Another thing that came up is the inaccuracy of the recipe section. Atleast three times now i have followed a particular recipe expecting to get one component, but ending up with two.
This should be great, right? Except It's causing me to waste coal and iron because I think I need to make more steel than I actually need to, or because I thought I needed to make more sub-assemblies which now have zero use and can't be melted back into ingots.
It honestly just happened to me again while making a Diesel Engine.
Can the recipe section be changed to tell the rest of us how many units will be made from any given recipe?
So I normally play with TC from Creative mode, but recently I was
challenged to try TrainCrafting in Survival mode for once. I really have
some criticism on TrainCraft's tech tree.
There's a few cars that are out of place and should be bumped down. The Wood Transport that matches with the 4-4-0 and Forney is Tier 2 and has steel components, and should really be tier 1 with iron components.
The Mogul locomotive should also be Tier 1, representing the design's emergence in the late 1800's, but make it the most expensive of Tier 1 locomotives.
BR80 should be bumped up to Tier 2, as it is more suited to 1930-1940 than the 1860 stuff made on the same table. Same with the Lava Tank Car. All of the DB freight cars, excluding the tank car, could go to Tier 2, for the same reason as the BR80.
I think I would knock the Tracks Builder up to Tier 3 due to how powerful of a machine it is.
I was re-reading MrBrutal's blog entry from August 3rd earlier. He states that adding more trains is always another bullet point on the list of goals.
I have no problem with that, that's what the mod is about. I am in no massive rush for anyone to add new engines or new cars. More trains are always good, but I enjoy what stuff we have already. What I want to know is will every car and engine be paintable? We have freight and passenger cars that already are, but the majority of freight cars can't be changed.
I know this is something I could do myself by altering the texture files (I admit I tweak some for my own uses and do not distribute), but then that changes every dark red boxcar to a different color. But they're still all the same color. It'd be slightly different if I could assemble a train that's pulling BNSF boxcars next to Milwaukee Road boxcars and so-on.
Practically, it would assist us load-haulers in keeping track with what items can be expected to be in each car. Maybe I want a shipment of iron in a UPRR boxcar, and a shipment of IC2 Uranium in a BNSF car and so on.
I've been terrible at keeping up to date with RoW and Minecraft in general. In the ROW version I have, the tub car does not have an inventory. Will the mod have cars that do? (as in they act like chests) I like being able to actually haul stuff.
So unfortunately I have been slow to update, since I use TC as part of a modpack including other industry-oriented mods. Last night I finally got it up to the latest version, and I figured I would offer some feedback.
I am loving the SD40-2's return, and I love the new Shay and the C62 loco. I hope the latter is the first of many larger steam locos to be added. Don't get me wrong, I enjoy running the BR01 and the USSR 0-5-0, as well as the other steam locomotives, but the C62 looks pretty freaking awesome at the head of a passenger train.
I also like the train stations added to the vanilla villages. Nice touch. It gets a little tedious to build train stations in every little town in between my Millienaire towns.
There is only one thing I would like changed within the mod is the lamps that were added. Instead of spawning one that has a random color (making it very hard to match a set), make the different colors user-selectable with dyes like the train cars.
How'd you get the SD40-2? I thought it was removed from TrainCraft during the last big update. I would love to have that engine back in the mod. They are one of my favorites.
I just can tell that we built 2 train stations with a roof. Sometimes when I get on the server, I see that the train is standing on the roof above the previous position. I will send a screenshot when I am back at home in about 7 - 8 hours.
Ok thanks. I thought that because at the Forum-Page of Railcraft is written that Railcraft is full compatible with Traincraft. THX for info.
In spite of this, it is a really great mod! It makes so much fun to build the trains and the rails to a complex infrastructure.
(Sorry for my bad english)
Spitfire, this has been happening on my friend's server also, always on a fresh startup. I never said anything about it since I figured it had already been brought up multiple times. I had the same thing happen with trains left sitting in stations I had built, and although rare, one time I left a train in a tunnel going through a mesa, and upon server startup the train appeared all the way at the top of the mesa.
I have a question — when do you plan to implement the traffic lights? Or is it possible to make them work in current version somehow?
Thanks again!
Railcraft's signal systems work just fine, mate. Might be kind of redundant for Mr Brutal and Spitfire to hammer out their own..
Also, the Item loaders stopped working for me altogether. I was able to get them working from the side of the car, but now they don't work at all.
Is it perhaps another mod that is messing with them somehow? Am I the only one experiencing these problems? As much as I like the trains, it's more fun for me if I can use them for actual work, lol.
On the other hand, the liquid loaders and unloaders are still working flawlessly.
Make sure you've got the loader/unloader set to "wait until complete" or "wait until empty," and don't use the Railcraft holding tracks. Just pull your traincar up to the loader/unloader manually. Also, be sure you filter the loader/unloader, or it'll start pulling stuff out of your tender/locomotive!
.. That.. doesn't have anything to do with the loaders only working from the side of the car..
0
Please increase the hitboxes on the freight cars. They're next to impossible to de-spawn without ripping up the world around them first.
0
Another thing that came up is the inaccuracy of the recipe section. Atleast three times now i have followed a particular recipe expecting to get one component, but ending up with two.
This should be great, right? Except It's causing me to waste coal and iron because I think I need to make more steel than I actually need to, or because I thought I needed to make more sub-assemblies which now have zero use and can't be melted back into ingots.
It honestly just happened to me again while making a Diesel Engine.
Can the recipe section be changed to tell the rest of us how many units will be made from any given recipe?
0
So I normally play with TC from Creative mode, but recently I was
challenged to try TrainCrafting in Survival mode for once. I really have
some criticism on TrainCraft's tech tree.
There's a few cars that are out of place and should be bumped down. The Wood Transport that matches with the 4-4-0 and Forney is Tier 2 and has steel components, and should really be tier 1 with iron components.
The Mogul locomotive should also be Tier 1, representing the design's emergence in the late 1800's, but make it the most expensive of Tier 1 locomotives.
BR80 should be bumped up to Tier 2, as it is more suited to 1930-1940 than the 1860 stuff made on the same table. Same with the Lava Tank Car. All of the DB freight cars, excluding the tank car, could go to Tier 2, for the same reason as the BR80.
I think I would knock the Tracks Builder up to Tier 3 due to how powerful of a machine it is.
1
I'm so glad that engine was added. Now I can act like I am Ignat from the movie Kray
0
I have no problem with that, that's what the mod is about. I am in no massive rush for anyone to add new engines or new cars. More trains are always good, but I enjoy what stuff we have already. What I want to know is will every car and engine be paintable? We have freight and passenger cars that already are, but the majority of freight cars can't be changed.
I know this is something I could do myself by altering the texture files (I admit I tweak some for my own uses and do not distribute), but then that changes every dark red boxcar to a different color. But they're still all the same color. It'd be slightly different if I could assemble a train that's pulling BNSF boxcars next to Milwaukee Road boxcars and so-on.
Practically, it would assist us load-haulers in keeping track with what items can be expected to be in each car. Maybe I want a shipment of iron in a UPRR boxcar, and a shipment of IC2 Uranium in a BNSF car and so on.
0
0
I am loving the SD40-2's return, and I love the new Shay and the C62 loco. I hope the latter is the first of many larger steam locos to be added. Don't get me wrong, I enjoy running the BR01 and the USSR 0-5-0, as well as the other steam locomotives, but the C62 looks pretty freaking awesome at the head of a passenger train.
I also like the train stations added to the vanilla villages. Nice touch. It gets a little tedious to build train stations in every little town in between my Millienaire towns.
There is only one thing I would like changed within the mod is the lamps that were added. Instead of spawning one that has a random color (making it very hard to match a set), make the different colors user-selectable with dyes like the train cars.
0
So if I have a heavy train, and one SD70 can't haul it very well on its own, will attaching another loco add more pulling power?
0
How big does the roadbed under the track have to be? Three blocks wide?
0
How'd you get the SD40-2? I thought it was removed from TrainCraft during the last big update. I would love to have that engine back in the mod. They are one of my favorites.
0
0
Does this mean I need to keep Arshins in the back of my mind, lol.
Looking great, brother. I like where you are taking Railroading in minecraft, but I am hoping to see more interesting things than the Cherepanov!
0
Spitfire, this has been happening on my friend's server also, always on a fresh startup. I never said anything about it since I figured it had already been brought up multiple times. I had the same thing happen with trains left sitting in stations I had built, and although rare, one time I left a train in a tunnel going through a mesa, and upon server startup the train appeared all the way at the top of the mesa.
0
Railcraft's signal systems work just fine, mate. Might be kind of redundant for Mr Brutal and Spitfire to hammer out their own..
Also, the Item loaders stopped working for me altogether. I was able to get them working from the side of the car, but now they don't work at all.
Is it perhaps another mod that is messing with them somehow? Am I the only one experiencing these problems? As much as I like the trains, it's more fun for me if I can use them for actual work, lol.
On the other hand, the liquid loaders and unloaders are still working flawlessly.
0
.. That.. doesn't have anything to do with the loaders only working from the side of the car..