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    posted a message on Traincraft 4.2.1.
    Would anyone be interested in a community (forum) just for Traincraft, and possibly other games? Let me know what you think.
    Absofreakinglutely. The thread here is becoming an absolute mess of fail, and isn't all that informative about the mod's development at this point. I'd love to see this deserving mod get its own message board so news could be kept up in one place; right now it's kind of a spaghetti mess of old or outdated wikis, unreferenced blogs and twitter threads.
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    So... This is new. :D
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    Quote from miner_9751

    I refer to it as being typical traincraft.

    Yep; one of my trains did it while I was out on a track-building trip. I just said "heck with it," finished off the track, and drove it all the way home with a boxcar and two passenger cars pumping angrily inside the cab of my Mogul all the way.
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    Quote from miner_9751

    Every one who plays multiplayer with it knows.... ^_^

    So it's not just something I'm doing wrong? Darn. Well, despite the occasional annoyance I'll admit the results are sometimes utterly hilarious. Particularly the cart-inside-another-cart-causing-permanent-acceleration thing, I almost died laughing the first time that happened.
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    Sooo, am I the only one that's been experiencing the "accordion train" phenomenon? I'm rather hoping someone's figured out how to work around this.
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    So um. This may be a completely entitled asshat question, but here goes anyway. I absolutely love the new tracks - they're the best thing to happen to this mod ever - but I can't help noticing that they take a heavy toll on performance. Like, extremely heavy. When you have quite a few of them in your viewing range, your framerate tends to get slashed in half, or even lower. I'm not talking about ridiculously complex junctions and yards, either, I mean just like three or four relatively simple loops within chunk range.

    I (think I) understand why this is, as the tracks are geometrically complex and don't really fit in with the whole voxel optimization concept of Minecraft worlds, but I can't help wondering if there's some way to optimize them better. Are all the track pieces individual entities? Or are things like the straight tracks, at least, considered "blocks" in the Minecraft engine? I know Minecraft has never been a particularly well-optimized game, and the issue may not even be the fault of or even fixable buy you guys, but I really hate the idea of needing to avoid using these beautiful tracks just to keep a decent framerate (I'm talking like 18fps here versus my usual 60+).

    Any thoughts or comments? Maybe this is already being worked on, or has been asked by someone in the thread that I missed?
    Posted in: Minecraft Mods
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    posted a message on NATURA
    mDiyo, thank you for passing this mod along. It would have been an absolute shame to just see it die. progwml6, thank you so much for carrying this torch; I look forward to many more good times with you actively continuing this mod, which is by far one of my favorites. You're both awesome.
    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)
    Quote from shaneac

    I'm not sure if I installed this incorrectly, but I installed and applied Minecraft Forge 6.6.0, and then the seasons mod, but when I ran Minecraft, it just gives a green loading bar (like when you force update minecraft) and says "Done loading." It stays frozen on that, though.
    Forge 6.6.0 isn't enough. You need to look at the three-digit "build number" at the end. 6.6.0 starts at build 497, and this mod needs 499 or higher. Grab one of the newer versions from the files list at the Forge website, and it should work fine.

    Remember though, delete your \bin folder first so that Minecraft will download a clean, fresh .jar. Never try to install Forge in a jar that's already had Forge installed before.
    Posted in: Minecraft Mods
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    posted a message on The Seasons Mod - Minecraft 1.7.10 & 1.8.9, release version '3.0-alpha2' (updated 19th of July, 2017)
    So, perhaps I'm misinterpreting what's in this mod, or maybe I'm doing something wrong. Either way, winter does nothing but rain for me. No snow except in the biomes that get snow naturally; everywhere else is just perpetual rain, rain, rain, which feels more like spring than winter, and also gets freaking annoying after a while (that droning white noise of raaaaaaaaain). Am I missing something, or is that really what winter does in this mod?
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    Quote from Mrbrutal
    Yes an update will be posted in due time solving this problem.

    Great news! You've probably thought of this already, but do make sure that the fix takes care of the "ghost seats" that have already been left in a world as well as preventing new ones from being created; I'd rather not start a whole new map just for the sake of eliminating a few ugly white rectancles. ;)
    Posted in: Minecraft Mods
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    posted a message on Traincraft 4.2.1.
    I may be speaking a bit out of turn here, since I'm not sure how many suggestions are being taken or not, but here goes anyway. I can't help feeling like the diesel engines in TrainCraft are... Well, completely redundant. Even the fastest of them - the ChME3 - is outstripped by no less than three of the steam engines (the Heavy Steam, USFL and BR01), and is quite frankly only marginally faster than most of the other steam locomotives to boot. Every other diesel engine has a top speed of 80 or less, and quite frankly that's pretty darn slow since we can literally sprint-jump at roughly 75.

    Now, I realize that we can't have all the trains moving at super-high speeds, particularly with the danger of derailment on sharp turns, but come on, at least give the Santa Fe and SD70 a top speed of maybe 90-100? Diesels may not make steam completely redundant, but I really feel that they should at least be able to outrun an old western Mogul, for crying out loud. Maybe speed isn't everything, but I honestly can't find any other significant advantage that diesels provide, particularly not when steam locomotives can also run on the fully renewable fuel sources of charcoal and blaze rods. I want to be given a good reason to harvest the oil sands that litter my deserts, but so far it just seems like I'd be taking a step backwards from steam power, or at best a step sideways.

    Quote from torontoguy2k5

    Okay. I'm using Feed The Beast modpack with this in it. I need to know because this is aggrivating beyond belief.
    How the nether do I change the damn key used to open the UI on trains and zeps? Changing it in game AND in traincraft.cfg doesn't work. I basically can't talk to my friends when I'm playing... Because even when typing I press R and get the UI, killing whatever I was trying to say.

    No need to change this, all you have to do is grab the latest TrainCraft, 3.1.13_030. It has a bugfix for this that prevents the GUI from opening when chat is active (I just tested it myself).
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    Fairly simple question here: I would like to add the RailCraft steel axe to the list of tools that chop a complete tree down, for my SMP server. What are the steps I need to do this? I tried adding the item's number ID (currently 7536) to the config file, but the change never seems to take. What are the exact steps needed to do this? Do I need to use a name, like railcraft.steelAxe? If so, how do I find the actual name of the axe?
    Posted in: Minecraft Mods
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