PaxImperia-Transport-System-1.25.5.jar
Curse Maven Snippet
What's new
PaxImperia Transport System — changes from 1.26.0 to 1.35.5
Install the same version (1.35.5) on the server and on every client: the network format changed several times in this range.
Highlights
- Map tracing, Transport Fever style (JourneyMap): straight lines and arc curves through your points, snapping to the network, live radius / speed / price, quote hologram visible to your nation, single-click placing, cancel a whole order (refunded).
- Everything connects: hand-placed rails, planner tracks, 10 / 20 m straight pieces and map-ordered works form one network.
- Works run on their own: automatic work train, paver and road tunnel borer that follow map routes, worksites that keep going with no player nearby.
- Bridges: embankments up to 4 blocks, then real 3D bridges in five styles — concrete viaduct, steel truss, stone arch viaduct (two tiers on tall ones), bowstring, cable-stayed — chosen from the terrain or forced on the map; culverts let streams flow under embankments; bridges can be destroyed (TNT, broken pier) and are rebuilt by the works; walkable decks and lit street lamps.
- English: the whole mod displays in English for players whose game is not in French.
- Engine key (I), coupling on the side you click, working reverse gear, 73 new 3D item icons, lighter textures, recipes audited (no duplicates).
1.35.5 — Walkable and lit bridges
Fixes
- Walkable railway bridges: a player walking next to the rails on a bridge used to fall through the deck, because only the column under the rails was solid. The whole deck is now solid, with invisible collision blocks.
- Breaking a block of the deck no longer makes the bridge collapse. Only the piers do.
- A road or railway planned under a viaduct no longer takes the bridge for the ground.
Improvement
- Street lamps on road bridges now light up at night: a glowing lamp head, and real light on the road.
1.35.4 — Black bridge parts fix
Fix: black bridge parts
- Some bridge parts could turn black: the ends of truss bridges, the feet of piers.
- This happened when a bridge was drawn right as the player arrived, before its chunks were loaded or lit on the client.
- It lasted up to 2 minutes, or forever when seen from more than 96 blocks.
- These faces now get daylight while waiting, and the bridge is redrawn a few seconds later with the correct lighting.
1.35.3 — English version, checks
English
- The mod now displays in English for players whose game language is not French (Options › Language).
- This covers:
- messages and errors;
- quotes;
- JourneyMap menus and panel;
- on-screen help for the planning tools;
- the driver dashboard;
- quote holograms;
- item tooltips;
- the workshop screen.
- Translation happens on each player's computer, so one server serves both languages. French players see no change.
- Player chat is never translated.
- Commands keep their French keywords (
/trace devis voie …,ponts=arches,sanstunnel).
Checks and fixes
- Recipes checked again against vanilla, against each other and against PaxTerritoires: no duplicates.
- Bridges: block light is now refreshed only every 2 minutes near the player, which means fewer stutters on low-end PCs. Day and night lighting is unaffected.
- The English name of the "broken nose" locomotive is fixed.
1.35.2 — Relief and realism for every bridge
Relief and realism for every bridge
- New world-aligned tiled textures
- Board-formed concrete: formwork lines, panel joints, tie holes, light streaks.
- Riveted steel plate.
- Weathering: pier feet are darker over about 4 m, and there is a soft shadow under the deck.
- Concrete piers
- Footing, slightly tapered octagonal shaft, flared hammerhead cap with drip edge, bearings.
- Piers standing in water get cutwaters.
- Concrete viaduct
- Cantilevered slab over a trapezoidal box girder that deepens over the piers.
- Cornice, plus a capped parapet (railway) or a concrete barrier with a steel railing (road).
- Abutments with wing walls.
- Truss bridge
- Inclined end posts, box top chord, gusset plates at the nodes, portal frames.
- Cross bracing on top, floor beams and stringers under the deck.
- Bowstring: flanged arches, massive end nodes, hangers with anchor brackets, K wind bracing, floor beams.
- Cable-stayed bridge
- Streamlined deck, tapered octagonal pylon legs, wider anchorage head and cap, crossbeams.
- Thinner stays anchored on blocks along the deck edge.
- Roads on bridges now have street lamps about every 25 m.
1.35.1 — Realistic stone arches
More realistic stone arch viaducts
- Arches
- Round (semicircular) arches built from wedge-shaped voussoirs, staggered course by course.
- A raised keystone, and an arch ring that stands out from the spandrel wall.
- Stone texture
- New dressed-stone masonry texture, tiled every 2 m and aligned with the world, so joints line up from one face to the next.
- Each voussoir is drawn as a single stone.
- Piers and abutments
- Tapered piers on a plinth, with string courses every 10 m and an impost under each arch.
- Solid masonry abutments.
- Deck edge: cornice on corbels, and parapets with a coping.
- Tall viaducts: piers higher than about 24 m get a second, lower row of arches, like the great 19th-century railway viaducts.
1.35.0 — Bridge styles, culverts
New bridge styles
- Stone arch viaduct: semi-elliptic vaults, solid spandrels, darker voussoirs, piers every ~14 m.
- Bowstring: two green steel arches over the deck with hangers, one span of up to 80 m.
- Cable-stayed bridge: widened concrete deck, H-shaped pylon over a pier in the middle of each part (up to 110 m), fan of stays.
- The concrete viaduct and the steel truss bridge are still there.
Automatic choice, or your choice
- The style is chosen from the whole structure, not section by section.
- Over water: truss under 36 m, bowstring under 150 m, cable-stayed beyond.
- Dry: stone arches for a railway 8 to 40 m high, cable-stayed for a very deep and long valley, concrete viaduct otherwise (and for roads).
- On the JourneyMap map, right click › Tracé en cours › Style des ponts… forces one style for the whole route.
- With /trace, add
ponts=arches|viaduc|metal|bowstring|hauban.
- With /trace, add
- A span too short for the chosen style stays a concrete viaduct (for example the approach viaduct of a cable-stayed bridge).
- The style is stored in the track or road section: rebuilds after a collapse and
/paxrail ponts recalculerkeep it. - A hand-placed section that extends an existing bridge takes that bridge's style.
Culverts
- A stream under a railway or road embankment now keeps flowing.
- Its bed stays water, with one block of air and a light gray concrete vault above, then the fill.
- No embankment slope is built inside the stream.
Other changes
- Bridge girders: 1 per metre (viaduct, arches), 2 per metre (truss, bowstring, cable-stayed), plus 1 per 4 m of pier, plus 10 per pylon.
- The quote lists the length of each bridge style.
1.34.3 — Continuous bridges, repair
- Fix: gap between two bridge decks at a track section joint. The next section took the joint pier for ground and put fill on it, so its bridge started further on with an abutment. Piers no longer count as ground for fill: both decks now meet on the pier.
- Repair: a collapsed bridge leaves works behind. For a railway, the removed section becomes a planned track again (orange ghost) that a work train rebuilds; for a road, the bridge deck becomes repair works for the paver. The bridge is rebuilt with bridge girders. Fill wrongly placed on a pier is removed when the bridge collapses.
- /paxrail ponts recalculer (admin): rebuilds every bridge from the existing tracks and roads and removes fill sitting on piers — for bridges built with 1.34.0 to 1.34.2.
1.34.2 — Destructible bridges
- Bridge piers can be mined with a pickaxe (as hard as very hard stone) and are damaged by explosions. When a pier gives way, the bridge collapses.
- An explosion as strong as TNT or more on the deck or near a pier also collapses the bridge (works with other mods' explosions that go through Minecraft's explosion system).
- A collapsed bridge cuts what it carried: the track sections are removed, or for a road the paved deck above the void is removed. Order the crossing again to rebuild it.
1.34.1 — Straight viaducts, the paver no longer falls
- Fix: V-shaped bridges. The map profile made a viaduct cheaper the lower it was, so across a narrow valley the line dipped in the middle and climbed back. Viaduct cost no longer depends on height, and every crossing over a void is rebuilt as a straight line between its two supports.
- Fix: the road paver fell off bridges. Between two sections it moves past the end of the paved deck; over a bridge gap, gravity dropped it to the valley floor. It now stays in place while nothing supports it.
1.34.0 — Embankments, viaducts and steel bridges; cancelling works
New
- Embankments: up to 4 blocks under a track or road (server option
chantier.talusMax), works no longer build cobblestone walls but grassy earth embankments sloping one block per block. - Bridges: higher than that, the line crosses on a concrete viaduct (box girder deck, parapets, piers every ~20 m down to the ground, abutments) or, over water, a steel truss bridge (supports every ~48 m). Drawn as 3D models that follow curves and slopes; piers have invisible collision; no pier is placed on a track or road passing underneath; a bridge continues seamlessly across track sections. Removed together with the track.
- Bridge girder item (3 light grey concrete, 3 iron ingots, 3 light grey concrete → 6): 1 per metre of viaduct (2 for truss) + 1 per 4 m of pier. Work trains and pavers take them from their wagons / hopper and stop if they lack them. Map quotes list bridges and girders.
- Cancel works: shift + right-click a ghost with the track/road planner, or on the JourneyMap map right-click › Nearest works (Pax Imperia) › Cancel the whole order. All unbuilt sections of the order are removed at once and the unbuilt part is refunded to the state treasury; a road already partly paved keeps its finished part.
Fixes
- Any player could delete another nation's railway works; cancelling is now reserved to the ministers and head of state of the ordering nation (as for ordering).
1.33.4 — No more tunnels under forests
- Fix: map traces through forests asked for tunnels. Minecraft's height map ignores leaves but counts tree trunks, so every tree looked like a 5–20 block hill. The terrain survey now goes down through trunks, leaves, huge mushrooms, bamboo, cactus, sugar cane, vines, snow, tall grass and existing track beds to the real ground (water still counts as surface). Used by map tracing and road tunnels. Tested on a 200 m forest: before, 136 m of rail tunnels; now none — the trees are felled by the work train and the paver.
1.33.3 — Hand-placed barriers, track layer hammer
- Fix: concrete barriers placed by hand were invisible (only motorway barriers were drawn, by the road overlay). A hand-placed barrier now has a real Jersey-profile block model, facing the way you look, with a matching shape and collision. Motorway barriers are unchanged. The item uses the block model.
- Track layer hammer sound: played at the track layer car once per second while laying track (it used to play far ahead on the trace, every 2 s).
1.33.2 — Paver wood fix
- Fix (regression from 1.33.0): the paver's fill limit (
remblaiMax) also applied to the wood of felled trees, so a hopper holding 256 fill blocks threw the wood away. Only dug soil and stone are limited now.
1.33.1 — Server check, lighter textures
- Recipes audited against all vanilla recipes, NeoForge common tags and PaxTerritoires: no duplicates or conflicts.
- Textures recompressed losslessly (6.7 MB → 5.7 MB, identical pixels).
- Checked on a dedicated server: clean start, all recipes load without errors.
1.33.0 — Worksites without players, fake tunnels, 3D icons
New
- Works keep going without players nearby. Work trains, road pavers and roadheaders in service keep the chunks of their worksite loaded (temporary ticket, released as soon as they stop). Server option
chantier.chargerChantiers(default on). After a server restart, a paver resumes once a player comes near it again. - 3D item icons: 73 item icons redone at 128×128 in Blender: the real in-game models in a close 3/4 front view (trains, sets, paver, roadheader, bogie), plus modelled parts and tools.
Fixes
- Fake tunnels on flat ground: when a map trace started from an existing track, the terrain survey counted the track's invisible bed blocks as ground, so the new line looked one block underground and a short tunnel was required. Track beds and rails are now ignored by the survey (rail and road).
- Work train jitter: while waiting at the worksite, the client predicted the end of the stop and moved the train backwards for a moment until the server corrected it. The client now waits for the server.
- Paver hopper overflowing with earth: dug soil and stone are kept only up to 256 fill blocks (option
routes.remblaiMax); the surplus is discarded. - Sounds: the track layer and the tunnel borer no longer play an engine sound; you hear them only when they work. The diesel engine sound comes from the locomotive, and only while the engine is on.
1.32.0 — The paver starts where you place it
Changes
- The road paver starts where you place it. Placed in the middle of a road section, it no longer rushes to the end of the section (in a straight line through the terrain, which looked like a teleport) before coming back. The section is split under the paver and it starts paving right away, in the direction it faces. It comes back for the piece left behind once there is nothing left ahead.
Fixes
- The paver could get stuck at "30 / 30 m" on curved sections; it now finishes all remaining columns at the end of a section. Same fix for the roadheader.
1.31.0 — Paver and road tunnel borer on map routes
Fixes
- Road paver now finds map-ordered road works anywhere along the trace. Map-ordered sections can be up to 40 m long, and the paver only looked near section ends (16 blocks), so a paver placed in the middle of a trace reported "no road works within 16 blocks". It now measures the distance to the section curve, starts from the nearest end and chains the following sections.
- Roadheader: same search along the whole trace for tunnels to bore.
Changes
- When no works are in reach, the paver now shows the distance to the nearest road works.
- New test command:
/paxrail test finisseurcarte.
1.30.0 — Single-click map, network snapping, cancel; engine; coupling side; automatic work train
- Map tracing: plain left click places the next section (dragging still pans the map); the point snaps to your network when you get close (track ends, hand-placed rails, works in progress, the start of your trace, or the side of a track for a switch); Backspace / Ctrl+Z undoes the last section, Delete cancels, Enter quotes then orders.
- Engine: press I in the cab to start or switch off the train (off: the throttle no longer responds).
- Coupling side: a car is coupled on the side of the train you click (head or tail).
- Work train: work locomotive + material wagon + track layer at an end = it starts by itself and goes to build the works connected to that end. Clear messages if the track layer is on the wrong side.
1.29.0 — Transport Fever-style map tracing
- The traced line now goes through every point you click: from the current end and direction, each piece curves, then runs straight to the next point.
- Your network is drawn on the map (tracks, hand-placed rails, roads; works in progress in ochre).
- Start or end on a track end (tangent connection) or on the side of a track (a switch is created). A green ring shows the connection.
- Help panel: curve angle, radius and recommended speed; too-tight curves and U-turns in red; next point snaps straight ahead, 45°, 90° or to the compass (hold Alt for free placement).
1.28.0 — Every rail connects, Transport Fever-style planner
- All track types connect: hand-placed rails, planner tracks, 10/20 m straight pieces and map-ordered works form one network. Extend hand-placed rails from their last rail, or branch off anywhere along them (a switch is created). Trains run from one to the other.
- Track planner, Transport Fever style: from a track end, the new track curves then runs straight to where you aim; nearly in line snaps to a straight line; arrival near a track end (4 m) connects automatically, on the side of a track it makes a switch.
- Live info: length, gradient, curve radius and recommended speed.
- Place from afar (up to 96 m) and drag to build: hold right-click on the start, aim, release.
- Fix: right-clicking a hand-placed rail while holding an item (locomotive, planner…) rotated the rail instead of using the item.
1.27.0 — Map tracing: real straight lines, arc curves, snapping
- Map traces are now built like real railway/road alignments: truly straight sections between your points, joined at each point by a circular curve tangent to both (largest radius that fits, up to 1,500 m).
- Live help on the JourneyMap map: preview of the line that will be built, snapping of the next point (straight ahead, 45°, 90°, north/east/south/west, hold Alt for free placement), white guide line, and a help panel with added length, curve angle and radius (✔ / ✖ too tight), total length, estimated price and track count. Too-tight curves are circled in red.
- The 1.26 "major works planner" item has been removed: everything is traced on the map.
1.26.0 — Quote hologram, 10 / 20 m straight tracks
- Major works planner (new tool): plan a railway or road directly in the world, from afar. Right-click the ground (up to 600 m away) to add points; the smooth curve follows your cursor as a cyan hologram on the terrain, with live length, estimated price and track count. Right-click the sky for a quote, then again to order (paid by the state treasury).
- Quote hologram for your nation: every quote (map, planner or
/trace) appears in 3D in the world at its real height — orange in the open, purple in tunnels, blue on bridges — with a tall "Start" mast showing where to bring the track for the work train. All online members of your nation see it. - Straight tracks 10 m and 20 m: ready-made pieces placed instantly without a work train; they extend an existing track end in its axis and follow gentle slopes.
- Fix: road planner preview now detects tunnels client-side.
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