#WIP mod for free-angle track block
1 messages · Page 2 of 1
lemme draw what I mean to get my point across better
basically with how vanilla create tracks work I'd have to do this zig zag mess
another showcase (i'm not talented at building)
Definitely the better option of the two, maybe a mix, s-bends at 45° might not be terrible
I'm saying you can go into the config menu to increase the track placement limit or turn it off completely
To make longer s-bends
well you can't really turn off the limit in base create now, can you
Yeah only thing you can do in base is increase the range a bit
Unlimited is the mod that adds unlimited range
And Impossibly tight curves
hey uhh, the 1.20.1 Forge is compatible with what version of create?
each version of create is released for both 1.20.1 and 1.21.1 afaik
If you mean subversion of create then 6.0.7 and 6.0.8 i think
thanks, glad I asked I run Create 6.0.6
installing RailX gave me a solemn reminder to update my modpack
has this mod got a proper name yet even?, looks like it is going very well so far btw
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:
uhhh. ummm?
.... my brain?
What's wrong, that's how tracks are supposed to work
is this from latest commit in 1.20?
yes
this never happened to me.. are there any other mods related to train?
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
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
ooh so signal line? (yellow line) out of curve is normal behavior,
to more specific its bug of Create so I've known of that
but why train out of curve...
working for SnR block hitbox(VoxelShape) integration
well I'd assume the "signal line" is where create actually considers the track to be placed at
i mean fun fact, if you remove chunks but don't remove create_tracks.dat, trains will go over the no longer existing tracks
which you can see with the signal in hand
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)
I will test now
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
so like ~23 hours from now
oh okay
i could theoretically try to reproduce on my work laptop i'll have with me but it will run like shit
it works well for me... hmm
i can try it out again later
try making an S-bend
since what i've shown in the vid is an S-bend
....
found it right after 5 seconds
so
it seems this is not issue of my mod
it is issue of Create itself
maybe try using the tracks next time /j
if you avoid some steep curve than it won't happen, probably
is it trying to recalculate the "path" by doing point to point connections?
as i said, curve(a to b).getPosition(t) and curve(b to a).getPosition(1-t) generally should be equal
with a weird algo that causes it to freak out on anything else than the 45/90 angles?
but they are different in create code (for BezierConnection)
the curve in my vid was not that steep though
although the offset wasn't that big either
yeah it does
it was just like, only a block off
so there are some codes that is trying to correct, inside TrackEdge
but train movement is done by more core part (TravellingPoint)
which does not correct this
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)
it will break existing worlds (train graph position is marked by (fromNode, toNode, t <- just number from 0 to 1)
idk if that's the correct way to do it then
if by existing worlds you mean worlds without railx (which i assume you do)
comparing before this fix and after this fix
other problem is; I cannot figure what is problem in BezierConnection code
it is quite complicated (in regard of math)
find main cause of this issue
intersect(end1, end2, ...) and intersect(end2, end1, ...) is different
but for general, smoother, vanilla Create curves, intersect[0] is similar to intersect[1] (difference mostly less than 1)
and radius affects handleLength, then affects control point of bezier
I fixed that
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
could this be the issue with sloped s bends?
maybe?
mostly not case for vanilla Create
you can check by comparing signal overlay/debug(F3) overlay to rendered track
sloped s bends cannot be made because their track rendering is off their track graphs
its essentially the same thing as here
which one you are using, vanilla Create track / flexiTrak?
i didnt even do it myself
just know that vanilla create track sloped s bends have this issue
it will definitely in high chance fix it
wait for this https://github.com/lhwdev/railx/actions/runs/20342490148 (ofc always be aware that this mod may break your world; so backup)
btw I'm not sure if this fix is right
im not even sure how to make sloped s bends
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
i'll test it out in like two and a half hours
note that you should rejoin world after changing configuratino
oh thanks for the reminder i was taking a nap and forgor about it lmao
yeah it is just very slightly inaccurate but if i was going literally anything other than 0km/h i wouldn't notice
good job
that just seems to be the property of the length of this bogey
don't worry about it
peak combo
yeah it's fine
there is no innacuracy the bogey just doesnt bend with the turn
yeah
that's what my slowly-catching-up brain figured
i think after sleeping for 5 + 1.5 hours i deserve to be stupid for a bit
☠️
Pretty sure that's the main reason for large wheelbase bogies to have flangeless wheels on either end
they have them in the middle
The 20ft monstrosities that appeared back when they decided to build articulated locomotives
Engineering at it's peak
tbh
in a place like america with high quality track the aa20 would have been a really good engine
also america has good coal
this thing had such a giant firebox but it wasnt enough
AA20 on the large open plains of the west coast would perform so well
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
And the massive weight of it also didn't really help
weight doesnt really matter
axle load is a much larger issue
but the aa20 handled that pretty well considering the reason it was built was to reduce axle load
I might try another Russian behemoth (this time built in the USA)
The Little Joes
2-D+D-2
@cedar nymph have you looked at the tracks failing to place bug or was it just the alignment that you fixed?
Most bug I've known was fixed in this, afaik
if not, it is new bug
btw where is optimal position to show this precise placement overlay (Placement | Axis: K43 -> ... this)
will definitely collide with Create Realism overlay
I'm thinking integration with realism, as it is on same category (some very realistic thingy)
the overlay is nice because calculating track grade is a time consuming process
and maybe other mods show something on this?
but then again i mostly eyeball track grade
I will definitely show this overlay, the position/shape is important
yes
tho i will probably just do precise alignment with the wrench and connect the track pieces instead
hmm
question: what version of minecraft and create is needed for this mod to work?
minecraft 1.20.1 forge/neo/fabric, create 6.0.8, snr 1.6.14
minecraft 1.20.1 forge/neo, create 6.0.6, snr 1.6.13
minecraft 1.20.1 fabric, create 0.5.1j, snr 1.6.10
minecraft 1.20.1 forge/neo, create 0.5.1j, snr 1.6.7
not very sure about 0.5.1
i think they asked about this mod specifically
not snr
in that case it's just any modloader that has create 6.0.7/6.0.8
i.e. forge/fabric? 1.20.1 and neoforge 1.21.1
actually no i don't think this will work on fabric
thx
wait am i stupid how do i download it from github?
y r u downloading it from github
no, i was just listing create versions and snr versions
not versions of this mod
that's where (i am pretty sure) im meant to be
i am stupid (in this scenario)
when i turn around and back to the same angle it disappears though
aah
i noticed another problem on the latest commit though it may be just the property of the track
but i am unable to place some of the steam 'n' rails compat tracks flexibly
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.
umm
on 9ad698a
so after holding Ctrl?
yuh, it says the track cannot be placed flexibly
but i picked the sugi track which is part of nature's spirit compat (from snr)
dark oak tracks from snr work fine
I'll add compat for that mod too
it's just steam 'n' rails tracks which generate for different mods
um, i am a little stupid, but how do i... download it from github?
im not very technologically inclined
It's okay this writing was too unfriendly
so there are things named 'Build railx for ...'
If you want for 1.20.1 select latest(top) item named 'Build railx for Forge 1.20.1'
then at the bottom, category Artifacts, click download button
i can start connecting from a "flexible" track but can't start a flexitrack by itself with it
yeah that is expected
I can make every other tracks from other mod to be automatically generated, but it may cause some weird issues
do i need to sign in?
yes for artifacts off of github you need to be logged in
aah I didn't know that
i guess i just dont get it lol
i'll soon migrate to Github Releases
ah
got it!
hooray!
thank you
time to experement...
why these error only happen to you
it has happened because i removed a track before a turn
not the one that was directly connected to the turn
but the one in front of it
F3+A fixes it though
such are the joys of randomly finding bugs
i am deliberately trying to find issues with your mod so it's as stable as it can be you know
but these happen on actual accident
check out my new testing doohickey

holy
what a gamechanger
will 1000% be adding this to my new modpacks
absolute perfection
btw it is under development so backup in advance
might make your world brick (I don't think it would happen but...)
will do
seems pretty solid tho
idk im not a coder lmao
though sometimes when i remove tracks there are "ghost parts" of them left around until i do F3+A
i guess that's flywheel again?
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)
it's because some of special fake tracks are not removed
coincidentally i get either ghost track parts left around or visual glitches
i.e. it's the same problem but manifesting in different ways
is it shown after disabling flywheel?
lemme try
btw flywheel implementation of middleTrack is little buggy so it might be still middleTrack-related
no, flywheel off doesn't have such an issue
then would you try enabling flywheel then disabling middleTrack?
ye, a sec
no, when i turn off middletrack, relog, enable flywheel and repeat the same cycle the issue does not appear
holy
finally it worked
no reason, just copied from create
seems stable enough for now, I haven't had it actually crash the game or cause ruin to a world
although I haven't yet put it onto a server to test if it works on that "side" too

If you want I can get a hold of Stacode, a sort of collab should be doable
aand i'm thinking compat to most other mods
have him as a friend afaik

I agree 
it accounts for 90% pain of Android / java development to me
umm
which would be good keybind to /toggle/hold for flexible placement'
if using toggle mode, pressing control while holding to run faster accounts for toggling flexible placement
aand forgor to support this
Does anyone know some mods that add custom tracks (other than SnR and SnR compat into other create addons)?
eh idc
just allow us to rebind it so i can set it to none
that's of course
i feel like flexible placement would mean it would turn difficult to make straight tracks
therefore i would only ever do it with the wrench
umm
btw basic TrackBlock cannot be rotated by wrench (internally TrackBlock and FlexiTrackBlock is separate thing)
then how does one turn trackblocks into flexitrackblocks
just holding/toggling some key to enable/disable flexible placement
then FlexiTrackBlock is placed
it seems TB and FTB are same, except that FTB can be placed more freely
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)
so maybe a way to turn normal track blocks into flexi track blocks on right click?
yeah definitely possible
original goal was making that users doesn't have to know difference between TB and FTB
um which version of Nature's Spirit mod you used? Downloaded 2.2.5-1.20.1 but it crashed itself
it is infact 2.2.5 too
not related but do you use any world generation datapacks/mods for your world?
Will this ever be on curseforge when finished mayhaps?
simply using Terralith + Tectonic, but it's older version
not considering so far, but maybe?
Would be pretty cooooollll
If on CurseForge will you also consider Modrinth? Having parity on day one of release would be great.
ofc, personally prefer Modrinth more
but uploading doesn't cost it so will upload to both (if this mod is done in long future)
mr is way better than curse
best experience on modmanager end is prism
download from both
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
modrinth search is also way better
i can put "create steam n rails" into curse and nothing
You have to put the name with every single character correct
i can put "steam rails" into modrinth and get the mod
I haven't had that issue before
And it doesn't matter if you know what mod you're looking for
Oh hell yeah
unless i put in "create: steam 'n' rails" it doesnt show up
Can finally make whiteburgs track accurately
Sincerely I do my managing by myself, like we all used to in the good old 1.7.10 days
why would you put yourself thru all that effort tho
Just used to it
Modmanagers auto download dependancies and stuff tho
If i was to download create realism for example it would auto download: create, dragonlib and architectury
Don't get me wrong, I can definitely see their appeal
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
Do you think this mod is stable enough to run on a building server with big projects? (1.20.1)
definitely not, I think should be tested more
and there are still features/fixes working under progress
(then forgot to fix)
does it have any large issues tho?
the server is not very different from a singleplayer world
Please make this, I'd love to use it to make cambered race tracks
Just found this project
Just wanted to stay I hope this does come to fruition so keep up gods work my guy!
Additionally I wanna start on a bigger railway project however, I cannot decide if I should do 1.20.1 or 1.21.1
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
But 1.20 has more features like setting speed using tram ways and computer craft integration
CC integration is what is keeping me on 1.20.1
This mod will be on 1.20.1
I see thank you
btw if someone wants this to be on 1.21.1 then I'll just migrate this
and this mod was originally for my singleplayer world (which is for 1.21.1)
main reason I'm developing this on 1.20.1 is SnR not supporting 1.21.1
Oh I thought it was on 1.21.1
Saw a modrinth link saying it was 1.21.1 or maybe I’m tripping
Either way that’s nice to know
Also a lot of mods are out of support on Create 6
Wdym?
Means some people won't update their stuff to Create 6 because stuff is rather different
Ah
what is the mod called?
nothing, its not released yet
is there a version available for forge?
note that this mod is under development (some usable? version available); 1.21.1 for NeoForge, 1.20.1 for Forge
i see..
what happened to this mod now
Actually, I went on a trip now
How to make slighty train track
for latest release, just holding keybind(default to Control - change in options) to enable
@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
I just downloaded the mod and it doesnt seem to work on Neoforge 1.21.1
Getting the log and crash report now
Environment info
1.21.1
0
9
I'm not sure about quality about this mod, but will consider it
would you give me full log? crash log is related to your crash, but latest.log seems not to be related
Its the only version of SnR that will exist for 1.21.1
Next release will be for 1.26
oh yea, this thing just doesnt exist
https://modrinth.com/mod/create-steam-n-rails-1.21.1
Also am back at pc again. Getting the other log,
also its 26.1 and not 1.26
a
i haven't know bout this thingy
question is do i put this mod in my creative building world
I keep forgetting they're being dumb now and changing the numbering of update versions lol
btw it would be completely different with 1.21.1 so compatibility to this is... IDK
umm.. if you want? I do not guarantee anything but it is quite stable for my singleplayer world (NeoForge 1.21.1)
Isnt your mod for Neoforge 1.21.1 tho?
even if there is no compat and its just normal tracks that would still be really good
it's on both 1.20.1 and 1.21.1
Ah wait, do you mean the alternative track types of SnR?
yeah
ah... fek
can you link the mod download again im too lazy to scroll up
and also, SnR touches many parts of Create code; it might collide with this code
I mean this is still true
a
sorry for not updatinng that
Nah its cool
Thx :D
and search latest one with proper 'Forge 1.20.1' or 'NeoForge 1.21.1' according to your level
oh I found out that I haven't released it for 1.21.1
gotta do it right now
ah wrong link
Cant wait to play around with this mod 
btw why prerelease does not show up in release page
ah original link is true but I haven't released for 1.21.1 yet
was bouta say
holy clicked 'cancel workflow run' for mistake
adding these means i have the obligation to build a 22.5° station
at the very least
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
not this size of a station
(I still thinking this is early for large server, as I'm not confident)
aand... larger?
holy
only have built L=200 station (but for 0deg)
the switches are so clean with this tho
I'm hoping to make an accurate layout of york, this would be so useful
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)
its not very limited
it's obvious evident is; I encountered that
Dude 128 rotations is much better than 2
also here is the switch layout in front of the station
oh
it's quite elegant
btw, if you look at overlay of flexible placement, it shows minimum radius (R=...)
Oo, neat
after im done with the station building i will make a roundhouse and turntable
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
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
that limitation is for max speed of railway; in my country, if max speed=70km/h, R>=700
well these restrictions are for going fast
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
in a station its completely fine if your max speed is 15 km/h
also congrats to distant horizons for not rendering the station
ah
To fix this I just reload the area a couple times
did you enable something like 'skip placing fake track' option in my mod?
no
then IDK
distant horizons is just being distant horizons
dh doesnt render copycats in the first place
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
umm
máv does not seem to have any accessible information on this
-# thats not york
but still most stopping lines are not that tight-curved
except for some crossover
i mean the tightest turns i have are the least tight ones that the 128 block track placement length allows
aha
additionally its just a line for shunting locomotives to the turntable
i mean bristol is way better tbf
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
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
Know Your Place - explore your neighbourhood through historical maps, images and linked information
also you can change your map to a older or newer which is cool
im personally a fan of this one
is there an available beta for this mod yet?
on the github
link?
ah, thank you :)
remind me how does one download modfile from github again?
forget that i think i found it
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
what create version are you using
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
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
is it?
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
Was that working NeoForge 1.21.1 file released btw?
-# Sorry about another ping
I'm guessing its still being developed but thought I'd ask just in case :3
now I woke up (its 7:53 in korea)
yes digging into this thread then you will find related options
and this option should not be enabled by default, as it modifies all tracks placed previously, including native Create tracks
aah it should not be required dependency
It is not released yet, as some automatic release pipeline is broken
if someone reports you your'e cooked
ik its not malicious but you said it is
Discord will take anything as a confession
ooh I didn't know that
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
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
Thats so stupid holy fak
Imagine your talking aout like what level you are in a game and some overactive DC mod bans you for... existing
yeah
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
holy I was a few seconds away from ban
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
Mine isnt on there 😔
what's that
yes
i could make a lab rat account and test it at some point
none of these include blahaj
3/10, not realistic
Frrr
@cedar nymph yeah i was mentioning annotations a bit back wasn't i 
-- 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)
i guess just init dynamicBlockModel in RailXClient instead?
holy
the feature I havent use but included in code caused error
luckily ci pipeline for 1.20 is not broken.. I think
idk why it tries to fire on a server 🤷♂️
yeah when i compile from source it's fine so you prolly fixed it, but using the tagged build is broken
oh I didn't know such mod existed
holy
if i knew then I wouldn't develop this realisticSpeed feature
throttle + manualStation
Yeah that’s a bit unfortunate
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)
Ngl when looking through the code I saw some stuff I wish I would’ve done
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
I’m not sure how that’d work with Minecraft’s blockiness
just regarding blocks blocky-, and add compat for slopes in framedblocks/copycats?
but serious problem is: I cannot implement
There are so many train realism mods now
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
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
I mean electro energetics works in a different area than mine
The compat one?
Yeah
Lemme find a link to it
https://youtu.be/ZYhh0CJi_KE
This was back when it used fe instead of powergrid power but same concept
aha
all mods seems under realism field but somewhat different
please work
Automatic build release.
This mod is under development, so be sure to backup before joining. Might have plenty of bugs.
For Minecraft 1.21.1, NeoForge 21.1.209+, Create 6.0.8+.
Updates
yeah this is up
is the mod going to be in the snr server modpack once its out of beta?
its not even for the right minecraft versions no?
No
It’s not on 1.20.1
it is?
And all of the trains and tracks would need to be redone
Mine or this?
i thought we were talking abt this but i did no read
in case you forgot, you can find one in https://github.com/lhwdev/railx/releases
aand release for Forge 1.20.1 will be in minutes
afaik it works
not what i meant
i meant the tall slabbed version
making these turns with copycats was such a great pain
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
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
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)
i would guess the easiest way to do it is to just have one model and keep rotating it
yeah
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
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
Would this be possible on fabric 1.20.1?
I haven't worked on Fabric so I'm not sure about that.
i don't think porting to fabric is even worth it really

mod link ?
peak icon
#sneakpeeks message omg is this supposed to be sneekpeek for that mod???
Hello. While trying to place the fleksi tracks, the game crashed. https://mclo.gs/5c1lECT
Environment info
17.0.15, Microsoft
1.20.1
Forge (47.4)
59
0
0
6.0.8
1.6.14-beta+forge-mc
something a=v²/r
Acceleration = velocity squared over radius?
Its displacement per seconds squares 
centripetal force you know 💀
Ah
Found the cause of bug, caused by 'vanilla Create-mimicking flexible placement mode' (only one end of turn is flexiTrack / press flexible placement key)
- caused by wrong implementation of paveTracks in flexiTrack, i forgor to
forgot to include pave logic for 'extents'
forgot to inform you, fixed in mc1.20.1-0.2.0-build.1 / mc1.21.1-0.2.0-build.1
Thanks
It comes out that it is quite complicated than I expected.
Supporting collision for slab of non-alternative version (higher one, cycled by clicking with same type of slab) was problem
native behavior of SnR slab is interesting (only differs when there is y difference)
oh sloped version has alternative? wat da
ooh...
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
eh i dont really care about the collisions
if it doesnt work otherwise i will just use copycat slabs with barriers inside
same
then would be quite possible i think
suddenly revisited this, ofc you mean tall slabbed for turns?
turns themselves are not distincted between vanilla Create and flexiTrack so it should be patched for all turns
yes
so i can stop making them with copycats?
some crude implementation available, but causes z-fighting issue
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
hmm....
Oh well this time it occured while placing a signal on a flexi track.
https://mclo.gs/gwIhQZy
Environment info
17.0.15, Microsoft
1.20.1
Forge (47.4)
0
0
but blocky one matches SnR behavior
Maybe need some global preference, or per turn option?
If you did not use kind of split track block, this wouldn't happen or it might be caused by Create itself. Did this happen when hovering over turns, or flexiTrack 'block' (where turns can be started from) itself?
i am not certain i'll try to reproduce it to be sure of it
it seems no flexiTrak related code is into that, if graph is not malformed; try seeing into F3 debug graph overlay
Okay. Thank you
Blantently not true.
Somehow it did not happen again. Maybe I will randomly stumble on it again at an other time
holy... just gotta review every code
as these kind of heisenbug should happen more often on large servers
It blatantly is true considering the person who made it said so in an interview
Also what are you doing replying to an over month old message
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.
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
And you may also want to check out splitTrack feature on large networks:
https://discord.com/channels/706277846389227612/1431823065515425883
YAS
almost done, just needs aligned textures to the world
meaning something like this, but dynamically generated?
do you already have support for snr tracks on 1.21.1
no, I'll support if SnR officially supports 1.21.1
if you mean 1.21.1 unofficial port
didn't know that
stickybot says it in general
idk how difficult it would be to add support
it might be easier as it is barely port without any fix
i am not a fan of the pixel shape either tbh
its also just easier to work with polygons for turns then make a very very very very complex pixel generator for the turns
yeah, ie if there is turn with length 50, it requires 50 * 16 * 3? (approximation) instances
oof
oh maybe optimized to be less but
ofc flywheel is optimized for instanced rendering but it is still a lot
this mod is exactly what I need on a server than I am playing on
Thank you so much for this great addition! Time to make smooth railyards!
I'll wait for a full release on CF or MR, just so the owner on the server trusts the mod
client config is a little weird
in multiple other places in the config you also wrote "trak" instead of "track"
because trak sounds cooler?
cool name it ended up landing on
flexi trak
makes sense aswell
since its litrally about flexible track
oh it seems i didn't unify the name
gotta fix
i also think flexiTrak name is cool
indeed
should call the mod flexitrak
it still contains other things (should I split them)
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
orrrr add an option in the settings to allow players to choose whether they have the realistic train function intergration on or not
btw most of some breaking features are disabled by default (realisticSpeed, throttle)
and all features can be disabled
What does it do exactly?
it's all about placing track blocks at any angle
I haven't worked on fabric so there are only forge 1.20.1 / 1.21.1
(yet)
which is still under progress
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
31to something like7
so that index=n always map to same angle, regardless of how much there are ordinals(K0~K??)
K8(23°)
i took the screenshots with K24(68°) which should be 67.5°
oh
if you are to draw straight line, then
- keep direction of both equal to each other
- maximize radius
R=...
if you see R=incredibly large number then it seems just straight line
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
meaning R=something large when you cannot connect to there?
22.5 is little bit misaligned
thats what i thought
ignore these R. IDK why it shows that large number but it is quite meaningless (shell I hide radius on 'cannot connect'?)
and placement overlay: it is 'more green' on larger radius (so smooth curve/line)
theoretically this could get into the snr server
also this works with narrow gauge right?
yes, for Forge 1.20.1
ay
the game is presenting an mod loading error with Create 6.0.8
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
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
Can't wait for SnR tracks in the 1.21.1 NeoForge version 😩
Man I'm addicted to spruce tracks
where can i find this mod?
interesting stuff
the spruce tracks are pretty good ngl
also i believe the name has likely been chosen as "flexitrax"
i think there was a link near the top
how's development going?
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
i would guess its a known bug that the flexi track hitboxes dont always align with the track itself, especially when said track is tilted or on a gradient
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
Can't find the mod page for the life of me
its not released so not on sth like modrinth, but you can still download dev versions: https://github.com/lhwdev/railx/releases
You should suggest this in the train yard server you know
it started and it is still for my own server; also thinking it might benefit people but it's just for hobby
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
That just happens for me randomly with any create pack
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
idk, I really can't pinpoint it on anything else as it seriously started happening only after I did an update where the only change was adding this mod
god is coming
cannot explained without god, in case railx
Happens to the best of us
@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)
Definitely yes
I'm asynchronous people so lost this
gotta work on that later
Unaware if it has been reported before, but there's a way to trigger an outright crash* by doing the following steps:
- Place a track on a "FlexiTrak-exclusive" degree (it shouldn't be 0, 45, 90, 135, 180, 225, 270, 315, 360)
- Hold a Train Station block
- Stare at the track
- 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.
Could I get crash report?
I can send (in a couple of minutes), but I believe that anyone can trigger this, hence I wrote a "guide".
Environment info
17.0.16, Eclipse Adoptium
1.20.1
Forge (47.4)
62
0
0
6.0.8
1.7.1+forge-mc1.20.1
so SnR changed so much from previous version RailX supported(1.6.14+), gotta patch for that
Glad I could help.
Confirmed! (so far)
conservation of energy; simulated with railx + realisticSpeed (actually not that realistic)
wtf why its max height increases (without any throttle)
interesting
cool
@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
woahhhhhh
can you add snap to 15 degrees?
Definitely possible, but why 15deg rather than other options?
There are divided-into-half rotations, like 45deg, 22.5deg, 12.25deg, ... so it does not precisely 15
... will add option to select courseness? of rotation
I also think it is quite hard to place
so something like(for example): While holding flexiTrak, scroll while holding Ctrl to modify rotation steps
I read yesterday they changed the name from Railx to Flexitrack, but I was thinking that Raylex was a funny name that could work.
btw its still railx; named some portion of railx (feature) that allowing freely rotating tracks as flexiTrak.
in case of railx, it was temporary name. i did not have much energy to name this project
Its a fairly good name
Seems the rendering issue might be to do with the goggles when you stand in a tracks space and mine the track
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.
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 ...
This has already been gone over with someone else
And this is an old as hell message
I was reading this from the start 🙂
Sorry for that, if someone already pointed it out. I simply didn§t go through ALL the messages
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
Check for https://github.com/lhwdev/railx/releases but no guarantee about bugs or world corruption
can we have it on curseforge?
I hope this project is still ongoing, I'd love to look for instability and crashes.
i think flexitrak is still ongoing
yeah I'm very busy but...
..have no time for investing that
rollercoaster
It takes like 5 minutes to do🥀
Could be under a minute of your familiar with the process
It's very simple to set up and maintain once done.
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).
doesnt need the realism mod for it
you just sometimes get the track graph misaligned
oh
but flexiTrak just uses Create's train system so I think it has nothing to do with flexiTrak
would you try this?
i mean i did try it and it worked for about 75% ish of the tracks i placed, that was some earlier versions like 1.2 or smthn simlar
its just the track graph misalignment frequency for the tests i did where very high
i also found it did not like the creates diagonal tracks
but using the angled 45 degree track works
...why
holy
so mismatch between track graph(shown on F3 or while holding signal) and track?
That a personal texture pack for them tracks, if not where can I find it?
Interesting, the only thing realism does is tilt the train body without touching the boogeys
it happens without realism as well
isn't it also pretty easy to fix?
I forgot how I did it but I fiddled with base create stuff for it to work fairly consistently
there's a fix directly in the config
will there be any fabric support? 👉👈 🥺
why? why do people use fabric!
Forge sucks assss and im stuck on 1.20.1
r they wrong tho
neoforge beats both overall
Nah hear me out
Fabric > Neoforge > Forge
and who the hell even uses quilt
fabric is not better than neo
since it has no unique mods
i mean it does
1.20.1? yea, that's for sure
what even is a unique mod
i mean forge's dead beyond that
Tbf my thing is just on 1.20 use fabric and be happy, it works the best
And on 1.21 use neoforge, but bleh most mods are on 1.20
maybe if you use like, 20 mods excluding libraries then sure, whatever floats your boat
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
Lmao smart ass
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"
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
Idc I want to piss on fabric's grave
works for me
The rest is just that I as a dev just like fabric's rather bare bones api
neo is better than fabric for me purely because of retrocompatibility with forge mods
performance wise it depends, forge is great on client level, on server level it sucks
neoforge is similar but with better server performance
-# me watching this while using Fabric, Forge and NeoForge 
personally I use both Fabric and Forge
in fact, I actually prefer using Forge for single player
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
eh forge isnt that bad tbf
and there is a bridge mod to connect most forge n fabric mods together
i do agree it is a bit
been like that for years
maybe not at the start obvs but i think fabric was a thing in 1.12.2, not popular but existed
i will only understand you disliking forge if its harder to make a mod on it compared to fabric
other then that, i like both
and i kinda refuse to use this... uhhh Nyan forge?
not forge but its not not forge
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
and i have a wiered ping on the blocks bogie disc servr despite no one has pinged me

yes that, and i have not sourced it out yet
no thats
thats the icon
ping included
it has got a great many people
including wiedo
and its fantastic 
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
the mc version of the modding is currently between 1.20.1 and 1.21.1 atm anoyingly '~'
So from what I understand, this happens because of "that's just how Create works" or am I missing something here?
(no, it's not tilted)
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