#WIP mod for free-angle track block

1 messages · Page 2 of 1

cedar nymph
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because, if other end of track if not chunk loaded in client, it won't be placed

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wow

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btw it's still beautiful

jovial rain
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lemme draw what I mean to get my point across better

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basically with how vanilla create tracks work I'd have to do this zig zag mess

cedar nymph
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another showcase (i'm not talented at building)

jovial rain
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or go at an 45° angle

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which would drift away from the river

jovial rain
normal temple
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Definitely the better option of the two, maybe a mix, s-bends at 45° might not be terrible

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I'm saying you can go into the config menu to increase the track placement limit or turn it off completely

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To make longer s-bends

jovial rain
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well you can't really turn off the limit in base create now, can you

serene iris
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Yeah only thing you can do in base is increase the range a bit

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Unlimited is the mod that adds unlimited range

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And Impossibly tight curves

mystic dock
cedar nymph
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each version of create is released for both 1.20.1 and 1.21.1 afaik

serene iris
mystic dock
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installing RailX gave me a solemn reminder to update my modpack

jovial rain
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surprisingly haven't found any issues on the latest commit

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i'll test some more

atomic oxide
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has this mod got a proper name yet even?, looks like it is going very well so far btw

jovial rain
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though idk why, the rails sometimes fail to place
[18:36:28] [Render thread/WARN] [minecraft/LevelChunk]: Block entity create:track @ BlockPos{x=83, y=-60, z=1303} state Block{railx:split_graph_track}[shape=pd,turn=true,waterlogged=false] invalid for ticking:

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.... my brain?

normal temple
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What's wrong, that's how tracks are supposed to work

cedar nymph
jovial rain
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yes

cedar nymph
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this never happened to me.. are there any other mods related to train?

jovial rain
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this kind of inaccuracy only happens when the end of the curve is outside of render distance when I start approaching it by the looks of it

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for train related addons:

  • Create Railways Navigator 0.8.4-C6
  • Create: Blocks & Bogies 1.0.6
  • Create: Steam 'n' Rails 1.6.14
  • Create: Threaded Trains 1.0.0
cedar nymph
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ooh so signal line? (yellow line) out of curve is normal behavior,

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to more specific its bug of Create so I've known of that

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but why train out of curve...

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working for SnR block hitbox(VoxelShape) integration

jovial rain
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i mean fun fact, if you remove chunks but don't remove create_tracks.dat, trains will go over the no longer existing tracks

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which you can see with the signal in hand

cedar nymph
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btw it wasn't case for last time I tested (debug overlay has different behavior)

  • signal overlay and debug overlay is displayed for TrackGraph and isn't interpolated well; BezierConnection(a to b).getPosition(t) != BezierConnection(b to a).getPosition(1-t)
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I will test now

jovial rain
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I'm not going to be at my PC today so I can't test any commits so it'll have to wait for tomorrow

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so like ~23 hours from now

cedar nymph
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oh okay

jovial rain
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i could theoretically try to reproduce on my work laptop i'll have with me but it will run like shit

cedar nymph
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it works well for me... hmm

jovial rain
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i can try it out again later

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try making an S-bend

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since what i've shown in the vid is an S-bend

cedar nymph
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aha

jovial rain
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guh

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seems like your train goes alrighty on it though

cedar nymph
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found it right after 5 seconds

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it seems this is not issue of my mod

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it is issue of Create itself

jovial rain
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maybe try using the tracks next time /j

cedar nymph
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if you avoid some steep curve than it won't happen, probably

jovial rain
cedar nymph
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as i said, curve(a to b).getPosition(t) and curve(b to a).getPosition(1-t) generally should be equal

jovial rain
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with a weird algo that causes it to freak out on anything else than the 45/90 angles?

cedar nymph
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but they are different in create code (for BezierConnection)

jovial rain
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the curve in my vid was not that steep though

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although the offset wasn't that big either

cedar nymph
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yeah it does

jovial rain
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it was just like, only a block off

cedar nymph
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but train movement is done by more core part (TravellingPoint)

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which does not correct this

jovial rain
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i offer a solution

MOAR MIXINS!!!!1!1!1!1!!1!1!1

or alternatively submit a PR to create (they probably won't fix it on 6.0.x though :C)

cedar nymph
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umm

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fixing BezierConnection is ideal but...

jovial rain
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although i don't think doing a mixin into that is sane and safe

cedar nymph
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it will break existing worlds (train graph position is marked by (fromNode, toNode, t <- just number from 0 to 1)

jovial rain
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idk if that's the correct way to do it then

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if by existing worlds you mean worlds without railx (which i assume you do)

cedar nymph
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comparing before this fix and after this fix

jovial rain
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well

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the mod is not out yet so i wouldn't consider it an issue that much

cedar nymph
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other problem is; I cannot figure what is problem in BezierConnection code
it is quite complicated (in regard of math)

cedar nymph
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find main cause of this issue

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intersect(end1, end2, ...) and intersect(end2, end1, ...) is different

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but for general, smoother, vanilla Create curves, intersect[0] is similar to intersect[1] (difference mostly less than 1)

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and radius affects handleLength, then affects control point of bezier

cedar nymph
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I fixed that

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this option is disabled by default, as it may make position of every train/signal/station to be offset in unexpected ways. May cause brrr behavior (ex. train that was previously stopped run in 120km/h) for extreme curves

short ginkgo
cedar nymph
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maybe?

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mostly not case for vanilla Create

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you can check by comparing signal overlay/debug(F3) overlay to rendered track

short ginkgo
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sloped s bends cannot be made because their track rendering is off their track graphs

cedar nymph
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oh

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then this might be solution

short ginkgo
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its essentially the same thing as here

cedar nymph
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which one you are using, vanilla Create track / flexiTrak?

short ginkgo
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i didnt even do it myself

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just know that vanilla create track sloped s bends have this issue

cedar nymph
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it will definitely in high chance fix it

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btw I'm not sure if this fix is right

short ginkgo
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im not even sure how to make sloped s bends

cedar nymph
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one more: originallly 1.20.1 was just backport from 1.21.1 so didn't create config screen for it. Use Create Config(Configure) -> Access Config of other Mods -> RailX

jovial rain
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i'll test it out in like two and a half hours

cedar nymph
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note that you should rejoin world after changing configuratino

jovial rain
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oh thanks for the reminder i was taking a nap and forgor about it lmao

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yeah it is just very slightly inaccurate but if i was going literally anything other than 0km/h i wouldn't notice

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good job

cedar nymph
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umm

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it should be identical

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IDK

jovial rain
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that just seems to be the property of the length of this bogey

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don't worry about it

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peak combo

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yeah it's fine

short ginkgo
jovial rain
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yeah

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that's what my slowly-catching-up brain figured

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i think after sleeping for 5 + 1.5 hours i deserve to be stupid for a bit

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☠️

mystic dock
mystic dock
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The 20ft monstrosities that appeared back when they decided to build articulated locomotives

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Engineering at it's peak

short ginkgo
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this is not engineering at its peak

mystic dock
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No this specific one

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This was a major failure

short ginkgo
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tbh

mystic dock
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But it's smaller brother was rather successful

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The Decapod 0-10-0

short ginkgo
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in a place like america with high quality track the aa20 would have been a really good engine

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also america has good coal

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this thing had such a giant firebox but it wasnt enough

mystic dock
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AA20 on the large open plains of the west coast would perform so well

short ginkgo
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the issue is most of the track at the time the aa20 was built was inherited from tsarist russia and after 8 years of war and neglect they were also in quite bad quality

mystic dock
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And the massive weight of it also didn't really help

short ginkgo
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weight doesnt really matter

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axle load is a much larger issue

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but the aa20 handled that pretty well considering the reason it was built was to reduce axle load

mystic dock
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I might try another Russian behemoth (this time built in the USA)

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The Little Joes

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2-D+D-2

jovial rain
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@cedar nymph have you looked at the tracks failing to place bug or was it just the alignment that you fixed?

cedar nymph
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if not, it is new bug

cedar nymph
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btw where is optimal position to show this precise placement overlay (Placement | Axis: K43 -> ... this)

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will definitely collide with Create Realism overlay

short ginkgo
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thats fine

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not like any server has create realism anyways

cedar nymph
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I'm thinking integration with realism, as it is on same category (some very realistic thingy)

short ginkgo
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the overlay is nice because calculating track grade is a time consuming process

cedar nymph
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and maybe other mods show something on this?

short ginkgo
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but then again i mostly eyeball track grade

cedar nymph
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I will definitely show this overlay, the position/shape is important

short ginkgo
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yes

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tho i will probably just do precise alignment with the wrench and connect the track pieces instead

cedar nymph
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hmm

ionic talon
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question: what version of minecraft and create is needed for this mod to work?

short ginkgo
jovial rain
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not very sure about 0.5.1

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i think they asked about this mod specifically

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not snr

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in that case it's just any modloader that has create 6.0.7/6.0.8

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i.e. forge/fabric? 1.20.1 and neoforge 1.21.1

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actually no i don't think this will work on fabric

short ginkgo
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ah

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true

ionic talon
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wait am i stupid how do i download it from github?

covert jewel
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y r u downloading it from github

short ginkgo
# ionic talon thx

no, i was just listing create versions and snr versions
not versions of this mod

ionic talon
covert jewel
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no

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lmao

ionic talon
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welp

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i stand corrected

jovial rain
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the hell

ionic talon
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i am stupid (in this scenario)

cedar nymph
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does it happen on new fresh world

jovial rain
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when i turn around and back to the same angle it disappears though

cedar nymph
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as I never saw this before

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aha

jovial rain
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could be just flywheel jank

cedar nymph
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yeah its so dumb

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the holy GL_ERROR

jovial rain
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actually it does not even leave anything in the debug log

cedar nymph
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oh...

ionic talon
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excuse me sire.....

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where may i download your wonderful mod?

cedar nymph
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aah

jovial rain
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i noticed another problem on the latest commit though it may be just the property of the track

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but i am unable to place some of the steam 'n' rails compat tracks flexibly

cedar nymph
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It's just personal mod so no guarantee about world corruption or bug, but still usable. You can download from here if you want to test.

GitHub

🚧 [WIP] Cool Addons for railways in Minecraft Create Mod. - Workflow runs · lhwdev/railx

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umm

jovial rain
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on 9ad698a

cedar nymph
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so after holding Ctrl?

jovial rain
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yuh, it says the track cannot be placed flexibly

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but i picked the sugi track which is part of nature's spirit compat (from snr)

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dark oak tracks from snr work fine

cedar nymph
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aha

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so it does not magically generate tracks

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cannot

jovial rain
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yeah this one

cedar nymph
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I'll add compat for that mod too

jovial rain
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it's just steam 'n' rails tracks which generate for different mods

cedar nymph
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I only added for SnR itself so

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I'll add that

jovial rain
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hm

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then in that case it should theoretically work? as SnR is the track provider

ionic talon
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im not very technologically inclined

cedar nymph
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It's okay this writing was too unfriendly

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so there are things named 'Build railx for ...'

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If you want for 1.20.1 select latest(top) item named 'Build railx for Forge 1.20.1'

jovial rain
cedar nymph
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then at the bottom, category Artifacts, click download button

jovial rain
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i can start connecting from a "flexible" track but can't start a flexitrack by itself with it

cedar nymph
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yeah that is expected

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I can make every other tracks from other mod to be automatically generated, but it may cause some weird issues

ionic talon
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do i need to sign in?

cedar nymph
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uum

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i haven't tried it without accout

jovial rain
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yes for artifacts off of github you need to be logged in

ionic talon
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if not

cedar nymph
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aah I didn't know that

ionic talon
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i guess i just dont get it lol

cedar nymph
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i'll soon migrate to Github Releases

ionic talon
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got it!

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hooray!

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thank you

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time to experement...

jovial rain
cedar nymph
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why these error only happen to you

jovial rain
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it has happened because i removed a track before a turn

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not the one that was directly connected to the turn

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but the one in front of it

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F3+A fixes it though

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such are the joys of randomly finding bugs

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i am deliberately trying to find issues with your mod so it's as stable as it can be you know

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but these happen on actual accident

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check out my new testing doohickey

ionic talon
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holy

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what a gamechanger

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will 1000% be adding this to my new modpacks

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absolute perfection

cedar nymph
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btw it is under development so backup in advance

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might make your world brick (I don't think it would happen but...)

ionic talon
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seems pretty solid tho

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idk im not a coder lmao

jovial rain
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though sometimes when i remove tracks there are "ghost parts" of them left around until i do F3+A

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i guess that's flywheel again?

cedar nymph
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that might be issue of middleTrack feature (where, when even if track blocks are out of chunk but curves should be shown, they are rendered)

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it's because some of special fake tracks are not removed

jovial rain
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coincidentally i get either ghost track parts left around or visual glitches

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i.e. it's the same problem but manifesting in different ways

cedar nymph
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is it shown after disabling flywheel?

jovial rain
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lemme try

cedar nymph
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btw flywheel implementation of middleTrack is little buggy so it might be still middleTrack-related

jovial rain
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no, flywheel off doesn't have such an issue

cedar nymph
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then would you try enabling flywheel then disabling middleTrack?

jovial rain
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ye, a sec

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no, when i turn off middletrack, relog, enable flywheel and repeat the same cycle the issue does not appear

cedar nymph
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holy

cedar nymph
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finally it worked

jovial rain
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🔥

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any reason why you're targetting 47.1.33?

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i guess nf compat?

cedar nymph
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no reason, just copied from create

jovial rain
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seems stable enough for now, I haven't had it actually crash the game or cause ruin to a world

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although I haven't yet put it onto a server to test if it works on that "side" too

cedar nymph
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oh

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aand also I haven't tested side

jovial rain
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so I hope you've correctly declared what stuff is client only

cedar nymph
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gradle is terrible

jovial rain
cedar nymph
dusky wedge
cedar nymph
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once upon a time he already know this

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afaik

dusky wedge
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ah ok

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I would just forward that message to him

cedar nymph
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aand i'm thinking compat to most other mods

dusky wedge
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have him as a friend afaik

cedar nymph
dusky wedge
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yeah

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Imma send him that hell probably show some signs of life in this post

dusk citrus
cedar nymph
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it accounts for 90% pain of Android / java development to me

cedar nymph
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umm

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which would be good keybind to /toggle/hold for flexible placement'

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if using toggle mode, pressing control while holding to run faster accounts for toggling flexible placement

cedar nymph
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Does anyone know some mods that add custom tracks (other than SnR and SnR compat into other create addons)?

short ginkgo
cedar nymph
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that's of course

short ginkgo
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i feel like flexible placement would mean it would turn difficult to make straight tracks

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therefore i would only ever do it with the wrench

cedar nymph
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umm

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btw basic TrackBlock cannot be rotated by wrench (internally TrackBlock and FlexiTrackBlock is separate thing)

short ginkgo
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then how does one turn trackblocks into flexitrackblocks

cedar nymph
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just holding/toggling some key to enable/disable flexible placement

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then FlexiTrackBlock is placed

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it seems TB and FTB are same, except that FTB can be placed more freely

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there are some list of discrepancy that should be fixed, but hard to fix

  • TB cannot be wrenched to rotate
  • for turns, FTB cannot be tight-curved? so if you have 0deg-45deg turn and you doesn't hold Ctrl, you have some tight turn. this cannot happen if both end is FTB (if one end is FTB then only other end have tight turn)
short ginkgo
cedar nymph
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yeah definitely possible

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original goal was making that users doesn't have to know difference between TB and FTB

cedar nymph
rain widget
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not related but do you use any world generation datapacks/mods for your world?

normal temple
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Will this ever be on curseforge when finished mayhaps?

cedar nymph
cedar nymph
normal temple
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Would be pretty cooooollll

flint stone
cedar nymph
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ofc, personally prefer Modrinth more
but uploading doesn't cost it so will upload to both (if this mod is done in long future)

mystic dock
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Personally I use both but prefer Modrinth

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It's a lot more streamlined

serene iris
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mr is way better than curse

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best experience on modmanager end is prism

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download from both

atomic oxide
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technically i download from both modrinth and curseforge as some mods are on cf but not mr and same other way round. but yes modrinth does seem to be a bit easier to navigate

serene iris
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modrinth search is also way better

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i can put "create steam n rails" into curse and nothing

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You have to put the name with every single character correct

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i can put "steam rails" into modrinth and get the mod

normal temple
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I haven't had that issue before

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And it doesn't matter if you know what mod you're looking for

serene iris
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that does matter

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i know im looking for steam and rails

short ridge
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Oh hell yeah

serene iris
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unless i put in "create: steam 'n' rails" it doesnt show up

short ridge
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Can finally make whiteburgs track accurately

mystic dock
serene iris
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why would you put yourself thru all that effort tho

mystic dock
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Just used to it

serene iris
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Modmanagers auto download dependancies and stuff tho

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If i was to download create realism for example it would auto download: create, dragonlib and architectury

mystic dock
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Don't get me wrong, I can definitely see their appeal

grizzled cave
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nah im with the others, mod managers are just better.
It's not just about downloading the mods (and any dependencies), but it's also about managing multiple packs without fuss

There's not really any good reason not to use em tbh

short ginkgo
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Do you think this mod is stable enough to run on a building server with big projects? (1.20.1)

cedar nymph
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definitely not, I think should be tested more

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and there are still features/fixes working under progress

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(then forgot to fix)

short ginkgo
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does it have any large issues tho?

cedar nymph
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maybe not, I'm using this on my own singleplayer map

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ex) some WIP depot

short ginkgo
cedar nymph
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um

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then only concern is ruining the save, never happened to me so far but IDK

fringe elbow
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Please make this, I'd love to use it to make cambered race tracks

timber gorge
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Just found this project

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Just wanted to stay I hope this does come to fruition so keep up gods work my guy!

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Additionally I wanna start on a bigger railway project however, I cannot decide if I should do 1.20.1 or 1.21.1

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Currently I’m leaning towards 1.21.1 due to this and the fact that some of the more major mods are gonna move to 1.21 as well

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But 1.20 has more features like setting speed using tram ways and computer craft integration

mystic dock
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CC integration is what is keeping me on 1.20.1

serene iris
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Wdym cc integration

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Theres cc integration on 1.21.1

timber gorge
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I see thank you

cedar nymph
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btw if someone wants this to be on 1.21.1 then I'll just migrate this

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and this mod was originally for my singleplayer world (which is for 1.21.1)

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main reason I'm developing this on 1.20.1 is SnR not supporting 1.21.1

timber gorge
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Oh I thought it was on 1.21.1

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Saw a modrinth link saying it was 1.21.1 or maybe I’m tripping

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Either way that’s nice to know

mystic dock
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Also a lot of mods are out of support on Create 6

mystic dock
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Means some people won't update their stuff to Create 6 because stuff is rather different

timber gorge
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Ah

bronze grove
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what is the mod called?

serene iris
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nothing, its not released yet

short ridge
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is there a version available for forge?

cedar nymph
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note that this mod is under development (some usable? version available); 1.21.1 for NeoForge, 1.20.1 for Forge

short ridge
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i see..

strong wasp
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what happened to this mod now

cedar nymph
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Actually, I went on a trip now

proud shore
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How to make slighty train track

cedar nymph
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for latest release, just holding keybind(default to Control - change in options) to enable

strong dragon
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@cedar nymph Is there any chance that this mod could be released on modrinth in its beta state? With the 1.21.1 SnR port and B&B being compatible again, with this mod we could make some cool ass setups with nowhere near as much track jank

strong dragon
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I just downloaded the mod and it doesnt seem to work on Neoforge 1.21.1

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Getting the log and crash report now

chrome furnaceBOT
# strong dragon
Log File

Environment info

Minecraft Version

1.21.1

Errors

0

Warnings

9

heady igloo
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what on earth

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what is this getfield data bs im seeing

cedar nymph
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oh

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why accesstransformer is not applied

cedar nymph
cedar nymph
# strong dragon

would you give me full log? crash log is related to your crash, but latest.log seems not to be related

strong dragon
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Next release will be for 1.26

short ginkgo
strong dragon
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Also am back at pc again. Getting the other log,

short ginkgo
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also its 26.1 and not 1.26

strong dragon
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a

cedar nymph
short ginkgo
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question is do i put this mod in my creative building world

strong dragon
cedar nymph
cedar nymph
strong dragon
short ginkgo
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even if there is no compat and its just normal tracks that would still be really good

cedar nymph
strong dragon
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Ah wait, do you mean the alternative track types of SnR?

cedar nymph
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yeah

strong dragon
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ah... fek

short ginkgo
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can you link the mod download again im too lazy to scroll up

cedar nymph
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and also, SnR touches many parts of Create code; it might collide with this code

strong dragon
cedar nymph
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aah

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it's old thing

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I knew why you crashed

strong dragon
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a

cedar nymph
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sorry for not updatinng that

strong dragon
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Nah its cool

strong dragon
cedar nymph
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and search latest one with proper 'Forge 1.20.1' or 'NeoForge 1.21.1' according to your level

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oh I found out that I haven't released it for 1.21.1

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gotta do it right now

strong dragon
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ah

cedar nymph
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ah wrong link

strong dragon
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Cant wait to play around with this mod yippy

cedar nymph
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btw why prerelease does not show up in release page

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ah original link is true but I haven't released for 1.21.1 yet

strong dragon
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was bouta say

cedar nymph
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holy clicked 'cancel workflow run' for mistake

short ginkgo
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adding these means i have the obligation to build a 22.5° station

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at the very least

cedar nymph
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also 12.xx and 6.xx and 3.xx

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it's very possible

strong dragon
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If this gets to a stable version that supports the SnR port's tracks I'll try and convince the other people in trainyards moderation to add this to our server. This would be so dope

cedar nymph
short ginkgo
cedar nymph
cedar nymph
short ginkgo
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something of a similar size

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maybe 10 tracks

cedar nymph
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holy

short ginkgo
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this one is wip right now

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and its the only thing in my new project

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for now

cedar nymph
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only have built L=200 station (but for 0deg)

short ginkgo
#

the switches are so clean with this tho

strong dragon
#

I'm hoping to make an accurate layout of york, this would be so useful

cedar nymph
#

holy

#

btw, current restriction of limiting available rotations to 64 (track is symmetric so 128 rotations available out of 360deg) is quite limited

#

for these complicated layout (not the case for 99.9% usage)

short ginkgo
#

its not very limited

cedar nymph
#

it's obvious evident is; I encountered that

strong dragon
#

Dude 128 rotations is much better than 2

short ginkgo
#

also here is the switch layout in front of the station

cedar nymph
#

oh

#

it's quite elegant

#

btw, if you look at overlay of flexible placement, it shows minimum radius (R=...)

strong dragon
#

Oo, neat

short ginkgo
#

after im done with the station building i will make a roundhouse and turntable

cedar nymph
#

If building some really realistic railway then your railway should have restriction like (R=700)

#

and keeping up to that restriction while building stations is not that easy

short ginkgo
#

does this radius differ in any way from irl radius?

#

because restrictions even on large steam locomotives rarely exceed 200 meters

#

on coaches and bogey locomotives it gets a lot tighter like 80-120 m

cedar nymph
#

that limitation is for max speed of railway; in my country, if max speed=70km/h, R>=700

short ginkgo
#

well these restrictions are for going fast

cedar nymph
#

ofc that limitation is not implemented yet. but some mods (realisticSpeed module of this railx / Create Realism / ...) would implement this

#

yes but it would be needed

short ginkgo
#

in a station its completely fine if your max speed is 15 km/h

cedar nymph
#

aand our country also restricts that

#

most country might do

short ginkgo
#

also congrats to distant horizons for not rendering the station

cedar nymph
#

ah

strong dragon
cedar nymph
#

did you enable something like 'skip placing fake track' option in my mod?

short ginkgo
#

no

cedar nymph
#

then IDK

short ginkgo
#

distant horizons is just being distant horizons

strong dragon
#

DH can take a hot second to reload LOD chunks

#

DH is peak but yea... slow

short ginkgo
#

dh doesnt render copycats in the first place

strong dragon
#

If it only did

#

Gotta keep that in mind when I make my big city in my server lmao

#

Or else there'll just be a bunch of roads and tracks converging into jack-shit lmao

#

All roads lead to rome? How-about all roads lead to Cities Skylines nightmare junction

cedar nymph
short ginkgo
cedar nymph
#

but still most stopping lines are not that tight-curved

cedar nymph
short ginkgo
#

i mean the tightest turns i have are the least tight ones that the 128 block track placement length allows

cedar nymph
#

aha

short ginkgo
#

additionally its just a line for shunting locomotives to the turntable

heady igloo
strong dragon
#

I am dumb dumb

#

Think I'll do a mix actually

#

I love the style of york, but the layout of bristol is very nice

heady igloo
#

if your taking inspo from bristol's railway thingos then may i suggest looking at this map https://maps.bristol.gov.uk/kyp/
since alot of the good shit aint there anymore

#

also you can change your map to a older or newer which is cool

#

im personally a fan of this one

atomic oxide
#

is there an available beta for this mod yet?

serene iris
#

on the github

atomic oxide
#

link?

serene iris
#

top of thread

#

^

atomic oxide
#

ah, thank you :)

atomic oxide
#

remind me how does one download modfile from github again?

atomic oxide
#

mk so this wth kotlin

#

and this without

#

this is all the way down to just create6.0.8 and railx for 1.20.1

serene iris
#

what create version are you using

atomic oxide
#

6.0.8

#

maybe its because kotlin is 4.12.0?

#

bugs are expected tbf

#

ah i see its because it also requires steam n rails

#

right got it working

atomic oxide
#

well this was partly expected, is aligned about 90% of the time when placing the free angles. and the looks of the tracks look almost flawless with the free angle placement

#

looks like a slightly misscalculated middle track

#

actuly are those the middle track or are those just points for the programed track to run through when angling the track

#

i'm seeing two xD, one is very missaligned outwards and another trackpath is perfectly aligned

#

maybe the missaligned path is from create and another that is aligned is the trackx?

#

oop i found the setting that fixes it

#

anyone who encounters this issue just go modsconfic or create config>railx?server>common and the turn on "Fix Track Bezier Asymmetry"

#

and it will resolve to the true track path of the trackx flextrack angles

#

also mod is very cool so far 👍

#

oh i think the beziar assymetry is for the large turns, the sbends i think are still missaligned

atomic oxide
#

oh i cannot seem to recreat it xD

#

ah right its not because it was an s bend

#

it was because it was going from a create standared 45 degree track

strong dragon
#

I'm guessing its still being developed but thought I'd ask just in case :3

cedar nymph
#

now I woke up (its 7:53 in korea)

cedar nymph
#

and this option should not be enabled by default, as it modifies all tracks placed previously, including native Create tracks

cedar nymph
cedar nymph
serene iris
#

if someone reports you your'e cooked

#

ik its not malicious but you said it is

#

Discord will take anything as a confession

cedar nymph
#

ooh I didn't know that

serene iris
#

yeah

#

you gotta be careful about what you say

#

if you say "im xx" and then a number under 13 you can get instantly banned

#

even if the context isnt age

cedar nymph
#

just fixing my Githuh actions fast

#

I realized Git tag is agnostic of branch so changing name from v0.1.0-build.0 to mc1.20.1-0.1.0-build.0

strong dragon
#

Imagine your talking aout like what level you are in a game and some overactive DC mod bans you for... existing

serene iris
#

yeah

covert jewel
#

im level 3177

#

👴

serene iris
#

its really dumb but its the way it is sadly

#

Ive seen someone get banned by answering something like a sleeping positions chart
Like
Person who sends it: "im 15 what are you?"
Someone else: "Im {insert number of option thats below 13}"

Then someone reports them and banned

cedar nymph
#

holy I was a few seconds away from ban

short ginkgo
#

hm i wonder

#

if someone was to say that they were 1

#

would discord take action

#

since its clear that a one year old cannot really use discord

covert jewel
#

there isn’t the neurodivergent position in that chart

#

rip

normal temple
#

Mine isnt on there 😔

gentle flume
short ginkgo
#

i could make a lab rat account and test it at some point

orchid grove
#

3/10, not realistic

normal temple
#

Frrr

jovial rain
#

@cedar nymph yeah i was mentioning annotations a bit back wasn't i trolllaugh

-- Head --
Thread: main
Suspected Mods: NONE
Stacktrace:
    at net.minecraftforge.fml.loading.RuntimeDistCleaner.processClassWithFlags(RuntimeDistCleaner.java:57) ~[fmlloader-1.20.1-47.4.0.jar%2369!/:1.0] {}
-- MOD railx --
Details:
    Caused by 0: java.lang.RuntimeException: java.lang.RuntimeException: Attempted to load class net/minecraft/client/resources/model/ModelBakery for invalid dist DEDICATED_SERVER
        at thedarkcolour.kotlinforforge.AutoKotlinEventBusSubscriber.inject(AutoKotlinEventBusSubscriber.kt:98) ~[kfflang-4.12.0.jar%23689!/:4.12.0] {}
        at thedarkcolour.kotlinforforge.KotlinModContainer.constructMod(KotlinModContainer.kt:74) ~[kfflang-4.12.0.jar%23689!/:4.12.0] {}
        at net.minecraftforge.fml.ModContainer.lambda$buildTransitionHandler$5(ModContainer.java:126) ~[fmlcore-1.20.1-47.4.0.jar%23530!/:?] {}
        at java.util.concurrent.CompletableFuture$AsyncRun.run(CompletableFuture.java:1804) ~[?:?] {}
        at java.util.concurrent.CompletableFuture$AsyncRun.exec(CompletableFuture.java:1796) ~[?:?] {}
        at java.util.concurrent.ForkJoinTask.doExec(ForkJoinTask.java:387) ~[?:?] {}
        at java.util.concurrent.ForkJoinPool$WorkQueue.topLevelExec(ForkJoinPool.java:1310) ~[?:?] {}
        at java.util.concurrent.ForkJoinPool.scan(ForkJoinPool.java:1841) ~[?:?] {re:mixin,re:computing_frames}
        at java.util.concurrent.ForkJoinPool.runWorker(ForkJoinPool.java:1806) ~[?:?] {re:mixin,re:computing_frames}
        at java.util.concurrent.ForkJoinWorkerThread.run(ForkJoinWorkerThread.java:188) ~[?:?] {re:mixin}

no other relevant information

#

(the @OnlyIn(Dist.CLIENT) annotation should work in 1.20 too)

jovial rain
#

i guess just init dynamicBlockModel in RailXClient instead?

cedar nymph
#

holy

#

the feature I havent use but included in code caused error

#

luckily ci pipeline for 1.20 is not broken.. I think

jovial rain
#

idk why it tries to fire on a server 🤷‍♂️

jovial rain
#

yeah when i compile from source it's fine so you prolly fixed it, but using the tagged build is broken

wet grove
#

Cool stuff

#

oh wait

#

the realistic speed is kinda similar to my mod

cedar nymph
#

oh I didn't know such mod existed

wet grove
#

I mean I just released it a few days ago

#

But it has existed for at least a year

cedar nymph
#

holy

#

if i knew then I wouldn't develop this realisticSpeed feature

#

throttle + manualStation

wet grove
cedar nymph
#

As, unfortunately I already developed this, might use this only for myself

#

tweaking for my world

#

AAH should implement rain slIp multiplier (currently has some 'crude' slip implementation -- ofc not the way it works in reality)

wet grove
#

Ngl when looking through the code I saw some stuff I wish I would’ve done

cedar nymph
#

that's nice

#

originally thought that if there are tree leaves nearby rail, it randomly causes slip

#

and of course underwater rail (mostly not the case)

#

I wish I could implement some nice CFD for air resistance

wet grove
#

I’m not sure how that’d work with Minecraft’s blockiness

cedar nymph
#

just regarding blocks blocky-, and add compat for slopes in framedblocks/copycats?

#

but serious problem is: I cannot implement

serene iris
#

There are so many train realism mods now

wet grove
#

Yeah

#

I was actually going to check if the free angle tracks work with my mod when I realised that this one has pretty much the same features included

serene iris
#

Rn i can think of
This one
Yours
Electro energetics
Realism
That one being worked on in the julsen discord for compat between paw and powergrid

wet grove
#

I mean electro energetics works in a different area than mine

serene iris
#

Yeah they are in different areas

#

The one in julsen discord is pretty interesting

wet grove
#

The compat one?

serene iris
#

Yeah

#

Lemme find a link to it

cedar nymph
#

aha

#

all mods seems under realism field but somewhat different

#

please work

#

yeah this is up

orchid grove
heady igloo
#

its not even for the right minecraft versions no?

wet grove
#

It’s not on 1.20.1

heady igloo
#

it is?

wet grove
#

And all of the trains and tracks would need to be redone

wet grove
heady igloo
#

i thought we were talking abt this but i did no read

cedar nymph
#

aand release for Forge 1.20.1 will be in minutes

short ginkgo
#

question

#

how well do slabbed tracks work

#

with this mod

cedar nymph
#

afaik it works

short ginkgo
#

not what i meant

#

i meant the tall slabbed version

#

making these turns with copycats was such a great pain

cedar nymph
#

it doesn't work

#

oh it doesn't work

#

but it does not work also for any Create 'turns' so didn't feel I should add that

short ginkgo
#

well flexi tracks are still straight pieces of track

#

but i mean its not that bad since most of it can be done with we stacking

cedar nymph
#

yeah flexiTrack block itself cannot be slabbed so far, only turns

#

I'll get into that

#

originally it was harder to implement (rendering system is quite different)

short ginkgo
#

i would guess the easiest way to do it is to just have one model and keep rotating it

cedar nymph
#

yeah

short ginkgo
#

for some reason the diagonal track model does not follow this

#

(45°)

atomic oxide
#

45 standered angle flex connections is a bit buggy and has inpropper alignmemt with the path

#

so hold shift if you want to place a flex connection to a 45 angle

#

actuly flexitrack is a good name

cedar nymph
#

aha

#

I finally understood his message

#

so if either end of turn is flexiTrack, then it uses flexiTrack's placement logic. It tries to mimic original Create's behavior but it is little bit different

#

actually that weird behavior is bug I couldn't fix (if i try more than I could fix that but...)

#

found some major bug: when flexi track block is rotated either on gradient or tilt, its hitbox/rotation overlay (shown while holding wrench) is wrong

zealous flint
#

Would this be possible on fabric 1.20.1?

cedar nymph
#

I haven't worked on Fabric so I'm not sure about that.

jovial rain
#

i don't think porting to fabric is even worth it really

serene iris
cedar nymph
rough valley
wet grove
covert jewel
#

peak icon

gentle flume
wispy spade
chrome furnaceBOT
rough valley
wet grove
gentle flume
#

Its displacement per seconds squares saul3d

rough valley
wet grove
#

Ah

cedar nymph
#

forgot to include pave logic for 'extents'

wispy spade
#

Thanks

cedar nymph
cedar nymph
#

native behavior of SnR slab is interesting (only differs when there is y difference)

#

oh sloped version has alternative? wat da

#

ooh...

atomic oxide
#

there needs to be slab alts for slopes, use a poligon structer rather then pixels

#

since i refuse to believe anyone can code a good pixel circular generation to match with snrs

#

so just use smooth cutouts

#

i would prefere smooth cutouts anyways

#

polygons like how track use segments of one piece of track to make one big turn. but with the texture of slab aligned to world

short ginkgo
#

if it doesnt work otherwise i will just use copycat slabs with barriers inside

atomic oxide
#

same

cedar nymph
#

then would be quite possible i think

cedar nymph
#

turns themselves are not distincted between vanilla Create and flexiTrack so it should be patched for all turns

short ginkgo
#

so i can stop making them with copycats?

cedar nymph
#

some crude implementation available, but causes z-fighting issue

short ginkgo
#

nice

#

i assume you raised it to fix the z fighting

cedar nymph
#

um it was bug

#

and fixed that

#

this blocky texture cannot be fixed if not using pixel-like shape

#

and pixel-like shape is not dynamically generated; they are only for models (for some TrackShapes like XO ZO PD ...)

#

interesting

short ginkgo
#

the blocky texture is fine with me tbh

#

i dont like the pixel shape

cedar nymph
#

hmm....

wispy spade
chrome furnaceBOT
cedar nymph
# cedar nymph hmm....

but blocky one matches SnR behavior
Maybe need some global preference, or per turn option?

cedar nymph
wispy spade
#

i am not certain i'll try to reproduce it to be sure of it

cedar nymph
#

it seems no flexiTrak related code is into that, if graph is not malformed; try seeing into F3 debug graph overlay

wispy spade
#

Okay. Thank you

flat mortar
#

Blantently not true.

wispy spade
cedar nymph
#

holy... just gotta review every code

#

as these kind of heisenbug should happen more often on large servers

serene iris
#

Also what are you doing replying to an over month old message

flat mortar
#

I don't know which tube map you're talking about, because the origins of the current London underground are found in Harry Beck's 1934 map, there is no way this could have been inspired by pcbs as we know them today didn't exist at that time. It was however said to be inspired by circuit diagrams.

serene iris
#

oh yeah circuit diagrams

#

must have put the wrong thing

wispy spade
# cedar nymph as these kind of heisenbug should happen more often on large servers

If that is any reassurance, I am playing around with this on a fairly large railway network (84548 signal groups and around 150 scheduled trains) to anticipate if it breaks anything when i will add this amazing mod to my server. Considering i did not manage to break it again despite trying for a quite a while, considering it is, as you said, potentially not even an issue with this mod, it should not be of too much consequence

cedar nymph
atomic oxide
#

almost done, just needs aligned textures to the world

cedar nymph
short ginkgo
#

do you already have support for snr tracks on 1.21.1

cedar nymph
#

no, I'll support if SnR officially supports 1.21.1

#

if you mean 1.21.1 unofficial port

short ginkgo
#

yes

#

snr wont ever officially support 1.21.1

cedar nymph
#

didn't know that

short ginkgo
#

stickybot says it in general

cedar nymph
#

I see

#

mmmmmmmmmm

#

holy

#

I'll support that but would take time

short ginkgo
#

idk how difficult it would be to add support

cedar nymph
#

it might be easier as it is barely port without any fix

atomic oxide
#

its also just easier to work with polygons for turns then make a very very very very complex pixel generator for the turns

cedar nymph
#

yeah, ie if there is turn with length 50, it requires 50 * 16 * 3? (approximation) instances

atomic oxide
#

oof

cedar nymph
#

oh maybe optimized to be less but

#

ofc flywheel is optimized for instanced rendering but it is still a lot

brave elm
#

this mod is exactly what I need on a server than I am playing on

nocturne storm
#

Thank you so much for this great addition! Time to make smooth railyards!

brave elm
#

I'll wait for a full release on CF or MR, just so the owner on the server trusts the mod

short ginkgo
#

client config is a little weird

#

in multiple other places in the config you also wrote "trak" instead of "track"

atomic oxide
#

because trak sounds cooler?

serene iris
#

Yeah

#

Trak sounds cooler

atomic oxide
#

cool name it ended up landing on

#

flexi trak

#

makes sense aswell

#

since its litrally about flexible track

cedar nymph
#

gotta fix

#

i also think flexiTrak name is cool

atomic oxide
#

indeed

normal temple
#

should call the mod flexitrak

cedar nymph
#

it still contains other things (should I split them)

atomic oxide
#

if its the realistic train function then you can split that into its own mod since some players might just want the flexitrak part of the mod

atomic oxide
cedar nymph
#

btw most of some breaking features are disabled by default (realisticSpeed, throttle)

#

and all features can be disabled

buoyant hull
#

What does it do exactly?

cedar nymph
#

it's all about placing track blocks at any angle

zealous flint
#

so no restrictive 45 degree incraments hell yeah

#

wait is this fabric 1.20.1?

cedar nymph
#

I haven't worked on fabric so there are only forge 1.20.1 / 1.21.1

#

(yet)

#

which is still under progress

short ginkgo
#

why is k8 not 22.5° rotation?

#

its misaligned for some reason

cedar nymph
#

so it does show angle with it?

#

overlay will say sth like 'K16(22°)'

#

oh and K16 is 22.5deg

#

worth considering limit number of rotation(currently K0~K63) by client setting

#

as they are saved in order-agnostic way

  • if there is ordinal=K0~K3, they maps to index=0 1 2 3
  • ordinal=K0~K7 -> index=0 4 2 5 3 6 4 7
  • ordinal=K0~K15 -> index=0 8 4 12 2 9 5 13 3 10 6 14 4 11 7 15
    More notes:
  • for simplicity, assumed K0~K3 maps to 0~3 but in my code K0~K31 maps 0~31
  • I should have lowered number 31 to something like 7

so that index=n always map to same angle, regardless of how much there are ordinals(K0~K??)

short ginkgo
cedar nymph
#

oh

#

I confused about that

#

tan(22.5deg) = 0.414... so around 5:2

short ginkgo
#

i took the screenshots with K24(68°) which should be 67.5°

cedar nymph
#

oh

#

if you are to draw straight line, then

  1. keep direction of both equal to each other
  2. maximize radius R=...
#

if you see R=incredibly large number then it seems just straight line

short ginkgo
#

1:1 is 45° and 2:1 is 22.5°

#

also if i set it to a larger number the line actually is more curved

cedar nymph
#

meaning R=something large when you cannot connect to there?

cedar nymph
short ginkgo
#

thats what i thought

cedar nymph
#

and placement overlay: it is 'more green' on larger radius (so smooth curve/line)

zealous flint
#

also this works with narrow gauge right?

cedar nymph
#

yes, for Forge 1.20.1

zealous flint
#

ay

mystic dock
#

am currently trying known fixes and troubleshoot steps

#

the log points to a missing dependency

#

found it

#

it was an oversight on my part in compiling the mods folder

atomic oxide
#

yea i think it is very much dependent on snr at the moment

#

during development

#

though i believe at some point it won't be and it will have snr as an extention with the code rather then completly relient on it

strong dragon
#

Can't wait for SnR tracks in the 1.21.1 NeoForge version 😩

#

Man I'm addicted to spruce tracks

bronze grove
#

where can i find this mod?

main stratus
#

interesting stuff

atomic oxide
#

also i believe the name has likely been chosen as "flexitrax"

atomic oxide
brave elm
#

how's development going?

cedar nymph
#

I'm student and I'm currently quite busy for preparing for semester.
Aside from that, flexiTrak is mostly feature-complete. In case of bugs, cannot be sure about that but thinking it is mostly complete

short ginkgo
cedar nymph
#

aah

#

I fixed that but didn't push, afaik

#

still couldn't figure out how to rotate ValueBox (what is shown when holding wrench) properly

zealous flint
#

Can't find the mod page for the life of me

cedar nymph
zealous flint
cedar nymph
#

it started and it is still for my own server; also thinking it might benefit people but it's just for hobby

jovial rain
#

uhhhh i don't really have any errors in the log but

#

what the hell is this

#

it started happening after installing railx into my pack lmao

#

if i do f3+a it goes away though

serene iris
#

That just happens for me randomly with any create pack

cedar nymph
#

wat

#

I havent seen this, suspectung other mods

#

btw very interesting

#

expanded quite much, added branch station (named temporarily - P003); they looks ultra-'real world scale'

  • branch line, when diverging from P003: R=400 / after leaving P003: R=500 / after arriving next station (not built yet): R=700
  • IDK precisely, but R=400 will allow at most 85km/h passthrough.
  • Should P003 have 6/8 lines rather than 4 lines? But it requires way more space to split tracks if main line is curved
jovial rain
shut timber
cedar nymph
#

cannot explained without god, in case railx

jovial rain
#

it looks like i'm being sent to hell (rightfully)

normal temple
#

Happens to the best of us

jovial rain
#

@cedar nymph any plans to make the track print above the hotbar if the flexible placement is on/off?

#

(plus I noticed Canopy tracks which are twilight compat w/ steam 'n' rails don't work with flexitrak)

cedar nymph
#

I'm asynchronous people so lost this

wet iron
#

Unaware if it has been reported before, but there's a way to trigger an outright crash* by doing the following steps:

  1. Place a track on a "FlexiTrak-exclusive" degree (it shouldn't be 0, 45, 90, 135, 180, 225, 270, 315, 360)
  2. Hold a Train Station block
  3. Stare at the track
  4. Appetizer served (Causes a crash that re-crashes everytime you attempt to join the world*)

*requires you to use NBTExplorer in order to save the world.

wet iron
#

I can send (in a couple of minutes), but I believe that anyone can trigger this, hence I wrote a "guide".

chrome furnaceBOT
# wet iron
Log File

Environment info

Java Version

17.0.16, Eclipse Adoptium

Minecraft Version

1.20.1

Mod Loader

Forge (47.4)

Mods loaded

62

Errors

0

Warnings

0

Create version

6.0.8

Steam 'n' Rails version

1.7.1+forge-mc1.20.1

cedar nymph
#

so SnR changed so much from previous version RailX supported(1.6.14+), gotta patch for that

wet iron
#

Glad I could help.

odd flower
#

waow this is so cool

#

would love to see this stable one day

cedar nymph
cedar nymph
#

conservation of energy; simulated with railx + realisticSpeed (actually not that realistic)

#

wtf why its max height increases (without any throttle)

#

interesting

atomic oxide
#

cool

jovial rain
# jovial rain what the hell is this

@cedar nymph these kinds of glitches happen whenever i place a flexitrak, if the nbt of the rail being placed has railx:FlexiblePlacement set to 0 it does not happen

main stratus
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woahhhhhh

lofty basin
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can you add snap to 15 degrees?

cedar nymph
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... will add option to select courseness? of rotation

ionic talon
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maybe an option between half rotations and 5 degree increments?

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that might be nice

cedar nymph
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I also think it is quite hard to place

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so something like(for example): While holding flexiTrak, scroll while holding Ctrl to modify rotation steps

fervent fable
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I read yesterday they changed the name from Railx to Flexitrack, but I was thinking that Raylex was a funny name that could work.

cedar nymph
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btw its still railx; named some portion of railx (feature) that allowing freely rotating tracks as flexiTrak.

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in case of railx, it was temporary name. i did not have much energy to name this project

serene iris
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Its a fairly good name

cedar nymph
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hmm

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but its very general (regarding railx)

fervent fable
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Seems the rendering issue might be to do with the goggles when you stand in a tracks space and mine the track

fervent fable
# serene iris Its a fairly good name

It's an ok name. Feels like if a mod was to do with rails that would be a name option that isn't overly cringy or obnoxious. I have no complaints personally but I wouldn't mind a new name if there was a better one.

marble rampart
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Wikipedia says those were circuit diagrams, but almost the smae I guess. https://en.wikipedia.org/wiki/Harry_Beck

Henry Charles Beck (4 June 1902 – 18 September 1974) was an English technical draughtsman who created the first diagrammatic Tube map for the London Underground in 1931. Beck drew the diagram after being laid off by the Signalling Department of Underground Electric Railways of London.
Although his design was initially rejected, the Publicity ...

serene iris
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This has already been gone over with someone else

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And this is an old as hell message

marble rampart
tribal crow
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question, because i wasnt following full chat here, is mod available to download and for what versions is it . i love idea for this so im asking

cedar nymph
vast spear
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can we have it on curseforge?

hasty agate
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I hope this project is still ongoing, I'd love to look for instability and crashes.

atomic oxide
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i think flexitrak is still ongoing

cedar nymph
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yeah I'm very busy but...

cedar nymph
lofty basin
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rollercoaster

vast spear
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Could be under a minute of your familiar with the process

flint stone
wet iron
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Unaware if this is getting on extreme levels, as I've seen screenshots about kind of same context, but I thought of sharing it nonetheless as a current status feedback. (@fathom sleet I thought of pinging you, as your "Realism" mod is present as well and that you also get a glimpse between the synergy of these 2 mods so far (tilting pictures).

short ginkgo
cedar nymph
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oh

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but flexiTrak just uses Create's train system so I think it has nothing to do with flexiTrak

sour lodge
# wet iron

Are the tracks a resource pack?
-# if so can i have the link please?

atomic oxide
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its just the track graph misalignment frequency for the tests i did where very high

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i also found it did not like the creates diagonal tracks

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but using the angled 45 degree track works

cedar nymph
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...why

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holy

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so mismatch between track graph(shown on F3 or while holding signal) and track?

hasty agate
fathom sleet
short ginkgo
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it happens without realism as well

mystic dock
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I forgot how I did it but I fiddled with base create stuff for it to work fairly consistently

jovial rain
odd flower
lofty basin
odd flower
jovial rain
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i am always amused when this argument shows up

heady igloo
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r they wrong tho

jovial rain
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yea

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they haven't mentioned performance yet so i'll give them that

short ginkgo
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neoforge beats both overall

odd flower
short ginkgo
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since it has no unique mods

heady igloo
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i mean it does

jovial rain
heady igloo
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what even is a unique mod

jovial rain
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i mean forge's dead beyond that

odd flower
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And on 1.21 use neoforge, but bleh most mods are on 1.20

jovial rain
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maybe if you use like, 20 mods excluding libraries then sure, whatever floats your boat

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but I would not build a big pack on Fabric even if I had a gun pointed to my head, cause most of the mod count would just consist of library mods

jovial rain
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there just aren't really content mods that'd make me go "okay, I want to drop half of my mod list, and go to Fabric over that"

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I'm glad you haven't mentioned performance, or Fabric being more "lightweight" as any lightweightness is easily removed the second you add Fabric API into your Fabric instance, and you're just at the same point as if you were using Forge :3c
-# and ofc, you won't get too far without Fabric API

odd flower
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Idc I want to piss on fabric's grave

jovial rain
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works for me

odd flower
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The rest is just that I as a dev just like fabric's rather bare bones api

mystic dock
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performance wise it depends, forge is great on client level, on server level it sucks

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neoforge is similar but with better server performance

sour lodge
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-# me watching this while using Fabric, Forge and NeoForge catsip

mystic dock
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in fact, I actually prefer using Forge for single player

fringe grail
# odd flower Forge sucks assss and im stuck on 1.20.1

the thing that really sucks ass is the mod loader split that happen in the first place so modders now have to do x2 the work for x2 mod loaders
so some mods is now on fabric only or forge(or neoforge) only
the split itself is what really sucks ass
if forge died when fabric came OR if Fabric died and got ignored when it got released and forge stayed
everything would have being fine
its already bad enough with the MC versions split

atomic oxide
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eh forge isnt that bad tbf

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and there is a bridge mod to connect most forge n fabric mods together

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i do agree it is a bit

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been like that for years

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maybe not at the start obvs but i think fabric was a thing in 1.12.2, not popular but existed

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i will only understand you disliking forge if its harder to make a mod on it compared to fabric

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other then that, i like both

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and i kinda refuse to use this... uhhh Nyan forge?

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not forge but its not not forge

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yes mc vers has got the modding community stressed a bit incl me, to the point people are now occationally making ports of mods to 1.21.1+ like how someone who likes foxes made a neon forge port of snr

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and i have a wiered ping on the blocks bogie disc servr despite no one has pinged me

atomic oxide
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yes that, and i have not sourced it out yet

covert jewel
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no thats

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thats the icon

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ping included

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it has got a great many people

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including wiedo

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and its fantastic EZ

atomic oxide
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ahh, xD

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ahahaha

fringe grail
# atomic oxide other then that, i like both

i dont mind both
i just dislike there is more than 1 mod loader so we get this mod loader split combined with MC versions split
and if it is a addon for Create then also a Create version split if the creator of the addon has not updated it yet
so x3 splits

atomic oxide
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the mc version of the modding is currently between 1.20.1 and 1.21.1 atm anoyingly '~'

wet iron
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(no, it's not tilted)

cedar nymph
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um