The hardest thing about square regions like that is that for all it's blockyness Minecraft does most position-based operations using circular bounding boxes. There is one bounding box method that's square, so I think it's possible. It'll just take me a bit to figure out how to code it. I'm really trying to keep from adding too many things, as I don't want ROW to be as automated as Railcraft.
EDIT: By the way, an electrician like you might be interested in the Electrical Age mod. It's by far the most realistic representation of electricity I've seen in Minecraft.
As if I didn't have enough reasons to hate the forum update already. Apparently the forum is shortening my link after I post it. Tell me again, why was it prudent to update again? Quotes are hard enough already...
I Have Another Question, Is it Currently possible to have more than 1 mob per train car?
That's a big negatory. Minecraft entities can only have one mount at a time; attempting to mount a second mob will kick out the first. I suppose you could have a second entity overlay the first, but that's something best left to Naiten on his side as the second entity would need to mimic the actions of the first.
Right now I'm trying to make it so detector blocks can be used in pairs to work as signals. Railcraft does this by making you put them in a line, but I don't like this idea, as it breaks with the free-forming style of ROW. That being said, how would you design signaling if you could do it? Are your signaled lines curvy, straight, small sidings, etc.? I want to get a feel of what people want to use the blocks for before I design the signals.
Some of my suggestions may be a bit different since I'm not planing on automating my system but plan on having multiple operators on a single track main with passing sidings.
IGN? Would that stand for In-Game Name? If so, it's the same as my forum name. Don Bruce is one of the few names I can regularly get on sites, so if you see it then it's a good bet that's me.
Just hopped on your sever. I see what you mean by signal blocks, if the Railcraft signals are indicative of track lines. From what I can see, I'll either need to create some code that will follow tracks, or make signals straight and have people place a bunch of them. I think the detection lines are going to require a bit of pondering...
if you look under the station you will see the red stone system that operates the signals, the beta system is on a hill near by. Ive been busy with work but ill try to be on some the next few nights.
Don, the detector block doesn't seem to work. I'm sure it does but is there a certain place that the output is emitted?
Edit: Also I wanted to use the Redstone Control to create a ground-frame but the block fails to control the switches unless it needs a special set-up?
Detector blocks don't emit power directly, rather they need a comparator hooked up to them. They power like hoppers, not like redstone blocks. Eventually I plan on varying the power output based on what the block has just detected.
Redstone control for the pointer block requires that the pointer block be in redstone mode in the GUI. This is needed to switch it from detection mode. Also, you need to place the block close to the switch pointer, otherwise it won't trigger.
Well, I just finished giving the OP a long-overdue update, so now all the blocks actually have a manual. If you still think the mod's confusing let me know, as I can always change the function of blocks to make it simpler.
Well, I just finished giving the OP a long-overdue update, so now all the blocks actually have a manual. If you still think the mod's confusing let me know, as I can always change the function of blocks to make it simpler.
Cool cool. I subbed to your channel a little while ago and found those showcases but the coal block is acting strangely and the detector isn't working for me. Is there any special mods needed to operate the detector?
Cool cool. I subbed to your channel a little while ago and found those showcases but the coal block is acting strangely and the detector isn't working for me. Is there any special mods needed to operate the detector?
I can't say I know anything about the coal block. What's it doing funny again? As for the detector, did you hook up a comparator to it? The detector only outputs signals through that, in preparation for a variable-signal output depending on what the block detects. Also note that the detector has a bit larger range than the rest of the ROWAM blocks, as this allows it to keep a constant signal in-between carts.
And no, no special mods are needed. I killed the last dependency back in 2.0.
I can't say I know anything about the coal block. What's it doing funny again? As for the detector, did you hook up a comparator to it? The detector only outputs signals through that, in preparation for a variable-signal output depending on what the block detects. Also note that the detector has a bit larger range than the rest of the ROWAM blocks, as this allows it to keep a constant signal in-between carts.
And no, no special mods are needed. I killed the last dependency back in 2.0.
The coal block only works on certain levels in comparison to the tracks. For me fueling is only effective when the block is 1 block below the track. And a setup the detectors properly they don't send anything signals.
The coal block only works on certain levels in comparison to the tracks. For me fueling is only effective when the block is 1 block below the track. And a setup the detectors properly they don't send anything signals.
The fueling block has the exact same locating code as the signal, station, and pointer block. If those are detecting a loco, the fueling block should as well. The only problem I know if is if you have multiple fuelable locos in the same area. The fueling block only works with one at a time, and picks one at random, so it might be choosing a full loco by mistake. I'm not sure what's up with the detectors, as I just placed on in my game and had it work fine. Would you be able to send me a picture of the setup where the errors are occurring? It would help me re-create the bugs.
I am having trouble with the locomotives, I saw a video with the locomotives renumbered. How do you do that? I have tried everything possible but it does not work.
I am having trouble with the locomotives, I saw a video with the locomotives renumbered. How do you do that? I have tried everything possible but it does not work.
Did you try right-clicking them with a name tag? Because that's how it's done.
[quote=don_bruce;../../../../members/don_bruce;2418083-rowam-rails-of-war-automation-module-put-your?comment=65]
The hardest thing about square regions like that is that for all it's blockyness Minecraft does most position-based operations using circular bounding boxes. There is one bounding box method that's square, so I think it's possible. It'll just take me a bit to figure out how to code it. I'm really trying to keep from adding too many things, as I don't want ROW to be as automated as Railcraft.
EDIT: By the way, an electrician like you might be interested in the Electrical Age mod. It's by far the most realistic representation of electricity I've seen in Minecraft.
Hey don_bruce just FYI your link for the electrical age doesn't work.This should be the correct link: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104648-electrical-age-physics-electric-circuits-more
I Have Another Question, Is it Currently possible to have more than 1 mob per train car?
As if I didn't have enough reasons to hate the forum update already. Apparently the forum is shortening my link after I post it. Tell me again, why was it prudent to update again? Quotes are hard enough already...
That's a big negatory. Minecraft entities can only have one mount at a time; attempting to mount a second mob will kick out the first. I suppose you could have a second entity overlay the first, but that's something best left to Naiten on his side as the second entity would need to mimic the actions of the first.
Alright folks, I need some input from y'all.
Right now I'm trying to make it so detector blocks can be used in pairs to work as signals. Railcraft does this by making you put them in a line, but I don't like this idea, as it breaks with the free-forming style of ROW. That being said, how would you design signaling if you could do it? Are your signaled lines curvy, straight, small sidings, etc.? I want to get a feel of what people want to use the blocks for before I design the signals.
If your interested in jumping on my server I can show you the system i am working on and what I mean by linking detectors. Mod list is on here and just Pm me your IGN. http://www.planetminecraft.com/server/the-sub-shop-rails-of-war-mod/
Some of my suggestions may be a bit different since I'm not planing on automating my system but plan on having multiple operators on a single track main with passing sidings.
IGN? Would that stand for In-Game Name? If so, it's the same as my forum name. Don Bruce is one of the few names I can regularly get on sites, so if you see it then it's a good bet that's me.
you're on the white list.
Just hopped on your sever. I see what you mean by signal blocks, if the Railcraft signals are indicative of track lines. From what I can see, I'll either need to create some code that will follow tracks, or make signals straight and have people place a bunch of them. I think the detection lines are going to require a bit of pondering...
if you look under the station you will see the red stone system that operates the signals, the beta system is on a hill near by. Ive been busy with work but ill try to be on some the next few nights.
Detector blocks don't emit power directly, rather they need a comparator hooked up to them. They power like hoppers, not like redstone blocks. Eventually I plan on varying the power output based on what the block has just detected.
Redstone control for the pointer block requires that the pointer block be in redstone mode in the GUI. This is needed to switch it from detection mode. Also, you need to place the block close to the switch pointer, otherwise it won't trigger.
ahhhhh this is so confusing ermagerd
Well, I just finished giving the OP a long-overdue update, so now all the blocks actually have a manual. If you still think the mod's confusing let me know, as I can always change the function of blocks to make it simpler.
Cool cool. I subbed to your channel a little while ago and found those showcases but the coal block is acting strangely and the detector isn't working for me. Is there any special mods needed to operate the detector?
I can't say I know anything about the coal block. What's it doing funny again? As for the detector, did you hook up a comparator to it? The detector only outputs signals through that, in preparation for a variable-signal output depending on what the block detects. Also note that the detector has a bit larger range than the rest of the ROWAM blocks, as this allows it to keep a constant signal in-between carts.
And no, no special mods are needed. I killed the last dependency back in 2.0.
The coal block only works on certain levels in comparison to the tracks. For me fueling is only effective when the block is 1 block below the track. And a setup the detectors properly they don't send anything signals.
The fueling block has the exact same locating code as the signal, station, and pointer block. If those are detecting a loco, the fueling block should as well. The only problem I know if is if you have multiple fuelable locos in the same area. The fueling block only works with one at a time, and picks one at random, so it might be choosing a full loco by mistake. I'm not sure what's up with the detectors, as I just placed on in my game and had it work fine. Would you be able to send me a picture of the setup where the errors are occurring? It would help me re-create the bugs.
I am having trouble with the locomotives, I saw a video with the locomotives renumbered. How do you do that? I have tried everything possible but it does not work.
Did you try right-clicking them with a name tag? Because that's how it's done.
Ah, that makes sense! THANKS!
It would be nice to have an American civil war locomotive, like the General or something like that. Another thing How do you load the freight cars?