help them
Any Help for laying the different tracks and a guide would be helpful
Cheers and Thank You
Conclusion : a very impressive railway , once it's up and running . I found it to be fast and visually appealing
A nice update to the locomotives. Its a bit harder to use at first, espesially the Ov, but with a bit of practise I supose it will go just fine. I found one problem though. If you leave a locomotive, and then tries to get back in, it sometimes won't let you do so. You cant enter any stock, and have to exit and re-enter the world, wich can be a problem if you have a train running. I also like that extra "helper" when placing tracks in third person perspective. Don't know if it was intentional or not? But seein the whole rail on the ground while holding it in your hand sure can help placing the turns and switches, even tho it might only be usefull on flat maps.
I see. So I just need to load the map with Don's branch, use the wand and the world is fixed? Sounds easy.
Just had a look at the RoW Twitter feed, and if I'm understanding this correctly, the new 1.10.2 version may be coming very, very soon.
Some say that his new range of Christmas fragrances includes the great smell of Wednesday.
Well, I guess you missed the messages where info about versions and plans is given. Bugfixes and improvements for 1.7 come very soon, not the 1.10.
No-no, this feature was not released yet. And though new 1.7 version will be a continuation of RoWD, it will be considered regular RoW release. Don's branch was a thing in my absence, but now as I've fixed and/or reworked things which DB could not or had no time to do properly, there's no need to have 'official' and 'unofficial' versions of mod. I'm going to release the new 1.7 version today no matter if there will be bugs or lags left. I could have missed something, after all.
And what about restoring the map — you'll have to go/run/fly/ride along all your tracks and use wand periodically so that all 'parent' track blocks are caught by the wand. I've set the default scanning range to 64 blocks (and height is 2 blocks), but you'll be able to change that number in config if you know your PC will/wont handle that.
Ah, thank you for clarifying that, Naiten. I was a bit confused, since I thought that there was a lot more work to be done, which there is in reality.
Some say that his new range of Christmas fragrances includes the great smell of Wednesday.
I was wondering how long the coal duration of "80" represents? I want to change it since it doesn't seem to last more than a few seconds, but I was wondering if there was a way to translate that number into time, so I have an idea of what I'd like to change it to.
This is not a duration. This is just a value by which one coal item fills the tender. Given the different 'burning speed', this one item could last different time. But well, in the releases you have, fuel is consumed with constant rate of 1 unit per tick, thus one coal item will last 4 seconds. And well, adjusting that value in config won't make your trains last longer or allow you to refuel less often; it will just reduce amount of coal you need to fill the tender.
And yeah, this was changed in the upcoming version, no need to adjust those values.
When you say "upcoming version", I'm assuming you're referring to the 1.10.2 update you're working on? And if so, is there any way a config option could be added to the existing 1.7.10 version to allow the coal duration to last longer than 4 seconds?
(If you're not referring to 1.10.2, then what is the upcoming version?)
The answer is literally two posts higher than your previous message.
Always love those "you're an idiot" replies. Sorry for missing that tidbit of info.
Will you add anything to the config for coal to extend the burn time, and what will the new burn time be? You said it will be "fixed" but can you provide any details?
¯\_(ツ)_/¯
Well, rather than fixed consumption rate, locomotives now have a chance of one energy (fuel) unit being consumed in a tick. All the locos have it around ~30% thus lasting way longer. It's not the system I'd like to have, but it's better than the old constant-rate one. Consumption chance constants aren't configurable, but I may take some time and do massive research & test means to tweak them. You'll still be able to config the amount of items needed to fuel the tender, though.
Yea guys check out the new update for 1.7.10:
https://minecraft.curseforge.com/projects/rails-of-war
First blood! (Love the new update by the way- runs great! (besides this :P))
Put your spoiler here.
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 9/12/16 6:27 PM
Description: Ticking entity
java.lang.NullPointerException: Ticking entity
at net.row.stock.core.RoWRollingStock.getMasterTrackCoords(RoWRollingStock.java:458)
at net.row.stock.core.RoWRollingStock.func_70030_z(RoWRollingStock.java:298)
at net.row.stock.cart.CartNTV.func_70030_z(CartNTV.java:45)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2006)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.row.stock.core.RoWRollingStock.getMasterTrackCoords(RoWRollingStock.java:458)
at net.row.stock.core.RoWRollingStock.func_70030_z(RoWRollingStock.java:298)
at net.row.stock.cart.CartNTV.func_70030_z(CartNTV.java:45)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
-- Entity being ticked --
Details:
Entity Type: row.NTV (net.row.stock.cart.CartNTV)
Entity ID: 124
Entity Name: entity.row.NTV.name
Entity's Exact location: -371.19, 56.38, 26.79
Entity's Block location: World: (-372,56,26), Chunk: (at 12,3,10 in -24,1; contains blocks -384,0,16 to -369,255,31), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Entity's Momentum: -0.21, 0.00, -0.20
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Wiebold4449'/23, l='MpServer', x=-500.60, y=65.73, z=169.22]]
Chunk stats: MultiplayerChunkCache: 625, 625
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-607,4,394), Chunk: (at 1,0,10 in -38,24; contains blocks -608,0,384 to -593,255,399), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Level time: 3383076 game time, 6000 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 13 total; [EntityZombie['Zombie'/5, l='MpServer', x=-578.91, y=56.00, z=222.69], EntityBat['Bat'/6, l='MpServer', x=-582.25, y=62.84, z=233.75], EntityBat['Bat'/11, l='MpServer', x=-569.50, y=57.99, z=222.26], EntityClientPlayerMP['Wiebold4449'/23, l='MpServer', x=-500.60, y=65.73, z=169.22], CartIII2L12['entity.row.III2L12.name'/17, l='MpServer', x=-442.50, y=56.38, z=230.59], CartIII2L12['entity.row.III2L12.name'/18, l='MpServer', x=-442.50, y=56.38, z=244.10], TenderOv['entity.row.TenderOv.name'/19, l='MpServer', x=-442.50, y=56.38, z=254.48], LocoOv['entity.row.LocoOv.name'/20, l='MpServer', x=-442.50, y=56.38, z=261.72], EntityXPOrb['Experience Orb'/120, l='MpServer', x=-359.97, y=56.44, z=34.38], EntityXPOrb['Experience Orb'/121, l='MpServer', x=-363.25, y=56.44, z=36.03], CartNT['entity.row.CartNT.name'/122, l='MpServer', x=-359.04, y=56.38, z=36.79], CartNT['entity.row.CartNT.name'/123, l='MpServer', x=-365.05, y=56.38, z=32.29], CartNTV['entity.row.NTV.name'/124, l='MpServer', x=-371.19, y=56.38, z=26.79]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:919)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.10.5
Java Version: 1.8.0_74, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 215522760 bytes (205 MB) / 493268992 bytes (470 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 5 total; -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 6 mods loaded, 6 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA CustomOreGen{1.2.24} [Custom Ore Generation] (CustomOreGen-1.7.10-1.2.24.jar)
UCHIJAAAA row{1.7.10-5.8-RC3} [Rails of War] (RailsOfWar-1.7.10-5.8-RC3.jar)
UCHIJAAAA worldedit{6.1.1} [WorldEdit] (worldedit-forge-mc1.7.10-6.1.1-dist.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '2.1 NVIDIA-10.4.2 310.41.35f01' Renderer: 'NVIDIA GeForce GT 640M OpenGL Engine'
Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
LWJGL: 2.9.1
OpenGL: NVIDIA GeForce GT 640M OpenGL Engine GL version 2.1 NVIDIA-10.4.2 310.41.35f01, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Also, I noticed a slight niggle with the curves- on the 45 degree unions between curved sections, trains seem to derail- The problem seems to be solvable by overlapping the tracks slightly, though it makes for a rough joint and I doubt this is a 'feature'
Thanks Naiten!
Note that if you have ROWAM installed you're going to get a crash when loading your world. When things update, things break.
Also note that there's a regulator in this new version, so don't be surprised if you can't get you trains running even though you have the throttle maxed out.
EDIT: Wiebold4449, there's always been a gap between curves. I put a patch in my RoW-D version to plug it, but it looks like the issue persists.
Well, you can put 1m diagonal stubs to fill the gap between curves, until a solution is worked out and released.
Thank don_bruce and DAYdiecast as well, if so ¯\_(ツ)_/¯
The trains also derail on the medium parallel switch in some rotations due to a missing tile block
The switch to the left doesn't cause derailments, but the switch to the right does
Rails of War
also
ROWAM
Minecraft Model Railroad
MC Flight Simulator
It would help a lot if you specify the compass points as well as if the train does facing-point move, or if it does trailing-point move, or if the bug occurs in both cases.
___
Never mind, already fixed that. As well as the previous bug (with 90° turns).
Hey Naiten,
the new version is grate. Excellent work, but i think there are two little issues with the handcar.
1. When you drive the handcar and brake with B, it stops immediately.
2. The handcar has the new brake sound for the big locos, but the old sound fits better.
Greetings
Well, I did some improvements in latest release, but the braking system should be rewritten from scratch (as usual). Some stock should have manual ('armstrong' for our transatlantic friends) brakes, handcar should have foot brake, newer stock should have pneumatic brakes. And some locomotives have two braking systems — locomotive brakes and train brakes; or even three — locomotive, train and manual locomotive (look at SSW interior) brakes. I'm not even speaking about all the different types of pneumatic brakes present in different periods of railway history...
I may implement some of the RoWAM features into the base mod, but well. It will take quite some time.
Well, at the moment, reverser-regulator pair is just a loose-precise control for locomotive power, and thus speed. How things actually work:
I wish to implement actual boiler one day, and thanks uni, I know the thermodynamics and stuff quite well now.
Thank you for this great mod . I created a test track in the form of a figure 8 on a flat map, just something simple to see how ROW works . I found that curved rails don't connect to each other when the 2 points of connection are diagonal , i had to travel away from the end of the curved track and with trial and error , guess how to lay the next diagonal track . I took a long time to do a simple test track with laying and deleting tracks . Once the track was created , trying to find the hitboxes to connect the car was difficult . Could you have an area highlight , as the wand moves over the hitbox , to show where the hitbox is ? These where a few things that I had to figure out to pass the information on to a 7 and 10 year old so that they could use the mod .
Summery of findings
Difficult to plan tracks (curved tracks hard to connect)
Hitboxes for connecting trains needed numerous tries to find , resulting in breaking the tracks
The sound becomes more distorted the faster the train goes
Kids are going to find it hard to use in current state , i had to figure it out to help them
Any Help for laying the different tracks and a guide would be helpful
Cheers and Thank You
Conclusion : a very impressive railway , once it's up and running . I found it to be fast and visually appealing
A nice update to the locomotives. Its a bit harder to use at first, espesially the Ov, but with a bit of practise I supose it will go just fine. I found one problem though. If you leave a locomotive, and then tries to get back in, it sometimes won't let you do so. You cant enter any stock, and have to exit and re-enter the world, wich can be a problem if you have a train running. I also like that extra "helper" when placing tracks in third person perspective. Don't know if it was intentional or not? But seein the whole rail on the ground while holding it in your hand sure can help placing the turns and switches, even tho it might only be usefull on flat maps.