Version 9.3.0.0 – Electric Locomotives!

Drum-roll please!

Electric Locomotives are here! I repeat, Electric Locomotives are here! Months in the making, there entire system is finally in place. We have Electric Tracks to power the Locomotive. We have Electric Shunting Wire to connect bits together. The Ic2 Energy carts got a overhaul and can now power Electric Locomotives, but at the cost of speed. We have copper, tin and lead to expand the ability to make new interesting recipes and a new chest to help manage Metals. We have new, flexible, and powerful APIs if anyone wants to add their own Electricity powered Minecarts. The whole package deal. Anyway, enjoy!

Next on my todo list, I will be putting the majority of Railcraft’s source up on GitHub for people to look at, submit PRs and learn from. I have some work to do to get that setup, but I can start immediately now that I have no outstanding development branches. Expect to start seeing changes over at my GitHub Page. I’ll be following a similar Visible Source model to Forestry’s original setup (before it went fully Open Source). More details will come later!

Download Here

Additionally, I’d like to direct everyone’s attention to my Patreon Page. There is some cool stuff over there (Beta Access, Custom Emblems, etc….) so be sure to take a look! The effort and attention to detail put into the Electric Locomotive Update was a direct reflection of the support from all my wonderful Patreons. If you’d like to continue to see even greater things, be sure to pass some support along!

Change Log:

  • NEW: Added Electric Locomotive, powered by Electric Tracks or Ic2 Energy Carts.
  • NEW: Added Electric Tracks, they power Electric Locomotives and cause damage to living entities when powered. The Engineer's Overalls will protect you from damage.
  • NEW: Added Electric Shunting Wire, made from Copper, Paper, and Lead in a Rolling Machine. Use it to connect Electric Tracks across gaps and non-electrified tracks in the line. Place under the track.
  • NEW: Added Wire Support Frames. Required in order to place Track on Shunting Wire. Place wire, then click with Frame in hand (other way around works too).
  • NEW: Locomotives will have their name and destination displayed above them. There will probably be some way to hide/disable this in the future.
  • NEW: Added Copper/Tin Blocks.
  • NEW: Added Lead and associated Poor Ore, Nuggets, Ingots, and Blocks.
  • NEW: Added Metals Chest, a chest that condenses any metal nuggets or ingots inserted into it blocks. Good for dealing with multiple OreDictionary variants of metals.
  • CHANGE: Ic2 Energy Carts can be used to power the Electric Locomotive. To offset this, theses carts now have a lower speed than normal carts. This can be countered by adding multiple Locomotives.
  • CHANGE: Gear recipes modified to be less dependant on Buildcraft. Now requires a Tin Bushing as the core instead of Stone Gears.
  • CHANGE: Steam Turbine moved from Ic2 Module to Electric Module. No longer requires Ic2.
  • FIX: Fixed NBT errors with Routing Table, it should be usable now. Sorry!
  • FIX: Fixed tooltip localizations on many items and fixed many other localization issues elsewhere.
  • FIX: Fixed texture shearing on Posts/Platforms.
  • FIX: Fixed issues with Engineer's Overalls not breaking when preventing damage.
  • FIX: Fixed version check localization and redirected away from my ailing Dropbox.
  • FIX: CraftGuide API files are no longer included in the Jar. This is somewhat experimental but no issues with CraftGuide integration reported so far.
  • API: Added IElectricMinecart to allow carts to transfer power throughout the train.

Version 9.2.0.0 – MC 1.7.10!

All I can say is….”FINALLY!”

That was slightly painful. Forge broken my custom localization library, forcing me to convert to the vanilla library. The transition was somewhat complex, requiring somewhat more than 193 files changes, 568 line insertions(+), 986 line deletions(-).

But it’s DONE!

Not much else here, just a few fixes. So have fun.

 

Oh! One last thing! Patreon! You guys absolutely blew me away this month with your support! I can’t tell you how much that boosts my motivation and engagement in the project. You blew threw two milestones! Yes, TWO!

The first, a license change to reduce the effort required to use Railcraft in a mod pack, but I talked about that in the last post so I won’t repeat myself here.

The second milestone is more interesting, I will be putting the majority of Railcraft’s source up on GitHub for people to look at, submit PRs and learn from. I have some work to do to get that setup, which will be my next project. I’ll be following a similar Visible Source model to Forestry’s original setup (before it went fully Open Source). More details will come later!

And finally, I’m taking suggestion for more Patreon Milestones!

Download Here

Additionally, I’d like to direct everyone’s attention to my Patreon Page. There is some cool stuff over there (Beta Access, Custom Emblems, etc….) so be sure to take a look!

Change Log:

  • INFO: Updated to 1.7.10
  • INFO: Updated IC2 and Forestry APIs.
  • NEW: Added a new lock mode for Locomotives that prevents all GUI access and hotkey use.
  • CHANGE: Tweaked median y spawn levels of Copper and Tin slightly (y70->y60 and y60->y50 respectively).
  • FIX: Fix Forestry Backpack integration. It was crashing NEI.
  • FIX: Steam should not be red!
  • FIX: Poor Iron Ore can be mined with Stone Pickaxe.
  • FIX: Firestone retains name when being recharged or broken.
  • LANG: Convert Localization System to vanilla implementation. Should render us fairly future proof hopefully. (Blame this for delays! And Vexatos and Neptunepink!)
  • CONFIG: Fix Anchor fuel parsing and allow floats.

Patreon Milestone Reached!

Thanks for all the support everyone! We’ve reached the $400 milestone on Patreon, which unlocks a new license for Railcraft, ditching the requirement for explicit permission for public mod packs! My sanity thanks you all!

The new license can be read at http://railcraft.info/wiki/info:license

However, please be aware that you must still meet all the other requirements for a Public Mod Pack, specifically the requirement for a Public Licensing Page!

And if you haven’t, be sure to check out my Patreon page for rewards (Beta Access including MC 1.7.10, Custom Emblems, etc….) and other milestones if you haven’t already!

Additionally, I suppose I should post a progress report on the first two milestones. Which frankly we hit way faster than I expected when I originally drew them up!

The Electric Locomotive has shown great progress. We have a locomotive model, textures (mostly), most of the locomotive code, track code, and track textures. Unfortunately, real life and the update for Minecraft 1.7.10 has worked to sidetrack me away from the Locomotive. However, now that most of the hard work for 1.7.10 is done, I should be able to get back to the Locomotive shortly. As for the second Milestone, that will have to wait until I finish the Locomotive. I haven’t even started it yet, sorry!

electric_loco_dev_screenshot

And on the topic of the 1.7.10 update, Beta Testers currently have it (remember that’s a Patreon reward). However, it currently has a major localization issue with the latest versions of Forge. None of the language files are being read. I still need to track that down, and see whether its going to require me to switch completely to the Minecraft’s built in localization library. If that happens, it will unfortunately invalidate all the existing language files that people have put so much work into. We’ll see. I don’t suppose that anyone can point me at a advanced text replacement tool that can read and perform a large number of regex text replacement expressions from a rule file and supports unicode utf-8 source files? Notepad++ won’t cut it for something of this scale. Anyway, once that issue is solved, it’ll be ready for a public release.

Once again, thanks for the support!

Version 9.1.0.0 – Ore Seams!

Its that time again! Update time!

This version brings a new feature which is Stage 1 of the Electric Locomotive Project. That being Tin and Copper World Gen which will be used in the crafting of Electric Tracks and Locomotives. This Ore Gen is unique in that it spawns “seams” of low quality Ores, giving you a reason to establish a semi-permanent mine in the regions in which they spawn (complete with railways!). Poor Ores refine into Nuggets rather than Ingots. Enjoy!

I am currently working in earnest on the Electric Locomotive that was unlocked via Patreon support. This is going to be a pretty major system with a decent amount of content: new Locomotive, new Tracks, a new OreGen system for Copper/Tin and other Metals (done!), and more.

Please forgive the confusing mess that is CurseForge. They seems to have removed the ability for me link to the download page for a specific file and instead redirect you to a list files to download.

Download Here

Additionally, I’d like to direct everyone’s attention to my Patreon Page. There is some cool stuff over there (Beta Access, Custom Emblems, etc….) so be sure to take a look!

Change Log:

  • NEW: Poor Ore Seams. Seams of Poor Ore for Iron, Gold, Tin, and Copper will now spawn in the world. Cook the Ore to get Nuggets.
  • NEW: Added Railcraft Villager and Structure to Villages. (credits to AEnterprise for the initial code)
  • FIX: Refuse to extract zero stack items from inventories, fixes pulling infinite items from Barrels.
  • FIX: Close file resources after loading textures because apparently MC doesn't do it for us.
  • FIX: Removed config options pertaining to IC2 Refined Iron, since it no longer exists and they were crashing with newer Forge versions.
  • FIX: Call markDirty() on inventories.
  • FIX: Snow Slabs are crafted with Snow Layers, not Blocks. Fixes recipe conflict.
  • FIX: Apply mad hacks to make pathfinding stop trying to jump over my Walls.
  • FIX: Various bug fixes mostly related to left over 1.7 issues.
  • FIX: Converted Tank Cart Filter recipes to a Custom Recipe, fixes issues with incorrect items being mapped.
  • FIX: Fix minecart deconstruction recipes, they should now return the cart contents correctly.

Version 9.0.0.0 – First Official 1.7.2 Version!

After much hair pulling, angst, and sleepless nights, Railcraft is once again moving forward!

There are a couple new features, but nothing major. The biggest being the addition of the Trading Station for trading with Villagers.

From this point, work will being in earnest on the Electric Locomotive that was unlocked via Patreon support. This is going to be a pretty major system with a decent amount of content: new Locomotive, new Tracks, a new OreGen system for Copper/Tin and other Metals (its going to be unlike anything I’ve seen in any other MC mod, a real reason to actually use minecarts for mining), and more.

Download Here

Additionally, I’d like to direct everyone’s attention to my new Patreon Page. There is some cool stuff over there (Beta Access, Custom Emblems, etc….) so be sure to take a look!

Change Log:

  • INFO: Updated to MC 1.7.2.
  • KNOWN ISSUES: Vanilla minecarts are not being replaced until the chunk reloads, Bore may not mine, some blocks harvest weirdly, and Gated Tracks don't connect to fences.
  • NEW: Added Trade Station. A block that can trade with Villagers.
  • NEW: If the Bore stops for any reason, it will now activate any attached Locomotives (must be in Run mode to work).
  • NEW: Using a Magnifying Glass on a structure will give you some information about why it won't form. Not sure how useful it is.
  • CHANGE: Lockdown, Holding, and Boarding Tracks merged into a single Locking Track. Change modes with a Crowbar. Legacy tracks should update automatically.
  • CHANGE: Master block of all MultiBlocks moved to the center of the structure if possible to make it possible to rotate them intact, may result in loss of items in the structure.
  • CONFIG: Anchor Fuel options expanded to support multiple items.
  • API: Added framework for creating alternative Locomotive skins.
  • API: Reduced the importance of TrackIds, they are now only used for legacy support and network sync. TrackTags strings are used for everything else, including serialization.