coastersengineered-1.21.1-1.0.0-beta.2.jar
Curse Maven Snippet
What's new
Added
- Coast, a fifth kind of step. It does nothing to the cart and ends when the cart has cleared the run, which is what every other step already waits for. A shuttle that is trimmed on the way out and left alone on the way back can now say so, instead of having to fake it with a Trim set above any speed a cart will ever reach.
- A Stop can park the cart in the same place every time. Give the step a number and it brakes down to a creep speed, walks the cart to that many blocks into the run - forwards or backwards, so one that arrived too fast to be caught is fetched back rather than left where it stopped - and holds it there, easing off as it closes in so it lands on the mark instead of sailing through. Stations stop where the platform is, whatever came in and however fast. Left at Any, which is where it starts and what every Stop built before this release means, it stops wherever it stops exactly as before. Creep speed is a server config value.
Changed
- Sequences can be 32 steps long, and the screen scrolls. The window is a fixed seven rows tall however long the sequence is, so it no longer grows off the top of the display at large GUI scales. The mouse wheel still sets the value under the cursor; anywhere else it scrolls the list. Setting a row to End no longer throws away everything after it either - the rest is held, and comes back if you scroll the End off again.
- A cart arriving no longer starts the sequence; the sequence is always running. A controller now sits on a step at all times and End means go back to the first one. A lap behaves exactly as it did, but there is no longer an idle state to be dispatched out of: Ready is gone from Engineer's Goggles, from the display link's Current Step and from Jade, all of which now always name a real step, and the console always lights at least one lamp. A cart already sitting on a run when the chunk loads is acted on rather than ignored until the run has been empty once.
- The Coaster Observer's setting is called Speed at Full Signal, on the value box, in the server config, in Ponder and in the docs. It was "Full Signal At", which is not a name so much as an unfinished sentence.
- Ponder covers what is new. The linear motor and Linear Motor Controller scenes now cover Forge Energy - that it exists, that it stays off until switched on in the server config, and where the charge goes - as well as Coast and what a Stop's number does.
Fixed
- The Coaster Observer no longer misses carts. A pass was only detected if the cart happened to still be on the same curve it was on a moment earlier, so any pass that crossed from one curve to the next at the wrong instant went unreported. Observers set near the join between two curves missed carts most often, which is what made it look random rather than tied to speed. Crossings from one curve to the next are now read properly, as are curves whose ends were laid the other way round.
- Brakes no longer hiss at a cart that has already stopped. A motor holding a cart on a Stop is still applying force, and was still making the noise that goes with it, for as long as the cart was held - and for about a second after a redstone pulse sent it on its way, which made it sound like it was being braked as it left. Holding a cart still is now silent.
- A cart held by a Stop actually stops. Braking below walking pace asked for twice the speed that needed to come off, which did not hold the cart harder - it reversed it. A parked cart buzzed between forwards and backwards instead of settling, wandered off down any gradient, and hissed continuously because it never got slow enough to count as held.
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