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Traincraft

A mod for Minecraft adding trains and other vehicles

File Details

Traincraft-5.0.3.jar

  • B
  • Nov 2, 2021
  • 25.53 MB
  • 1.4K
  • 1.7.10
  • Forge

File Name

Traincraft-5.0.3.jar

Supported Versions

  • 1.7.10

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:traincraft-245169:3512756")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Major shoutout to OvermindDL1 and the Gregtech community for bailing us out when forge broke gradle for several versions of the game and were just downright rude about the issue, which was entirely their fault for not knowing/researching how to properly transfer a maven, double-checking that the transfer actually worked, or realizing that github and gitlab can work as a better maven for free. I bet that makes those of you donating to forge feel like your money is being used very wisely.
That was back in May, I still havn't joined the Gregtech IRC, and I really need to because y'all are awesome.

 

ANYWAY, onto the update. It's been over 6 months since the last TC5 release, over 130 commits, over 80 bugs fixed, basically everything has been reworked, re-balanced, fixed, etc.

Also a thanks to Broscolotos, Ferdinand, Hagrud, Hariesh, ComputerButter, and Bidahochi for help with some of these fixes.

There's still some glaring bugs in relation to movement speeds and models on some add-ons which will need to be handled in a hotfix later, after i relearn calculus for the 7th time.

If you find any other bugs, please report them in comments here on CF, in one of our discords, or on EternalBlueFlame's github branch of Traincraft.

After the hotfix release with the last few major bugs dealt we will shift work to finally making the 1.12 builds of the mod, and with any luck have something out within the month.

 

 Hotfix 1: updated to remove a testing train from one of the content packs that was not supposed to be in the mainline release.

 

NEW FEATURES:
- Implemented functionality for the boolean array in transports to be used as a byte array for more reliable NBT interaction. (not actually implemented in the entities yet)
- New 1.12-esk .json recipe loader (developed by ComputerButter)
- Added NEI integration (developed by ComputerButter)
- Fluid compatibility with buildcraft, railcraft and forestry, with help from Hariesh[CuteCatGames]
- Rail shapes now better properly support vanilla switch shapes (that 90 degree T shape)
- Rail shapes now have proper models for WYE switches (developed by Broscolotos)
- Added support in the crafter for TC's old functionality to disable certain train types.
- Added a config option to disable ability to push trains and stock (developed by Broscolotos)
- Added HUD support for displaying in Mp/h
- Off-rail logic has been fully reworked, not only does it function now, but it's a bit more dynamic based on terrain, good for remaking certain movie scenes, which has been requested more times than i remember.
- Acceleration and drag has been fully reworked to a new system that's a lot more dynamic. There's still a number of trains and stock that don't work well with it, steamers specifically have a bad habit of accelerating at the speed of light, and that's not intentional.
- Added a config option to change how trains are controlled. By default the mode is set to play more like TC4 without the TiM notches being present at all, notches can be enabled again in the config, additionally the TC4-esk controls can be disabled from the config for notches only, this way everyone can play the game in the way they prefer.
- You can now walk on rail blocks. Slopes still need some work so they can be walked up like stairs.

There is a known bug for FMT models duplicating parts until they OOM the game to death, that needs to be fixed, luckily there are no FMT models in the stock mod so that can be fixed with a hotfix release.

 

FIXES:
- Fixed several crashes with inventories.
- Transports now have a forced sync timer that fires off 60 ticks after a change is made, this will keep the entity data synced between server and client while also keeping it spaced out enough that it shouldn't bog down networking with packets.
- Trains now sync their inventory through a more event-based system to prevent the appearance of inventory lag.
- Fixed a bug where trains and stock did not initialize storage for fluids/RF.
- Fixed a crash in trains caused from old fluid tank syncing code that needed to be removed.
- Fixed a number of desync bugs with hitboxes, from hitboxes not spawning on server, to client interactions not registering.
- Fixed a couple crashes with hitboxes.
- Fixed a crash with tile entities trying to exist.
- Fixed some position desync on world load.
- Fixed some degree of issues with mods that inject custom data to minecarts (hello Railcraft).
- Fixed Some syncing issues with entity data syncing.
- New model tag for disabling culling on individual parts (this is more of a thing for content creators)
- Seats and Bogies now fully handle their own removal when the host despawns, and the checks are now a lot less often to save TPS.
- BP4 now has rotating bogies, I needed a testing dummy.
- Bogies should now only rotate after 1/4 of a block distance traveled, this should fix most of the bugs with weird rotations.
- Bogies should be able to detect when they are about to rotate opposite direction of the train, and not do that. This needs further testing.
- Fixed a bug that caused an inability to change throttle position in trains.
- Fixed a bug that caused different movement speeds on the X and Z axis.
- Slope interactions are mostly fixed, positions are still a but off vertically due to how bogies update their positions on slopes.
- Fixed a crash related to a world load issue.
- Fixed most of the slope bugs.
- Transport items now face the correct direction in inventory.
- Fixed rider positions and linking distances for a few trains and stock.
- Fixed a small crash with placing some blocks.
- Fully reworked the system for deciding the rotation when placing trains and stock.
- Fixed a bug in save/load that caused entities to break the boolean values (things like brake, running, light, etc), and sometimes a lot of other data.
- Fixed a bug where tiles would still drop their items/inventories if you disable doTileDrops
- Cleaned up some unnecessary tile entity remove calls.
- Fixed a bug where trains and stock would drop multiple items when broken by a player in creative mode, and sometimes outside creative mode.
- Fixed a bug where some booleans loaded in opposite to what they were saved.
- Fixed a bug where sometimes the track speed would override the entity speed in unintended ways.
- Fixed a number of bugs related to bogie rendering.
- Fixed a few crashes with the CylinderBuilder
- Fixed a number of models not rendering their cargo correctly.
- Fixed positioning for several models.
- Improved performance for initial loading when parsing the railcraft config.
- Added some better support for railcraft filters.
- Added some extra checks for skin updates so bogies will now change skins with the loco.
- Fixed some scaling bugs with bogies.
- Fixed an issue where the default fuel handling would not fallover to diesel or electric in some scenarios.
- Fixed a bug where braking values don't get updated in the consist when it's enabled outside the main entity.
- Fixed a random sided crash with the tick handler that shouldn't exist.
- Fixed a couple crashes with packet management caused by duplicate packet ID's
- Right-clicking an item into a slot that doesn't accept said item should no longer consume said item.
- The config option to disable render caches should now work on trains and stock, this will prevent the out of memory errors for GPU's under 1gb when running the mod with a lot of add-ons. At the expense of a heavy framerate hit.
- Hopefully fixed entity spawning with movement velocity when it shouldn't, or with more than it should.
- Fixed a large degree of the derail bugs on sharp turns.
- Fixed a potential issue with linking not updating.
- Fixed a crash with updating the rider position.
- Fixed rollingstock being able to push/pull a train that has the brake enabled.
- Fixed some forms of geometry having no shading, and some others having the wrong shading, this change also reduces the RAM use of models by 1.5kb per face (on average 2.3mb per model)
- Fixed bogies not rotating on slopes
- Fixed the switch stand rendering at the wrong height for the TC rail model (rail skin 3)
- Fixed a crash related to getting permissions when the entity data was not yet initialized.
- When animations are enabled, models no longer remove their geometry from RAM after it has been pushed to GL, this should fix models not animating due to memory desync. The model data is still removed from RAM if animations are disabled to improve performance on lower-end machines.
- Fixed a bug that prevented tracks from making displaylists, meaning they had to fully recreate their models every frame.
- Fixed a crash with collisions while world is loading.
- The original texture used for post processing is no longer kept in VRAM after the new one is created, should reasonably help weaker cards.
- Added some redundancies to breaking blocks and rails so the tile entity should be removed more efficiently and reliably.
- Non-rail tile entities should no longer try to create duplicate tile entities at their spawn point.
- Collisions have been reworked to be functional, and react differently based on the circumstances, but are still intentionally cartoonish as TC always was.
- Fixed Norry textures (thanks to Broscolotos)
- Textures now apply properly when forced texture binding is off.
- Models should now scale properly in the paint bucket GUI.
- Acceleration should now properly scale with max speed of the entity.
- Fixed a crash when checking if a slot can have a value added.
- Several fixes to save data and inventory management for the hearth furnace and distil (developed by Hagrud)
- Duplicate recipe book entries fixed (developed by Hagrud)
- Fixed some blocks/tiles not being removed from world on client side (developed by Hagrud)
- Improved OreGen systems with help from ComputerButter.
- Fixed a scenario that caused RealSpeed and TCSpeed to be reverse partially.
- Fixed some bugs where braking would make the entity stop awkwardly when turning on the brake.
- Fixed some math scaling for bogie velocity, it's more accurate at higher speeds now, and vaguley more performance friendly.
- Fixed the velocity not syncing regularly with client for HUDs.
- Added some more advanced OreDictionary functionality, with help from Bidahochi
- The notches on the HUD for some trains are aligned with the actual positions.
- Fixed bogies using the wrong texture when lamps were on (developed by Broscolotos)
- Movement code no longer directly runs off bogie velocity, instead it's now run off a 'fed' velocity, this allows for movements to be more individualized rather than compounded.
- Fixed some bugs with the render code breaking other animation tags when culling changes are used.
- Full reorganization of the config file, everything is now regrouped and reorganized to better sort by the use.
- Large buff to the boiler heat generation speed to feel more like TC4.
- Fixed cylinder rendering with help from Ferdinand, also made some small performance improvements for it.
- Fixed a bug that caused some textures not to bind.
- Fixed some GUI issues with showing the correct speed (thanks to LunarTales for the help
- Fixed FMT models not animating.
- Full rework of OreDictionary handling, it's a lot less code and data management now.
- Fixed a bug where you could link a rollingstock at the back of the consist to the front of the consist and effectively break time and space.
- Getting entity by UUID is now significantly more efficient and will better support 1.8.9+.
- Entities now have proper update ranges to match vanilla minecarts.
- Fixed a bug where bogies could forget their movement direction when moving at excessively large speeds.
- Fixed a bug that would cause GUI shown velocity to desync. It still bugs out a bit on turns.
- Fixed a bug where trains would try and set their speed display value from both sides.
- Movement speed is now calculated based on position, should be dramatically more accurate at speeds above 5km/h
- Removed a lot of unnecessary updating on client.
- Particles/lamps now inherit model offsets.
- Fixed models adding any part with a tag to the animation list, now it will only add parts with valid tags, this helps FPS substantially for creators that like to tag everything for convenience in the editor.
- Fixed a bug that caused some combinations of power and weight to accelerate at unreasonable speeds or in reverse.
- Fixed a number of items with incorrect max stack sizes.
- Transport speed on boosters is now simpler and capped by either the max rail speed, or the entity's max velocity, whichever is less.
- Replaced a large degree of forge block interaction calls with custom ones that are slightly more efficient, significantly more reliable, and will be substantially easier to port between game versions.
- Fixed a rare potential inventory dupe bug.
- Fixed the craft book having a weird color bleed.