create_train_functionality-0.1.46.jar
Curse Maven Snippet
What's new
New
- The Sleeper Berth. A walnut bunk with a leather mattress, a porcelain pillow and a brass rail, for a sleeper carriage. Right-click a wall with it and it lies along that wall, its head one block to your right (on a floor, it goes against the wall in front of you). Sneak and right-click with both hands empty to fold it flat against the wall; right-click to let it down. Lowered, it is a bed like any other, on the ground or on a buildable train: you sleep in it, it sets your respawn point and the night passes, exactly as with a vanilla bed. Folding it does not cost you your spawn, and nobody can fold it while someone sleeps in it. Lowered, its two leather straps reach up to the first block above that can hold them (up to 8 blocks), each ending in a small brass plate, so it looks hung from the roof; on a buildable train they hang from the train's own roof and ride with it, and with nothing above to hold them they stay short. The straps are only a look. Villagers never use it. It rides through disassembly and reassembly, folded or down. Recipe (shaped): white wool, leather, leather / dark oak planks, a brass sheet, dark oak planks.
- The Fold-down Dining Table. A walnut table with a brass fiddle rail, for a dining car, that holds real items. Right-click a wall with it and it hangs there (on a floor, against the wall in front of you). Right-click its top with an item to set one down in one of four places (where you click); right-click a place to take its item back, whatever you are holding. Flat and thin things lie flat on it (bread, a spyglass, a trident, and flat items from other mods such as labels, signs, posters, papers and petals). Cups, bottles and other 3D items stand upright on their base, and very large ones are drawn smaller to fit their place. Sneak and right-click with both hands empty to fold it flat; a table with anything on it will not fold until you clear it. It is not storage: hoppers, funnels and train cargo do not see it, and breaking it (or sneak + wrench) drops what was on it. On a buildable train it keeps what is on it through disassembly and reassembly; on a plain Create train it stays as it was assembled. Mobs walk round a lowered table, never over it. Recipe (shaped): three brass nuggets / three wooden slabs / an iron sheet.
- The Luggage Rack. A walnut-and-brass overhead rack for a carriage wall, with nine slots. Right-click a wall with it and it hangs in the top half of the space (on a floor, against the wall in front of you, facing you). Right-click opens one row of nine slots, and a leather case shows on it whenever it holds anything. Comparators, hoppers and Create's chutes, funnels and Portable Storage Interfaces work with it as with a barrel. On any Create train it rides like a barrel and counts as the train's cargo; on a buildable train a rack hung during a trip joins the cargo at the next assembly, as a chest does. Its contents stay through disassembly and reassembly. Broken, it spills its contents as a barrel does; Create's wrench turns it, and sneak + wrench picks it up. A schematic prints it empty. Recipe (shaped): three brass nuggets over two wooden slabs (any wood).
- The Emergency Brake Cord. A walnut board with an iron pull-box and a leather strap with a brass T-handle, for a carriage wall (walls only). Right-click it and the whole buildable train it is on brakes to a stop and stays stopped until someone clicks the cord again; a red flag shows on the pulled cord, and anyone aboard can pull or reset it. A cab driving from a Dashboard Controller drives on by itself once the cord is reset. A train running a schedule is paused, as Create's own Train Controls pause it: reset the cord, then click the conductor to carry on. A player at Create's Train Controls cannot drive against a pulled cord. A cord still pulled at disassembly brakes the train again when it is reassembled. Off a buildable train it is a pull switch that powers the blocks right beside it (put a bell next to it); on a plain Create train it does nothing. Sneak + Create's wrench picks it up. Recipe (shapeless): a dark oak slab, an iron sheet, leather, a brass nugget and red dye.
- A settings page in game. Esc (or the title screen) > Mods > Create: Train Functionality > Config. Every setting has a readable name and a short explanation when you hover it; choices read as words ("With a Functional Fob", "Words and chime"). Nothing changes until you press Done; Cancel or Esc leaves every setting as it was. In single player, and as the host of a LAN world, Done applies at once: no restart. On someone else's server the page shows only the three settings your own game uses ("Draw trains (bug hunt)", "Log door drawing" and "Refuse train schematics") and an "Other settings" line saying the rest belong to the server; Reset leaves the server's settings alone.
- Display Links can show your train. Put a Create Display Link against the Functional Fob or a Dashboard Controller on a buildable train, link it to a display board, nixie tube or sign on the same carriage, and pick one of five kinds of information: Next Stop (with Create's own arrival time from the departure boards), Train Status, Train Speed, Train Name or Players Seated. Keep the link, the block it reads and the display on one carriage: they ride together, and the display clears while the train is disassembled. A display board needs at least medium speed (30 RPM), as always. A fob hidden in a copycat panel is not a source.
- Station announcements for the riders (off unless you turn them on). Off by default: nothing is said and no chime plays until you switch them on. To switch them on, set "Station announcements" to "Words and chime" (or "Words") on the new settings page and press Done, or close the game, open
config/create_train_functionality-common.tomlin your game folder and changestationAnnouncements = "OFF"tostationAnnouncements = "TEXT_AND_CHIME"(or"TEXT"). On a server, change it in the server's ownconfigfolder and restart the server: the server's file decides for everyone. Once on, players standing or seated on a buildable train running a schedule see "Next stop: Westbrook" above the hotbar as it sets off and "Now arriving: Westbrook" about 60 blocks before the stop. When no instrument on the train plays Create's arrival tune for that stop, they also hear a soft chime that only they hear. Nobody on the platform is told. - If you see the stretched shapes in the sky, type
/ctfbeam(or at least press F2) and sendlogs/latest.logwith thectf-beam-*pictures from your screenshots folder. Keep still for about a minute: it clears the likely causes one at a time, from the most harmless to F3+A, and takes a picture after each, so the first picture without the shapes tells us what draws them. If you open a menu while it runs, it waits (a note on top of the menu says so) and carries on by itself when you close it; only leaving the world stops it. The log also notes how the sky, the fog and every train and ship were being drawn at that moment, and your game writes down the time whenever a piece of a train or ship comes out wrong for drawing, so we can tell what sets the shapes off. It only reads and writes the log; it changes nothing in your world, and works in single player and on a server.
Improved
- The config file is readable.
config/create_train_functionality-common.tomlnow gives each setting one to three short lines, under six headings (Buildable trains, For bug hunting, Protecting your build, Keeping trains loaded, This mod's blocks, Passengers). Every setting keeps its name and your value. The first time you start this version the game rewrites the comments and keeps one.bakcopy of the old file beside it, as it does whenever a mod's settings change. Edit the file with the game closed, or restart the game after. - Two cabs on one cable, each with its own front (with Dashpanels installed). Each desk answers to the Dashboard Controller nearest it along the cable, so a cab at each end of a carriage drives its own way. Choose a cab's front from its own controller ("Ahead of you"). One cab drives at a time, and any cab's brake brakes the train. Name each cab's brake lever with "brake" in it, or use a Brake Lever. A two-cab train in an existing world keeps its old front on both ends until you choose the back cab's own.
- Relocating a train with the wrench starts the way it does on a plain Create train. A wrench on any block of a buildable train starts it, not only on a bogey: a plank, a casing, glass, an empty copycat, the Train Controls. A block that does something with a wrench still does that instead, as it would on the ground: a copycat with a material gives it back, a lever flips, a door opens, a seat seats you, Create machines turn, and the Dashboard Controller in panel mode shows its status. This works on the rails and while a train is derailed (after a crash, or "Tracks are missing beneath the Train"), so a train whose bogeys are boxed in, buried or hidden is never stranded. On a moving train you get Create's own "cannot relocate a moving train", as on a plain train.
- Encased Control Cables blend with Create's casings (with Dashpanels installed). An encased cable joins the casing around it the way Create's own casings join each other: other encased cables, casing blocks, and Create's encased shafts, gearboxes and encased pipes of the same casing. Industrial Iron stays plain. A wrench on a side gives that side its own frame, and sneak + wrench does every side. Click, do not hold.
- Every wrench relocation now writes what happened to
latest.log. One line from your click (the rail you clicked, straight or curved, which way you were looking, first or third person, and which way the train will face) and one from the world (whether the train was put down, the piece of track it was put on, and which way it faced before and after), so if a relocation ever faces the wrong way, the log shows why. Nothing about relocating changes because of them. A buildable train is put down exactly like a plain Create train: the front faces the way you look along the rails, and on a curve or a slope how far you look up or down counts too, so facing uphill and looking steeply down at the rails puts the front downhill.
Fixed
- Your respawn point goes with the bed. Beds on a buildable train (every bed: vanilla's, other mods' and the Sleeper Berth) now work like beds on the ground. Sleep in a bed on a train, drive anywhere and disassemble the train there: you respawn beside that bed where it now stands, not where the train stood the night you slept. Reassemble the train and the respawn point rides on with the bed; the same when you put a stranded piece back with the wrench, and a bed you slept in at a station is taken aboard with your respawn point when the train is assembled with it (a respawn anchor at a station is not, as on a plain Create train). If you logged off standing on a buildable train and it is disassembled somewhere else while you are away, you log back in on the landed carriage. If the bed has since been broken or walled in, your respawn point stays where it stood, as before.
- If someone disassembles a train while you sleep on it, you are got up beside the bed first, and the bed lands free: anyone can sleep in it. Before, you were left lying on top of it and the bed stayed marked occupied ("This bed is occupied") until it was broken and placed again. No bed lands from a train marked occupied any more.
- Train Controls no longer flash shut while you drive. On a buildable train, placing, breaking or using a block right beside Create's Train Controls (a block, a door, a lever) made them snap to their closed lid for a moment, with the levers gone, and then open again. They now stay open, as on any Create train. Controls you have just placed on a train are still closed for a moment, then open, as before.
- A buildable train runs mobs over like a plain Create train instead of pushing them along unhurt. Mobs, animals, villagers and players in survival in front of it are hurt and thrown by Create's own rules (nothing below about 7 blocks a second; Roadkill for the player at Create's controls). Anything riding the train is never hurt, and Create's "Trains cause damage" setting turns it off.
- A "Station unloaded" stop ends as soon as nobody is near, as on a plain Create train, instead of about 10 seconds later. A Chunk Anchor Lever that is on, or a player seated on the train, still keeps it waiting.
- A cargo wait no longer decides while nobody is near the train. A "more than" wait could stay stuck with the chests full, and a "less than" wait could let a full train leave. Now the wait holds while the train is unloaded and, about a second after it is loaded again, checks the real chests and tanks. Unlike a plain train it does not decide while unloaded, so it can be late, but no longer wrong. A Chunk Anchor Lever that is on keeps it deciding while you are away.
- The arrival tune plays what is on the train now. A bell you broke off no longer rings, and a retuned note block plays its new note. An instrument built on after assembly joins the tune after the next disassembly and assembly, as on a plain Create train. The tune is Create's own, not part of the announcements setting: it plays as on any Create train.
- After a trip through a portal and back, your game no longer keeps a stale record of a parked train (the log's "TWO LIVE CLAIMS ON ONE PLOT"; nothing visible came of it). The log now also says every change of dimension with one
[CTF] client:line, so a bug report shows the hop happened. - A train could, rarely, fail to become buildable. If another build was removed at the very moment a train with a Functional Fob was being made buildable (another mod deleting a build, say), the new build came out empty and was gone a moment later, and the train carried on as an ordinary Create train. Nothing was lost: disassembling the train gave its blocks back. Its blocks now land in its own build, as they should.
- You can click the rail under or right behind your train. While Create asks you to click a track, your crosshair now goes through buildable trains to the rails, as it goes through plain Create trains, so you can click the rail under the nose of your train from above, or the rail just behind it. Sneaking still stops on the train (Create cancels a relocation when you sneak-click, and a sneak-click with a wrench on the rail would take the rail out from under the train). Holding left-click while the prompt is up mines the train's block, never the rail behind it.
- A wrench on a second train picks that train. With one train waiting for its track click, a wrench on another buildable train did nothing. It now switches to that train, as in Create.
- The coupling between carriages stays attached. With a mod that limits how many entities are drawn (Chloride's entity limit, for example), the coupling between two buildable carriages could be left where the carriages used to be after you moved the train with the wrench, floating in the air or lying along the rail. It now follows the carriages every frame.
- A short nudge with the wrench no longer jumps past where you clicked. When you moved a buildable train a few blocks along its rails with the wrench, the build was drawn a whole nudge too far for a moment before settling back.
- In single player, a train turned round with the wrench turns in one step. If you turned a buildable train round with the wrench soon after it had last moved, the build could swing round through the side for up to a second. It now turns at once, as a plain Create train does.
Known issue (I'm chasing every bug I can)
- Stretched shapes in the sky: rarely, after you move away from a train or a ship (most often when you teleport away soon after it came into view), huge stretched dark shapes can appear in the sky. They are only left-over drawing - nothing in your world is affected - and F3+A clears them. Earlier versions do this too. Not fixed yet; if you see them, type
/ctfbeam(see New) and send the log: it is what helps us find what draws them. - Do not relocate a buildable train onto track built on a ship or a deck. Relocating with the wrench onto track that is itself built on a Sable ship, an Aeronautics build or another train's deck can crash the game. Relocate onto track on the ground only.
- A broken bed still keeps your respawn point. A bed broken on a buildable train, broken or walled in after the train was disassembled, or lost with a train that vanished, still keeps your respawn point where it stood, as before. On the ground a broken bed gives "You have no home bed".
- Keep a Display Link and its display on one carriage: a link writing to a display on another carriage points at nothing after the next reassembly.
- Right after a server restart, a cargo wait may still count old cargo until the train is loaded for the first time (this was already so before).
- A mob killed at full speed rides in front of the train for a second before it vanishes, so its experience lands further down the line.
Known issues in big modpacks
- A wrench relocation can sometimes keep the train's old facing. Create points the front the way you look along the track when you click it, but in some large packs a train still comes out facing the old way. The cause is not found yet. Relocate again, looking along the track the way you want the front to go.
- Train Controls can still flicker as you walk up to them. The cause is not found yet.
- Villagers standing (not seated) on a parked train can end up on the ground after you save and reload. Sit them in a seat for now.
- On a server, a train turned round with the wrench can still swing sideways for about a second before it lines up. Only a look: the one-step turn above is for single player.
This mod has no additional files

