#WIP mod for free-angle track block

1 messages · Page 3 of 1

cedar nymph
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Can I see F3 graph?

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*if enabled F3 debug graph option, can be seen while F3 mode
*if else, just hold signal

wet iron
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just a sec

cedar nymph
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oh so it's graphical issue

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..or srill might be issue of assymetric bezier curve behavior of Create,

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try moving around curves (between near start of curve and end of curve) and see if this line changes

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F3 debug graph view + holding Ctrl (so double line shows up) is better to figure out

wet iron
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F3 + Ctrl does nothing, unless I'm missing something.

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You mean this?

cedar nymph
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so F3 + Ctrl shows both edge (from -> to, to -> from) which is vertically stacked top-down

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on one end, if curve is sufficiently large then one of two might not show up

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whatever, can I see how curve is like

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by capturing overlay: sth like 'F10 -> F12, Delta = [1,2,4]'
(hovering curve while holding track block)

wet iron
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(Video: Couldn't make both lines to appear)

cedar nymph
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aah

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so the line jumps

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I think fix assymetric ... option must fix this?

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as it is clearly issue of create afaik

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the 'right curve' is curve 'from A to B'
and the 'wrong curve' is curve 'from B to A'
*A is where you started the curve; B is where you ended

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As BezierConnection implementation inside Create is assymetric, A->B and B->A yields different curve

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curve rendering only uses A->B curve, while this overlay and train movement utilizes both

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....so can I see whole game log and mod list? seems like my fix is overriden

wet iron
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Just to avoid confusion, talking about the video, both lines are at the same height (I mean, the one isn't above the other.)

cedar nymph
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aha

wet iron
chrome furnaceBOT
# wet iron
Log File

Environment info

Minecraft Version

1.20.1

Mod Loader

Forge (47.4.18)

Errors

2111

Warnings

1400

Create version

6.0.8

cedar nymph
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wow it's very huge

wet iron
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The log or the modpack?

cedar nymph
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of course log file

wet iron
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hmm

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What would be helpful by it being done by me? (how could I help in this case?)

cedar nymph
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so for clarification, you already enabled railx settings > server > common > fixTrackBezierAsymmetry and rejoin/restart the game?

wet iron
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I'll be back soon to tell you.

wet iron
cedar nymph
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oh

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so I should've make sure you should restart the game (as it does not magically fix already created beizers)

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but yeah

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what a relief

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btw this cannot be default option, as it 'breaks' previous world (things like train position, signal position ... changes a bit)

wet iron
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-# I would love if this mod had a create 5.1j version, but the only thing I can do is deal with it or/and cry about it. kekw sad

cedar nymph
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oh 5.1j

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btw im preparing for exam

wet iron
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Good luck with the exam.

cedar nymph
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thanks....

wet iron
# cedar nymph oh 5.1j

It's just that I'm slowly trying to move from 5.1j to 6.0 by compromising a bunch of mods (mods that don't have C6 versions (hopefully "yet" applies) while slowly realising that C6 is far from decent (yet | for my modpack).

manic linden
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Axiom.

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It runs through connector but sometimes it'll corrupt chucks if you try to do anything with copycats

gentle flume
sour lodge
manic linden
# gentle flume im pretty sure it happens on fabric aswell

Nope. I've never even had it crash on fabric. It doesn't understand how to rotate or mirror copycats but it otherwise works flawlessly for me. I almost exclusively use the hotbar tools and not the editor though so maybe the way that handles them is less reliable.

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Running it via connector meanwhile will frequently crash whenever using them on any copycats and when doing it with bytes will also corrupt the chunk

jovial rain
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connector is like that sometimes yea

manic linden
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yeah. which sucks, since I'm almost exclusively building in creative and the only alternative is world edit which. lol

jovial rain
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yeah if the mod form of WE was at least based on FAWE then maybe it'd be better

spare burrow
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I use axiom on connector and I frequently use it with Copycats, stacking, moving, cloning, rotating, the like

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Never crashes

gentle flume
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weird

atomic oxide
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axiom with copycat bytes sometimes cause world locks

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usually if your copying bytes over other bytes

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oh yea and byte panels

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every other copycat works just fine though

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idk if its fixed in the latest copycats+ buuuut i would advise to be carefull either way

manic linden
atomic oxide
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hmm usually it happens when i already pasted it in

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but likewise yes corrupted chunk

manic linden
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Yeah it sucks. There's a bunch of forge exclusives I'd love to use but at least for my current project axiom is kinda non negotiable for me. Too big of a scale and too modern a style

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People who build skyscrapers without tools are wild to me

wooden osprey
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where does one find this?

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mb found it

wooden osprey
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W.I.P Ffaquar Branch with the use of RailX

short ginkgo
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nice

cedar nymph
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wow nice

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will definitely get into improving/fixing bugs of railx after exam (3 days left)

wet iron
# wooden osprey

Am I tripping or is the platform angled? If yes, how did you acheive this? (what mod did you use?)

covert jewel
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lowkey couldn’t u just do this with create

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and a mechanical bearing

cedar nymph
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wow i havent thought of that

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the only problem is curved + tilted platform

covert jewel
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ngl…. long enough curve? barely notice it

cedar nymph
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yah but...

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i.e) this WIP station where max gradient = 47‰ (didn't intended to; its too steep. but earlier railx showed gradient wrong; I still think it should show max gradient rather than average gradient(y/x))

wooden osprey
cerulean iron
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custardcat you here? wow

atomic oxide
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yyes i am indeed in the snr disc server

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i am also in the blocks n bogies, create and vs disc server too

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tbh there are a few people that can be commenly found arround aswell

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like uhhh "plasma" (i think that was there profile name)

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and copycats+... and create propulsion...

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i also recently rejoined the aeronautics server since aero released and spiked in popularity again

short ginkgo
atomic oxide
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Oh Yes Indeedy you are :)

wet iron
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@cedar nymph Might be a pepega question, but how does one make a tilted track? (or is it not possible?)

cedar nymph
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It's possible (but very uncomfortable; on the roadmap) by hovering into flexiTrak 'block' (not on curve) while holding wrench

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you can rotate direction / gradient / tilt

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but it has some tiny bug; if rotating block while there are some curves connected to it, it literally flips

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...so many bugs holy

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gotta implement something like adding tilt automatically according to given speed/max radius limit

jovial rain
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let's flood your repository's issues with reports of this tier of quality

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absolutely impeccable

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god i love this image

cedar nymph
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wow

jovial rain
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2

cedar nymph
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[queue overflows]

jovial rain
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i also love bangers like

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"exit code 1"

cerulean iron
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Where can I find it?

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Tho Create Propulsion a Ve addon

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It might be in vs dc

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But i am off for the day

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And a bit busy

wet iron
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But I'm unsure if those specific two issues have been reported before.

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(example of the interactive button vanishing)

wet iron
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Idk which mods fault is this (yours or stacode's) but while placing a track and holding "Ctrl" for flexible track placement, the speed "calculator" (which is stacode's mod) stops until I release "Ctrl" button. Also the text stack.

normal temple
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maybe a keybind thing?

cedar nymph
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and i'm poor at math it requires better hitTest

cedar nymph
rough vortex
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amazing mod tho

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thanks for your contributions man

wet iron
wooden osprey
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used it on one build and it's completely changed the way i think abt laying create track

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i've constantly yapped to my build team how insane a mod like this would be and we've got

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you have truly achieved a mastery my good sir

wet iron
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Man idk how to explain this properly, but for an unknown reason (currently), when grading a track at 30%, the tracks at both ends grade more aggressively (in case of 30%, max gradient reached: 40.11%) before balancing back to 30%.
Am I tripping or is this unintentionaly not supposed to happen?
-# p.s. based on a canon track layout in-game.

cedar nymph
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have same issue with my world; i have grad <= 30 per mille restriction so placed some tracks, then found out this issue.

wet iron
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So what happens next? (What's your plan? Will you change it or fix the gradient or something else?)

cedar nymph
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so for this issue, showing both max gradient and average?

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then fix all bugs, improvements then uploading on modrinth or so

wet iron
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-# Or is it realisticaly/mathematicaly impossible? I'm not sure.

cedar nymph
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....what why

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omg

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aah you meant that

cedar nymph
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so this is limitation of automatic gradient; we cannot modify all the gradients from start to end.
The logic is not that different from Create, so will share common problems

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so, making horizontal dist. of start(0->30) and end(30->0) longer won't this fix issue?

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not using automatic gradient (use wrench to rotate before connecting to any curve) maybe one option, but it's very uncomfortable

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flexiTrak definitely need more tools:

  • connecting from 2 blocks to 1 block (finding ideal direction; I took 30min for one 2-1 connection)
  • overall track planning, regarding max radius / gradient / required resources (separate from flexiTrak; planned to be done for buildTrak feature; took 3h+ but did not complete my depot)
  • making completely straight line, by picking two points then rotating both end blocks
  • rotating flexi track block, in regard of min R / ... of connected curves
rough vortex
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have you ever looked at the track placement system that Immersive Railroading utilized?

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I found it pretty intuitive and it produced nice looking rail segments

cedar nymph
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Haven't tried, will look at that

short ginkgo
wet iron
mystic dock
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@cedar nymph for what version/mod loader is this now?

cedar nymph
cedar nymph
mystic dock
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oh alr

rough vortex
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I feel like with aeronautics releasing you're gonna see a massive shift from 1.20.1 to 1.21.1

mystic dock
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Yeah, but yk, until most things get out on a loader people actually use idk

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although usually what works for forge also works for neoforge and vice versa

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considering how much better neoforge is for more modern versions (1.21.1+)

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it might be a natural switch

orchid grove
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nobody is making forge 1.21.1 mods

covert jewel
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isnt 1.21.1 just neo/fabric?

atomic oxide
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1.21.1 is indeed neon forge and neoff fabric

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i mean there are a few forge 1.21.1 mods but its mostly taken other by this new, neon forge

cedar nymph
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recursive call

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*railx is known to support up to Create 6.0.8
*IDK about 6.0.9, absolutely broken with 6.0.10

rough vortex
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technically there's forge for 1.21.1, but everyone is on neoforge and fabric

gentle flume
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-# (idk why but aero objects seem to perform better than base create contraptions on my end)

jovial rain
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because aero does not use flywheel for its' entities i think

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i think they use veil instead

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but i am not certain so take it with a grain of salt

wooden osprey
jovial rain
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magnets, the weird docking connector thingy, or whatever other thingamajigs it offers

gentle flume
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and whatever above person has said

cedar nymph
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oh railx had some critical(but edge-case; most people won't have experienced this) bug

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Because of this TrackGraph of my rail world is broken... holy

jovial rain
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that's just standard practice at this point

cedar nymph
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create addons constantly breaking at any Create patch update

jovial rain
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the illusion of semantic versioning

cedar nymph
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mixin breaking every kind of modern programming practice (encapsulation, ...)

jovial rain
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idk i think i'm going to have fun porting that logic from 1.20.1 6.0.8 to 1.21.1 6.0.10+ lmao, i hope they didn't change much

cedar nymph
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holy

jovial rain
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i mean it's a fairly unintrusive mixin that just falls through to the default logic when the conditions aren't met

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then again create will probably find a way to screw me over

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not to mention i have to work with neoforge stuff 😭

cedar nymph
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I thought Create itself did not differ that much when I migrated from 1.21.1 to 1.20.1 (except for unavoidable mixin changes from lambda$6 to lambda$8)

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but yeah

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forge 1.20.1 to neoforge 1.21.1 is hell

jovial rain
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i like how both neoforge and forge have a complete absence of docs on how to register fluids

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i swear to god it's way more convoluted than it needs to be

cedar nymph
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they had docs?

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yeah whole documentation around modding community...

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IDK as I'm begineer to midding so far

jovial rain
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but imagine how displeased I was learning that i have to register a fluid type, a fluid source, a flowing fluid, and a fluid block

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we're not done yet

cedar nymph
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the fastest way for me was just copying Create code

jovial rain
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then a client event to register a custom texture for said fluid

cedar nymph
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whooah

jovial rain
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i did NOT enjoy it at all

cedar nymph
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yeah also I haven't known that there would be some event for modifying registrys for NeoForge

jovial rain
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but my lazy ass is used to the gregtech addon interface which has registrate in it

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which makes everything a thousand times easier

cedar nymph
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yes

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if create had some standard addon interface

jovial rain
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point and laugh at this person

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addon interface in big 26? that's too much that you want

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yeah gregtech is awesome to work with in this regard

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though i have been somewhat busy testing their changes in the big API breaking update they're planning

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at least they have migration docs 🥀

cedar nymph
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migration docs???

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top tier modding environment

jovial rain
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they used to not do them at all

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for your reading pleasure

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i hope it won't make you sob compared to create /j

cedar nymph
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...me, adding yet another utility to fix my broken world

jovial rain
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we love boilerplating stuff

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though some of the docs are actually quite good for neo

cedar nymph
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yes, thinking neo docs is fairly good

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except for they are tiny kinds of

jovial rain
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though i am stupid and can't figure out why one of my testing blocks has dementia and forgets its' energy buffer every relog even though i save it

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maybe create will eventually have an API for addons

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wishful thinking though

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i think we're maybe too far in its' existence for it to actually happen

cedar nymph
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maybe happen in 2030?

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even if that happens all mod devs might continue to use mixin

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at least they won't provide any ways to inplement flexiTrak without mixin

jovial rain
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do you know what a shock it was for me to learn for every change i want to do i have to do a mixin, rather than just

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extending an existing class and doing overrides to make it work normally?

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or listening to a registration event for machines or stuff like that

cedar nymph
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yeah I thought everything would work by events

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from previous bukkit experience

jovial rain
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you wish you had stuff like this /j

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then I extend ChunkloaderMachine in like two different classes so I actually set the consumption and radius and register the behavior of two machines through said different classes

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i actually have utmost respect for anyone who bothers with create really

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i couldn't

cedar nymph
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yeah but

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Create addon might be not that so bad

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as their code..................

jovial rain
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i mean some of the parts are good

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i took inspiration from the hose pulley's fluid scanning code for my hydroelectric generator

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since i made that scan water blocks to calculate the voltage tier and amperage

cedar nymph
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but they definitely have some issues

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yeah, vanilla Create track is capped by 45deg rotation so they can have some kind of assumptions

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but......

wooden osprey
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update on the station

rough vortex
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is create 6.0.10 support super big on the radar right now?

cedar nymph
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for railx, that is not that difficult

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I think I already fixed, but haven't tested (as my recent Intel Arc graphics driver upgrade made minecraft crash)

rough vortex
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peak

cedar nymph
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waiting for yet another patch...

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opengl + intel arc = utter holyness

jovial rain
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I'm surprised arc has gl support actually

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that they don't just have a wrapper to run gl on vulkan like zink on linux does

wooden osprey
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hey @cedar nymph

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quick questaroonie

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it would appear railx has like

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done smth i dunno

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i cant load into my world anymore

lofty basin
wooden osprey
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i see

cedar nymph
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if your laptop/computer has arc + xe, run arc installer with removing previous option then install xe without that option

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so lots of incremental update breaks driver

fervent fable
lethal rampart
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looking forward to experience this,im building the usui toge railway its painful only 45/90degree available

fervent fable
wet iron
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F3 + A does the job as well.

lofty basin
wooden osprey
rough vortex
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is there an ETA on the next build release?

cedar nymph
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I'm student so, not really. Continuously writing out something though.

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I'm struggling with unknown bug of railx nowadays

rough vortex
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no worries and no rush

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this addon is exactly what create needs for real

cedar nymph
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thanks again kekw

rough vortex
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yeah for sure

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I definitely want to use it on my server that I'm working on

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I was originally building it on 1.20.1 but aeronautics dropped and you kinda gotta get with the times yk

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I mean like I had to update to 1.21.1 so I could have aeronautics

wooden osprey
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my little guy for ffaquahar

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and he'll actually have track that makes sense to run on

orchid grove
wooden osprey
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polygonal

orchid grove
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potato pc deep frier: the train

cedar nymph
#

I encountered tiny bug; when using flexiTrak, y of each graph nodes (especially when track block is tilted) are slightly offset, causing disconnect, invalid graph.
This was primary reason my own world was broken (had another, more severe bug but this was not built into Github Releases)

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god bless my build pipeline

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....then realized I didn't build my build script

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wow even crushing wheel can be wheel for simulated: offroad?

lofty basin
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i need to try that

cedar nymph
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what a surprising code

lofty basin
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water wheel AND flywheel too?

cedar nymph
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aand mechanical roller

cedar nymph
cedar nymph
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sable blocks breaking block if distance from roller block position to breaking block position is larger than 2

vast horizon
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People, please tell me how to use this mod?

cedar nymph
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yeah it's under development so not that user-friendly, you are 1.20.1 or 1.21.1?

vast horizon
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1.20.1

cedar nymph
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then... hold left Ctrl to use flexible placement

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originally can change keybind but didn't implement that for 1.20.1

vast horizon
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Do the rails have a slope when turning?

cedar nymph
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Not automatically added now

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You can click track block with wrench to rotate each 'flexi track block' (ones placed by holding Ctrl) btw

cedar nymph
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but it's quite buggy...

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oops yeah

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  1. if rotating track block with curves, it becomes like this (but if you rotate once more, it returns!!)
  2. after rotating one track block once, you often cannot rotate that block again... break and place again
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planning to fix these

cedar nymph
vast horizon
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The interface is not very clear, I think instead of the letter K it should be added to degrees and indicate the direction in which to turn.

wet iron
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Are you also planning to fix this weird sitting "behaviour" when on a curve? Or is this SnR issue?

cedar nymph
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aah

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maybe RailX 0.2.0-build.5 for 1.21.1 fix this? are you using 1.21.1 or 1.20.1?

wet iron
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1.20.1

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It even happens when fixTrackBezierAssymetry is on (unless it's completely irrelevant in the current context).

cedar nymph
cedar nymph
wet iron
cedar nymph
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maybe only occur for 1.20.1 so I should test

wet iron
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When I lay some tracks, they automatically have some extremely slight tilt (lower than <0.5 degrees), this weird PoV/sitting usually occurs when I go through these tracks.

vast horizon
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I can give you an idea! Try adding some gravel banks, perhaps by creating them from voxels.
Every time you build rails uphill, you end up with this damn gap that you have to fill manually.

cedar nymph
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for curves I've done mostly nothing

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it'd be caused by BezierConnection (of Create) itself mostly but IDK why

cedar nymph
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IDK about this thing as implementing graphics looks hard for me

wet iron
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The small numbers are visually harmless though. (I mean, the track looks normal/fine)

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It's just (the weird behaviour occurs) when passed by with a train/contraption.

cedar nymph
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aah

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so train itself tilts without any configuration?

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so I suspect connecting create track - flexiTrak connection (which should also work)

wet iron
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I haven't observed that. But what happens is the "Player" seated, suddenly goes up or down (below the contraption and then returns to normal position when on a curveless track.

cedar nymph
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oh

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really touched nothing about that, what a strange behavior

wet iron
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I'll try and record a small bit (if Discord storage allows me) to give you an idea of what's going on.

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..but later.

vast horizon
cedar nymph
cedar nymph
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and including roller support

vast horizon
cedar nymph
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I did same thing for some parts of my railway but yeah

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purely time consuming

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In some day this might work

vast horizon
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And how to tilt the rails?

cedar nymph
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....isn't it already tilted?

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meaning tilting again?

cedar nymph
vast horizon
cedar nymph
vast horizon
cedar nymph
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wow

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I really want to properly tilted real-world scale railway but

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they would be really frustrating to do that for current version

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like this but tilted

vast horizon
cedar nymph
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...whooah

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rollercoaster

cedar nymph
vast horizon
cedar nymph
vast horizon
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I'm doing something similar to the Trans-Siberian Railway.

cedar nymph
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wow you're really serious

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amazing work

vast horizon
vast horizon
# vast horizon

This world already weighs 31gb and is just getting started

cedar nymph
#

holy lol

candid citrus
# vast horizon

what kind of resource pack or mod is this for modified rails?

candid citrus
vast horizon
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It also replaces some wheels.

cedar nymph
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um I'm begineer with forge modding what happened with this item model

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lol

vast horizon
vast horizon
cedar nymph
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oh but I thought Minecraft automatically generate 3d texture

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it might be some resource error or something

short ginkgo
cedar nymph
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but then how this model works at minecraft:item/snow.json

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I just copied as is

short ginkgo
#

good question

vast horizon
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Try to draw something like this @cedar nymph

cedar nymph
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might gonna into that if I had enough time?

short ginkgo
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3 blocks wide at the top and 45° angle going down might be better

vast horizon
vast horizon
short ginkgo
vast horizon
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Which option is better?

short ginkgo
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use bytes instead of slopes

vast horizon
short ginkgo
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also 3 blocks space between 2 tracks is a lot

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i normally do 1 or 2

vast horizon
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I like (1 green)

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I just wish I could draw it like this

short ginkgo
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tbh i feel like the middle should be 4 blocks wide and then have bytes going down in a 45° angle

short ginkgo
vast horizon
short ginkgo
vast horizon
short ginkgo
wet iron
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This sudden up-down "spike" happens almost on all curved tracks (in the current world) I go through (with the contraption I use being 80~ blocks long) (fix Track Bezier Assymetry also was already enabled, as I said earlier)

cedar nymph
#

.......wow

fervent fable
cedar nymph
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I, still thinking gravel layer is best option

fervent fable
cedar nymph
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aaaaa I had same issue

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yeah placing block beneath curves

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definitely good option to add; you are using MC 1.21.1?

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adding keybind would be great? (default to 'unbind' and you can customize)

fervent fable
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I use 1.20.1 but it would be worth adding to both

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Tbh steam n rails should do it themself but I have a feeling they won't so next best thing would be if the dev for this mod did

cedar nymph
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for now IDK why custom keybinds does not show up inside options so I should figure out that

short ginkgo
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so many new options

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i wonder if its worth making an extra menu similar to that of pantographs and wires

cedar nymph
#

🤔 definitely need to get into UX thingy

wet iron
# cedar nymph .......wow

In this case it wouldn't be called a "spike", as the train wasn't going fast. But the faster you go, the more sudden it'll (the up-down pov motion) look like.

rotund drift
#

This mod in conjunction with Aero when/if it ever adds physics for trains (or when an addon is made to do so anyway) is a dream of mine.

cedar nymph
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yeah I'm looking forward to simulated: trains or something

rotund drift
#

I just want to make a railway gun with aero, I can’t make myself interested in it until I can. It’s the most nonsense thing to be hyperfixated on but I am nonetheless.

cedar nymph
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This is just pure imagination, but I also thought of train-induced wind that has same effect as encased fan

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train-washed irons or...

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yeah in reality they would be very dangerous

rotund drift
#

That would be sick, a little broken maybe, but quite cool.

#

I kind of blame Foxhole for my interest in artillery cannons and to a lesser extent trains. Artillery cannons on trains was completely their fault though, that idea was planted in my head entirely because I play that game.

lethal rampart
#

guys why the train is not tilting,im using 1.21.1, 0.2build 5

#

is that because i added snr?

cedar nymph
#

i haven't tested this yet

#

create train might not support any tilting, i guess

lethal rampart
#

i also found snr rails cant place flexible(sad

cedar nymph
#

are you on 1.21.1?

lethal rampart
#

yes

lethal rampart
cedar nymph
#

but I've heard that Create Realism has train tilt feature, maybe?

wet iron
lethal rampart
cedar nymph
#

WIP on gravel layer

#

now it works with roller (technically not builtin Create roller; need to craft another 'advanced mechanical roller')

#

WIP: falling for Gravel Layer? is this needed?

vast horizon
#

Bro, your mod is causing some major visual bugs.

vast horizon
vast horizon
cedar nymph
#

should gravel layer fall like normal gravel block?

vast horizon
cedar nymph
#

yeah, like sand or gravel

vast horizon
cedar nymph
#

I really cannot what is causing that issue, but another folk reported the same

#

are you on 1.21 or 1.20?

vast horizon
vast horizon
cedar nymph
#

hmmmmmmmmmm... at least haven't see this issue on 1.20

vast horizon
cedar nymph
#

railx does not have any builtin texture so
far, so....

vast horizon
#

This happens when placing rails with some chance

vast horizon
cedar nymph
#

I should test on 1.20 or
just discard 1.20

vast horizon
short ginkgo
cedar nymph
#

why I haven't seen this issue

#

so assuming mod conflict, can I get your mod list? simple screenshot would suffice

lethal rampart
#

guys why snr rails cant be placed any direction except 45/90 in 1.21.1

short ginkgo
#

because the inofficial port is not supported

short ginkgo
cedar nymph
#

I should really consider supporting unofficial SnR port on 1.21.1

#

IDK how many people are using that but

vast horizon
#

Another bug

cedar nymph
#

aah

#

would you try disabling middleTrack feature in railx config?

#

server > middleTrack > enabled = false

cedar nymph
#

middleTrack is mostly essential feature for very long curves (as, in vanilla Create, if 'primary' track block of curve is not loaded into chunk, curve itself does not render), but it is quite buggy

#

so...... I should improve that yeah

cedar nymph
#

If you see curves from distance some curves won't be rendered without middleTrack

cedar nymph
#

maybe middleTrack would be the cause of this issue?

short ginkgo
#

i mean i cant just stop using long turns

vast horizon
#

What if you need to build large-radius rails, but the mod doesn't allow it?

short ginkgo
#

i guess using some smart math you could split up turns into multiple sections

cedar nymph
#

I originally planned adding feature that automatically splitt long curves into small one

short ginkgo
#

but im too stupid for that smart math

vast horizon
cedar nymph
# short ginkgo but im too stupid for that smart math

one possible way so far:

  1. find point on curve, where center of curve fits mostly into one block
  2. whild holding track, see precise overlay to figure out exact direction ('125°' etc)
  3. just place track block with same direction. use wrench to precisely rotate.
    but this is very uncomfortable
short ginkgo
short ginkgo
cedar nymph
#

yeah rolling out tracks are... very irritating

#

I originally(TM) planned to add feature named 'buildTrak', which is basically just vector editor

#

which shows horizontal/vertical figure including terrain

wet iron
cedar nymph
vast horizon
wet iron
vast horizon
vast horizon
# vast horizon

The way it goes is back and forth, but I just want a straight line, but because of the length, the rails can't be built at 51 degrees.

cedar nymph
#

length? how long it should be?

vast horizon
cedar nymph
#

i'm still not understanding, isn't it possible?

vast horizon
cedar nymph
#

ex) K56 -> K56, select position with maximum R (see overlay on world & hud overlay) -> yields mostly straight line with i.e. R=38492. if you are lucky you can build line with R=Infinity

cedar nymph
#

um

#

does launcher log shows some error?

vast horizon
cedar nymph
#

will test it on my laptop

short ginkgo
#

looks like a standard out of render distance thing

cedar nymph
#

but I'm out; so tomorrow

#

yeah it might be slightly out of distance; try increase that

#

if it is completely out of chunk then it says original block is removed

#

in some cases it just fails without any message; IDK why

#

what a terrible mod

short ginkgo
#

whats the 1 chunk

vast horizon
short ginkgo
#

ah

#

yea then no idea

vast horizon
#

I set the rendering to 60 chunks, but it still doesn't work.

cedar nymph
#

holy

wooden osprey
wooden osprey
#

I beg of ypu

cedar nymph
cedar nymph
#

as there is simply no 1.21.1 support for 1.20.1 for many mods

vast horizon
#

I found a solution to the problem

cedar nymph
#

aah

#

i haven't checked that

#

forgot as i always put that to maximum, sorry

#

why something like 'exceed length limit' message doesn't show

vast horizon
#

How to make equal intervals?

cedar nymph
#

that is related to create itself

#

but might create a patch (as i might already know the cause)

#

why they even create step LUT then do not use them on some part of code

#

i might be wrong IDK

vast horizon
vast horizon
#

I'm just screaming from these turns kekw

cedar nymph
vast horizon
wet iron
# vast horizon How to make equal intervals?

I usually make a single track and then surround it with 2 tracks (without leaving any gap between the tracks). After that, I delete the track in the middle. (It may be irrelevant or insufficient in terms of calculations, but I'm personally happy with the result)

hazy folio
cedar nymph
#

not to try having exact offset; if they were same, I could build girder between tracks for K00 but I cannot for sth like K18

#

really want someone to build some mod including:

  • overall railway planning
  • curve based on speed limit / train weight
  • terrain height map, compare curve to terrain
vast horizon
#

Emmmm? How is this in general?

wooden osprey
#

yay railx

#

thank you railx

wooden osprey
#

i love you railx

cedar nymph
#

so basically everyone is better at building than me

#

i love that

fervent fable
fervent fable
short ginkgo
cedar nymph
#

yah it seems so but that is also skill

rotund drift
covert jewel
#

it’s partly that, but also partly me actually using said mods/parts.. eg for the first one, i didn’t have copycats+

rotund drift
#

That’s fair. Although, the two are correlated anyway. Especially when you, and others, post your builds where devs see them and doubly in your case, are one of the devs for some of them mods you use.

covert jewel
#

both good points

#

the old SnR smokestacks didn’t last long when i came around EZ

#

part of that kinda thing is trial and error, and it’s different in-game than in modelling software

#

making stuff in blockbench is essentially a vacuum, you can’t get a 100% feel for how it looks/what uses it has/needs until it’s in game and you spend time with it

#

eg the half-increment smokestacks. i didn’t think about them at all but quite quickly upon addition to the game it became apparent that they were needed

#

you can see that reflected in the transition between the the first 3 iterations of the engine

rotund drift
covert jewel
#

its just time. time and understanding

rotund drift
#

Yeah for sure, I’m slowly getting over my barrier of getting way too frustrated way too quickly with myself when learning new things. That one also takes time and understanding to overcome.

rotund drift
covert jewel
#

increments are where it departs from vanilla..

my personal style keeps all elements at whole-number thicknesses, or at 0 to try align with minecraft vanilla styling (and creates by extension)

#

getting clever with backface usage, flat planes and element inflation can give you a huge boost in possibilities

#

not train related however

fast eagle
#

clock

rotund drift
#

If I wasn’t a poser and actually played the game more than a couple hours every couple months I’d probably hold myself to similar constraints.

covert jewel
#

i honestly don’t play the game more than a couple of hours every couple of months

rotund drift
#

That’s also fair, but evidently you use that time creatively, I don’t and that’s the real difference.

covert jewel
#

building one engine and taking screenshots, or testing out a resource pack/mod change

rotund drift
#

That sounds creative to me. To be fair to myself, my time has been spent trying to craft a modpack that has a specific experience in mind with no prior knowledge or experience on how that works. This mod here excites me because it could be part of that.

covert jewel
#

on the limiting creativity topic, having the exact things you need modelled and ready to be placed is nice and does contribute to something looking more realistic, but it does mean you don’t develop problem solving skills in creating something in imitation

#

as an easy example, back tanks for westinghouse pumps is a common substitution in engine building

rotund drift
covert jewel
#

the animated valve gear in bnb is really damn nice, but the problem-solving and creativity of imitating it with blocks in-game when we had only-piston bogies was peak

#

in the end, i think i got near-close enough that when the engine was moving, unless you’re on it, you couldn’t really tell

#

and then

#

-# (both images from that same gif)

rotund drift
#

Damn, I didn’t even notice.

covert jewel
#

the andesite scaffolding + create funnel tricked a lot of people in screenshots

#

yourself included it seems XD

#

-# we should probably move this convo out of this thread as it’s off topic and kinda taking over

rotund drift
#

I need to pop back on that discord just to analyze everything you have on there. I think it has tricked me more than just now.

covert jewel
#

which is my most active place for posting

cedar nymph
#

Now it works for wide fill; black ones are caused by shading issue that I should fix

#

ofc gradient should be customizable

#

so, which option should be available?

  1. constant line slope (y=x)
  2. some curvy (y=-x^2 like)
  3. etc
hazy folio
covert jewel
#

good lord why is it so WIDE

cedar nymph
#

yeah trying most extreme one

cedar nymph
short ginkgo
cedar nymph
#

aha bytes

#

haha

#

so it seems both two (very flat / 45deg) should be available

short ginkgo
#

i think it should be possible to set any angle

cedar nymph
#

yeah, already possible but haven't thought of any bytes

short ginkgo
#

at any angle between 22.5° and 67.5° bytes are more realistic than layers

vast horizon
short ginkgo
#

too many blockstates

#

you would have to compromise and only use 4 layers per block

vast horizon
rotund drift
# short ginkgo you would have to compromise and only use 4 layers per block

That doesn’t feel like too bad of a compromise. This mod allows for some very subtle curves, it would look more appealing to have the gravel layers slit up into smaller sections to better follow them than to have more layers as it makes steeper slopes look more fluid despite creating “steps” up close. I think a better option might be to instead split it into halves over quarters, certainly if it allows for more layers.

atomic oxide
#

hmmmm brass byte panel???

short ginkgo
#

copycats has a feature in the config

#

to make them easier to differentiate

cedar nymph
#

these blocks would be used everytime so should not use any kind of BlockEntity if available, implemented as pure BlockState. Note that gravel layer is already new block, not copycat

cedar nymph
#

so highly lilely I incline not to support 8-layer bytes

#

atl 4 bytes possible (128256 states)

misty horizon
#

this is exactly what I was looking for before

cedar nymph
#

its like just under development

misty horizon
#

is there a version available for people to use

#

your mod looks really cool

#

I was doing that exact layer thing except by hand

#

you saved my life

cedar nymph
#

so layer thing is still under development (not available so far)

#

might release in a few days but

misty horizon
#

how do I turn those files into a jar lol

cedar nymph
#

click Assets > jar file

misty horizon
#

oh lmao

#

thanks

cedar nymph
#

btw select proper thingy according to your mc version

misty horizon
#

thank you!

mystic dock
mystic dock
cedar nymph
#

oh 4x4x4x4=256

#

i'm so dumb

#

btw 256.... might be feasible? IDK

mystic dock
#

256 states seem possible

#

considering Chisel and Bits is somewhat stable once rendered

#

and that deals with 16 * 16 * 16 block states

cedar nymph
#

it's different story

#

they seems to use BlockEntity to store states

#

at least they won't create every 4096 blockstates

#

but this layer should be used everywhere, slightly different to chesels and bits

#

should consider some storage area, memory, performance etc

mystic dock
#

capping it at slab height could do it

cedar nymph
#

🤔

#

btw 256 might be.. feasible

#

will try that

#

btw it's 5x5x5x5, not 4x4x4x4 as it should support 0 layers

#

=625 holy

mystic dock
#

625 does not sound possible at all

cedar nymph
#

at least will try out... just triple(0-1-2 height) layers

cedar nymph
#

interesting

royal socket
#

I might be wrong, but couldn't you make a constructor, that automatically creates all block states and use a algorithm to assign said block states based on where they will be places? As the algorithm only runs on placement it should not create any lag when the blocks are just in the world, as they are normal blocks after being placed.

cedar nymph
#

yah I already do something similar to tat

#

but 625 jsons...

#

yeah nothing wrong with that IDK about impact

royal socket
#

Are you talking about the size of the jar file?

cedar nymph
#

just things like performance / memory

atomic oxide
royal socket
#

I see, I don't really know how Minecraft handles block states, if they are all in memory or read from disk.

cedar nymph
#

'state's itself are like big enum; they are in memory

vast horizon
#

I don't know what to do with this.

cedar nymph
#

it's usually rendering problem where primary track block is too far that it is not rendered

#

what is exact situation?

vast horizon
cedar nymph
#

wow

vast horizon
#

In this case F3 + T does not help

cedar nymph
#

so, what track graph looks like, on F3?

#

(but it might show nothing as you might be too from both end of curve)

vast horizon
vast horizon
cedar nymph
#

aah

#

so block outline (that black square thingy) is right position, and rendered track is wrong?

vast horizon
#

And an interesting fact: it is precisely these tracks that have problems with sleepers.

cedar nymph
#

have you tried enabling Fix Track Bezier Assymetry option? (should rejoin world after enabling)

vast horizon
cedar nymph
#

if there are duplicate tracks (what you've destroyed + what exists now -> not rendered as it is far away) then it might be caused by middleTrack

#

but it seems not the case

vast horizon
cedar nymph
#

by the way would you try disabling middleTrack, by setting server > middleTrack > enabled to off

vast horizon
#

Nothing

cedar nymph
#

why such a thing like this does not happen in my world

#

i've worked on my world quite long

vast horizon
cedar nymph
#

it might be just something like I haven't updated 1.20.1 to latest

vast horizon
cedar nymph
#

the difference between 1.20.1 and 1.21.1 is huge, and Git is dumb everytime so need to take some time

vast horizon
cedar nymph
vast horizon
#

This area is not that big.

cedar nymph
vast horizon
cedar nymph
#

PEAM

#

end era of railx

vast horizon
# vast horizon

This is an idea of ​​how you can implement turns and their convenient configuration.

lethal rampart
#

and the create:simurail is also developing,cant wait to try physical trains on railx tracks

fervent fable
# vast horizon

I would love a mod like this (once it is much more developed) but I use 1.20.1

rough vortex
#

the time has come to move on from 1.20.1

#

I had my whole server built on 1.20.1 and moving it to 1.21.1 has been a pain but honestly at this point it's finally worth it

#

literally all we're waiting on right now is SnR, but there's a port to hold us over until the official release

fervent fable
#

Tbh, I'll probably just skip to a long time after when create 8 comes out

rough vortex
fervent fable
#

I wouldn't say niche. I think people don't usually make rollercoasters because to make a decent one is at best like 7/10, but shown in the video above is easily a 9/10 already. There's no reason people won't make a rollercoaster if it isn't incredibly difficult to make and is possible to actually make it decent.

lethal rampart
#

yes the simurail fits railx

misty horizon
#

Can you not place SNR tracks at angles?

#

Also where is simurail, I can’t find it

short ginkgo
#

the inofficial port is not supported

cedar nymph
#

maybe i should support that but just lack of time

#

atleast so far

misty horizon
misty horizon
short ginkgo
#

i doubt it since their function is already implemented in 1.20.1

#

probably just time consuming

wooden osprey
rough vortex
#

basically lets you put physics contraptions on tracks and use rotational power to drive

rough vortex
#

@cedar nymph have a lot of people been testing the 1.21.1 version of railx?

cedar nymph
#

IDK but at least I'm the tester

rough vortex
#

have you found any super big issues with just the free-angle track portion of the mod for 1.21.1?

cedar nymph
#

maybe not? but some others reported some render glich

fervent fable
#

The render glitch isn't a big deal tbh. Just rejoin your world or reload the shader or F3+T etc seems to fix it

vast horizon
#

@cedar nymph So, did you manage to fix the texture shift?

vast horizon
#

When you connect rails (railx) with rails (railx) Everything is fine, when you connect rails (railx) with standard rails 0 degrees Everything is fine, But when you connect rails (railx) with standard rails 45 degrees, bugs occur.

short ginkgo
#

isnt this what is meant to be fixed by track bezier assymmetry?

vast horizon
atomic oxide
#

that is a big rail gap

short ginkgo
#

just put in a bracket using aw and pretend the gap meant to be there

lofty basin
short ginkgo
#

or you are máv and the brackets are just straight up missing

lofty basin
lofty basin
#

In the cold

vast horizon
# lofty basin In the cold

The issue isn't really about realism, but about the fact that 45 degree rails (railx) don't connect to standard 45 degree rails, read the post above.

lofty basin
#

I saw

wet iron
#

..so the rails connect.

vast horizon
#

Doesn't work

wet iron
#

Did you start the new (45 degree straight) track from the point where the turn starts/ends ?

cedar nymph
#

If you are mixing railx and normal ones, probability to not work is higher
I tried to improve them but in nature Create track blocks are quite different

cedar nymph
#

note that I didn't touch lots of curve rendering; often renders sparse/dense sleepers IDK the cause

supple sonnet
#

im just seeing this now, how wip is this and how do u place it down exactly the way u want?

rough vortex
mystic dock
cedar nymph
#

by the way, this seems to be illegal curve; might be rather issue of placement(that should ban this placement), than rendering nope, this is caused by rendering

cedar nymph
#

basically, trying to find bug inside Create code

#

interesting; why BezierConnection.Runtime uses normalized axis, while BezierConnection.Bezierator uses non-normalized axis?

#

so this is caused by Create itself

#

IDK if this is intended, but thinking that using normalized axis would be better

cedar nymph
#

*generally length of axis = 1, but for diagnoal track, axis is like (1,0,1) so their length differs

cedar nymph
#

I think I fixed that

vast horizon
cedar nymph
#

so i'm porting these changes into 1.20.1 (mainstream is 1.21.1)

#

hoping every mod devs migrate to 1.21.1 so that i can discard 1.20.1

cedar nymph
#

so it's working in progress

vast horizon
rough vortex
cedar nymph
#

enable fixTrackBezierSegment config to apply the fix

cedar nymph
vast horizon
vast horizon
#

Why are the rails placed on the other side?

#

The rail hitbox is positioned normally, but the texture is placed on the wrong side.

#

@cedar nymph

supple sonnet
#

uuhhhhh why is this happening?

vast horizon
supple sonnet
#

ah

lethal rampart
#

maybe u can try break the curving rail and reconnect 2 rail joints

short ginkgo
#

i highly doubt it

cedar nymph
#

woo

#

why this

atomic oxide
#

reminds me of create unlimited

#

though i dont think This was even possible as it was just remove the red boundrys

cedar nymph
#

Even I didn't know this would be possible before implementing first version of this mod

#

lol

#

it's like breaking and replacing some part of Create

vast horizon
wooden osprey
#

Truck

rough vortex
#

BB model?

raven kernel
normal stirrup
cedar nymph
#

uwu

#

originally merely extension of create railway so...

#

haven't thought of

mystic dock
#

@cedar nymph uhhh

#

it is crashing in NeoForge 1.21.1

wooden osprey
#

@cedar nymph Is there any known fix for rendering issues whilst on shaders??

cedar nymph
#

adapting pantograph into these curve is so hard

#

maybe I should add extension to PaW that does automatically set width of cantilever based on intersection with track below

#

at least their width can be fractional
but IDK about implementation or nodes

#

definitely add this extension, as their graph implementation seems to support any Vec3 graph node position

wooden osprey
#

@cedar nymph Removing Flywheel works, but then my framerate is about 5

short ginkgo
#

makes sense since it just removes a bunch of rendering optimizations

wooden osprey
short ginkgo
#

with all possible render optimizations and shaders i still only get 2 fps

short ginkgo
#

my laptop is just about good enough that i can take screenshots with shaders

nimble relic
#

@cedar nymph available on neo?

cedar nymph
cedar nymph
#

so it seems backward compatibility issue

#

does re-placing fix this?

#

i'm sorry to be so late @vast horizon @supple sonnet
does disabling fixTrackBezierSegment config again fixes this?

#

...reproduction succeed

#

enabling/disabling this option flips track (literally) holy

#

....gotcha (should getSecond() instead of getFirst())

wooden osprey
#

Reimagined

fervent fable
#

Not sure if it will help but worth a try

cedar nymph
#

aah so

#

fixTrackBezierSegment had bug that fliped curves

cedar nymph
vast horizon
cedar nymph
#

wow so fast

cedar nymph
vast horizon
cedar nymph
#

meaning already enabled fixTrackBezierSegment then rejoin the world?

vast horizon
cedar nymph
#

FINALLY

#

holy Create

#

I can't believe I already found two bugs and fixed inside what's called 'BezierConnection' of Create

#

fixTrackBezierAssymetry fixTrackBezierSegments

vast horizon
cedar nymph
vast horizon
#

I'll go on looking for bugs, if I find any, get ready.

cedar nymph
#

initially thought of requesting to their PaW server
but fixing by myself would be faster

vast horizon
#

By the way, what's going on with the embankment? Is there any progress?

cedar nymph
#

meaning roller? so quite stuck on byte layers

#

I could fix that in just a few hours but due to lack of interest from myself

cedar nymph
#

will get into that soon(TM)

wooden osprey
#

either flywheel enabled (good frames but broken textures) or flywheel disabled (fixed textures but like 10fps)

fervent fable
# wooden osprey that's what broke it

Flywheel without the mod broke it didn't it, so I was thinking perhaps the mod included some fix that might remove the lighting issue without having to disable flywheel entirely

wooden osprey
#

alr using this mod

fervent fable
#

Ok

#

Well anyway, there are optimization mods for rendering etc that could help

#

And serverside optimizations

fervent fable
#

I mean.. modernfix, memory leak fix, ixeris, radium, sodium/embeddium, clumps, I think there was a couple others but I don't remember of the top of my head

#

I can check tomorrow or later maybe

#

Oh, also particle core

wooden osprey
#

idk rendering issue only shows up when flywheel + shaders are mixed

#

but i kinda wanna have shaders and flywheel so i can film stuff

fervent fable
#

Either dial down the shader, reduce your settings like render distance, use leaves culling etc.. or get better hardware are your only potential options unfortunately

#

Or hope someday flywheel will be compatible with the shader without causing the lighting issue

wooden osprey
#

32GB RAM computer built for rendering blender models

fervent fable
#

I mean.. the game can be quite demanding

wooden osprey
#

it only affects curved sections of railx track

#

idk ill have a look if i can dial the shader back

#

it's only complimentary reimagined tho

fervent fable
#

Comp shader is fairly well optimized given what it can do compared to other shaders of similar intensity and quality.

#

But potato mode is still more intensive than say a shader only for making slightly better shadows etc. However create compatible shaders requires the shader to add their own compat afaik so there's not many shaders out there compatible with create

wooden osprey
#

boxvans

cedar nymph
#

...but have one thing suspicious

fervent fable
cedar nymph
#

aah

wooden osprey
cedar nymph
#

so that black ones cannot be touched (no hitbox)?

fervent fable
#

You don't collide with them

#

No hitbox

fervent fable
# cedar nymph so that black ones cannot be touched (no hitbox)?

Honestly though I think it's better if no tracks had a hitbox for building purposes, even if the downside is having to disable flywheel. If you added a way that the user could toggle it between all having a hitbox or not having one that would be amazing.

#

Idk if that is possible though

cedar nymph
#

yah I was gonna implement that feature

#

by the way, if that black ones cannot be touched, would you trying temporaily disabling middleTrack feature?

#

middleTrack uses their own rendering system (custom renderer + visual + overrides some part of flywheel)

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I'd check their code again

fervent fable
cedar nymph
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yes

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every feature (except for SnR compat) is backported

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as omitting feature is more irritating than just backporting

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when merge everytime from 1.21.1 to 1.20.1, they conflict every file modified

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would you tell me flywheel version? (see mods > flywheel > version)

cedar nymph
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what'd be preferred way to enable/disable 'no curve hitbox' mode?

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keybind / item holding / ...

wooden osprey
fervent fable
vast horizon
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@cedar nymph Bro, there is a problem, in general terms, it is very difficult to build a perfect straight line at a non-standard angle. I have an idea how to fix this: you can add a visual guide by which you can find the right block for building straight lines.

fervent fable
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Might not be the easiest way but that seems more typical than making it have a hitbox into the at time of placement to decide. What if you place 10000 tracks you want to have no/have a hitbox in your world? You'd have to pick them all up and re-place them

fervent fable
fervent fable
short ginkgo
vast horizon
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Oh, I figured it out, sorry.

fervent fable
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Place two tracks in different spots at the same angle then connect the tracks together by clicking on one track then the other

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That's how I do it

vast horizon
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Although if you build long straight lines, they still end up slightly curved.

cedar nymph
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..and maximize R shown on overlay. for long enough ones, something like R=20000 or R=Infinity is sufficient

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color overlay is proportional to R so...

short ginkgo
cedar nymph
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if long enough, that's not distinguishble with eyes

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originally planned to allow offseting tracks by 0.n blocks but thought unnecessary and hard to implement

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yeah lots of code assumes Vec3.atBottomCenterOf(BlockPos) as node location

fervent fable
cedar nymph
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yah i also thought so

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but there are a few cases where it is needed: placing extremely long curves then splitting into multiple tracks

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it would be very hard to reproduce original curve

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but that was (half-)mitigated by middleTrack (which renders and creates hitbox for curves whose primary track end is out of chunk)

fervent fable
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Do you think you'll do it the config screen/file way or you more leaning towards an item or worse, a keybind? (So many mods use keybinds for things and at this rate I'm about to run out of keys. lol)

fervent fable
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@cedar nymph Last question I promise. lol

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Does railx do the same with monorail for placement?

cedar nymph
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yah in 1.20.1

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1.21.1: SnR port is unofficial so not yet supported; will support in one day(TM)

fervent fable
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I mean.. I'll be skipping from 1.20.1 to whatever create 8 ends up being on someday

cedar nymph
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so... flexiTrak not supported for SnR on 1.21.1

fervent fable
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Not enough new stuff on create 7 to make jumping to 1.21.1 worth it to me

cedar nymph
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aha

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then supported on 1.20.1

fervent fable
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Create: Train Track Rail Grinding might need to add specific compat to work with railx I'm guessing

cedar nymph
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wow. btw curve from/to flexiTrak is just as same as curve from Create (slightly different but...)

cedar nymph