#WIP mod for free-angle track block
1 messages · Page 3 of 1
*if enabled F3 debug graph option, can be seen while F3 mode
*if else, just hold signal
oh so it's graphical issue
..or srill might be issue of assymetric bezier curve behavior of Create,
try moving around curves (between near start of curve and end of curve) and see if this line changes
F3 debug graph view + holding Ctrl (so double line shows up) is better to figure out
so F3 + Ctrl shows both edge (from -> to, to -> from) which is vertically stacked top-down
on one end, if curve is sufficiently large then one of two might not show up
whatever, can I see how curve is like
by capturing overlay: sth like 'F10 -> F12, Delta = [1,2,4]'
(hovering curve while holding track block)
aah
so the line jumps
I think fix assymetric ... option must fix this?
as it is clearly issue of create afaik
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
As BezierConnection implementation inside Create is assymetric, A->B and B->A yields different curve
curve rendering only uses A->B curve, while this overlay and train movement utilizes both
....so can I see whole game log and mod list? seems like my fix is overriden
Just to avoid confusion, talking about the video, both lines are at the same height (I mean, the one isn't above the other.)
aha
Environment info
1.20.1
Forge (47.4.18)
2111
1400
6.0.8
wow it's very huge
The log or the modpack?
of course log file
so for clarification, you already enabled railx settings > server > common > fixTrackBezierAsymmetry and rejoin/restart the game?
I'll be back soon to tell you.
I'm afraid that time has been wasted (fixTrackBezierAssymmetry fixed it (for now) ).
oh
so I should've make sure you should restart the game (as it does not magically fix already created beizers)
but yeah
what a relief
btw this cannot be default option, as it 'breaks' previous world (things like train position, signal position ... changes a bit)
I've done both executions (rejoin and restart game) and I can assure you, things are going like clockwork.
-# 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.

Good luck with the exam.
thanks....
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).
Axiom.
It runs through connector but sometimes it'll corrupt chucks if you try to do anything with copycats
im pretty sure it happens on fabric aswell
Yes it does 😔
with all the copycat bytes
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.
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
connector is like that sometimes yea
yeah. which sucks, since I'm almost exclusively building in creative and the only alternative is world edit which. lol
yeah if the mod form of WE was at least based on FAWE then maybe it'd be better
I use axiom on connector and I frequently use it with Copycats, stacking, moving, cloning, rotating, the like
Never crashes
weird
axiom with copycat bytes sometimes cause world locks
usually if your copying bytes over other bytes
oh yea and byte panels
every other copycat works just fine though
idk if its fixed in the latest copycats+ buuuut i would advise to be carefull either way
I've had it happen during the copy with the hotbar tools. Like i make the selection and start moving and that's when it crashes and corrupte the chunk, before I've even pasted it back in
hmm usually it happens when i already pasted it in
but likewise yes corrupted chunk
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
People who build skyscrapers without tools are wild to me
nice
wow nice
will definitely get into improving/fixing bugs of railx after exam (3 days left)
Am I tripping or is the platform angled? If yes, how did you acheive this? (what mod did you use?)
ngl…. long enough curve? barely notice it
yah but...
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))
this is exactly what @covert jewel suggested. base create mechanical bearing
good luck!
custardcat you here? wow
yyes i am indeed in the snr disc server
i am also in the blocks n bogies, create and vs disc server too
tbh there are a few people that can be commenly found arround aswell
like uhhh "plasma" (i think that was there profile name)
and copycats+... and create propulsion...
i also recently rejoined the aeronautics server since aero released and spiked in popularity again
im everywhere
Oh Yes Indeedy you are :)
@cedar nymph Might be a pepega question, but how does one make a tilted track? (or is it not possible?)
It's possible (but very uncomfortable; on the roadmap) by hovering into flexiTrak 'block' (not on curve) while holding wrench
you can rotate direction / gradient / tilt
but it has some tiny bug; if rotating block while there are some curves connected to it, it literally flips
...so many bugs holy
gotta implement something like adding tilt automatically according to given speed/max radius limit
let's flood your repository's issues with reports of this tier of quality
absolutely impeccable
god i love this image
wow
2
[queue overflows]
Ohh, I don't got the Create Propulsion dc
Where can I find it?
Tho Create Propulsion a Ve addon
It might be in vs dc
But i am off for the day
And a bit busy
Sucks that I don't have nitro. I could otherwise shown some "issues" (and funny ones) that I encountered, such as..
If I try to Tilt, Gradient a track just 1%, the button to tilt/gradient/direct track wouldn't be interactable anymore while also it would distort the track if trying to tilt it.
But I'm unsure if those specific two issues have been reported before.
(example of the interactive button vanishing)
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.
maybe a keybind thing?
yeah, i'm sorry for not mentioning: i'm aware of that. it happens every time
and i'm poor at math it requires better hitTest
definitely maybe sth wrong with mine,
It's fine. Just never stop going forward. Your addon alone is revolutionary.
no genuinely I agree with this guy
used it on one build and it's completely changed the way i think abt laying create track
i've constantly yapped to my build team how insane a mod like this would be and we've got
you have truly achieved a mastery my good sir
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.
aah so that was... intentional but misleading; currently it shows average grad (horizon d. / vertical d.), not max grad.
This should be changed to show both, but hud is already overloaded so I'm pondering how to do
have same issue with my world; i have grad <= 30 per mille restriction so placed some tracks, then found out this issue.
So what happens next? (What's your plan? Will you change it or fix the gradient or something else?)
so for this issue, showing both max gradient and average?
then fix all bugs, improvements then uploading on modrinth or so
I didn't specify properly, but I meant the gradient spike before it balances back. (0% -> 41% -> 30% -> 30% -> 30% -> 41% -> 0%)
-# Or is it realisticaly/mathematicaly impossible? I'm not sure.
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
so, making horizontal dist. of start(0->30) and end(30->0) longer won't this fix issue?
not using automatic gradient (use wrench to rotate before connecting to any curve) maybe one option, but it's very uncomfortable
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
have you ever looked at the track placement system that Immersive Railroading utilized?
I found it pretty intuitive and it produced nice looking rail segments
Haven't tried, will look at that
this is supposed to happen
to turn from a slope to a straight section the track needs to turn which needs it to be steeper to fit in the same horizontal space
if you made the space between the outer green blocks like 10 blocks each it should work better
hmm I'll give it a try next time.
@cedar nymph for what version/mod loader is this now?
yah, in my world I had same case
you can (probably) make, suppose we have flexi trackblock A - B - C - ... then grad of AB only increases, BC (mostly) constant grad, ...
for Forge 1.20.1 / NeoForge 1.21.1 now.
oh alr
I feel like with aeronautics releasing you're gonna see a massive shift from 1.20.1 to 1.21.1
Yeah, but yk, until most things get out on a loader people actually use idk
although usually what works for forge also works for neoforge and vice versa
considering how much better neoforge is for more modern versions (1.21.1+)
it might be a natural switch
nobody is making forge 1.21.1 mods
isnt 1.21.1 just neo/fabric?
1.21.1 is indeed neon forge and neoff fabric
i mean there are a few forge 1.21.1 mods but its mostly taken other by this new, neon forge
recursive call
*railx is known to support up to Create 6.0.8
*IDK about 6.0.9, absolutely broken with 6.0.10
technically there's forge for 1.21.1, but everyone is on neoforge and fabric
since aero has released, now we have an option for a better performing station that is also interactable lmao
-# (idk why but aero objects seem to perform better than base create contraptions on my end)
because aero does not use flywheel for its' entities i think
i think they use veil instead
but i am not certain so take it with a grain of salt
is there a way to have an aero contraption locked in place tho
magnets, the weird docking connector thingy, or whatever other thingamajigs it offers
for starters there's creative wand thing (i forgot the name)
and whatever above person has said
oh railx had some critical(but edge-case; most people won't have experienced this) bug
Because of this TrackGraph of my rail world is broken... holy
dw I'm sure the mixins I made into create's train fuel logic will explode the second I change one patch
that's just standard practice at this point
create addons constantly breaking at any Create patch update
the illusion of semantic versioning
mixin breaking every kind of modern programming practice (encapsulation, ...)
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
holy
i mean it's a fairly unintrusive mixin that just falls through to the default logic when the conditions aren't met
then again create will probably find a way to screw me over
not to mention i have to work with neoforge stuff 😭
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)
but yeah
forge 1.20.1 to neoforge 1.21.1 is hell
i like how both neoforge and forge have a complete absence of docs on how to register fluids
i swear to god it's way more convoluted than it needs to be
they had docs?
yeah whole documentation around modding community...
IDK as I'm begineer to midding so far
https://docs.neoforged.net/docs/1.21.1/ do you see fluids anywhere? me neither
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
we're not done yet
the fastest way for me was just copying Create code
whooah
yeah also I haven't known that there would be some event for modifying registrys for NeoForge
but my lazy ass is used to the gregtech addon interface which has registrate in it
which makes everything a thousand times easier
point and laugh at this person
addon interface in big 26? that's too much that you want
yeah gregtech is awesome to work with in this regard
though i have been somewhat busy testing their changes in the big API breaking update they're planning
at least they have migration docs 🥀
they used to not do them at all
for your reading pleasure
i hope it won't make you sob compared to create /j
...me, adding yet another utility to fix my broken world
we love boilerplating stuff
though some of the docs are actually quite good for neo
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
maybe create will eventually have an API for addons
wishful thinking though
i think we're maybe too far in its' existence for it to actually happen
maybe happen in 2030?
even if that happens all mod devs might continue to use mixin
at least they won't provide any ways to inplement flexiTrak without mixin
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
extending an existing class and doing overrides to make it work normally?
or listening to a registration event for machines or stuff like that
you wish you had stuff like this /j
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
i actually have utmost respect for anyone who bothers with create really
i couldn't
i mean some of the parts are good
i took inspiration from the hose pulley's fluid scanning code for my hydroelectric generator
since i made that scan water blocks to calculate the voltage tier and amperage
but they definitely have some issues
yeah, vanilla Create track is capped by 45deg rotation so they can have some kind of assumptions
but......
update on the station
is create 6.0.10 support super big on the radar right now?
for railx, that is not that difficult
I think I already fixed, but haven't tested (as my recent Intel Arc graphics driver upgrade made minecraft crash)
peak
I'm surprised arc has gl support actually
that they don't just have a wrapper to run gl on vulkan like zink on linux does
hey @cedar nymph
quick questaroonie
it would appear railx has like
done smth i dunno
i cant load into my world anymore
@wooden osprey
i see
btw this can be mostly fixed by reinstalling drivers (found out a few hours ago)
if your laptop/computer has arc + xe, run arc installer with removing previous option then install xe without that option
so lots of incremental update breaks driver
Idk why but this has a strange cutesy feel to it
looking forward to experience this,im building the usui toge railway its painful only 45/90degree available
It's on the github and is stable enough. You might get rendering bugs but reloading the games shader seems to fix the issue F3+T I think is the buttons or you can rejoin.
F3 + A does the job as well.
thanks!i will try it
no!
is there an ETA on the next build release?
I'm student so, not really. Continuously writing out something though.
I'm struggling with unknown bug of railx nowadays
thanks again 
yeah for sure
I definitely want to use it on my server that I'm working on
I was originally building it on 1.20.1 but aeronautics dropped and you kinda gotta get with the times yk
I mean like I had to update to 1.21.1 so I could have aeronautics
my little guy for ffaquahar
and he'll actually have track that makes sense to run on
holy polygons
potato pc deep frier: the train
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)
god bless my build pipeline
....then realized I didn't build my build script
why roller replace block does not work for my world... aha
wow even crushing wheel can be wheel for simulated: offroad?
WHAT?!
i need to try that
what a surprising code
water wheel AND flywheel too?
aand mechanical roller
this issue might be caused by code conflict for making mechanical roller into tire
sable blocks breaking block if distance from roller block position to breaking block position is larger than 2
People, please tell me how to use this mod?
yeah it's under development so not that user-friendly, you are 1.20.1 or 1.21.1?
1.20.1
then... hold left Ctrl to use flexible placement
originally can change keybind but didn't implement that for 1.20.1
I'll try now
Do the rails have a slope when turning?
Not automatically added now
You can click track block with wrench to rotate each 'flexi track block' (ones placed by holding Ctrl) btw
😂
but it's quite buggy...
oops yeah
- if rotating track block with curves, it becomes like this (but if you rotate once more, it returns!!)
- after rotating one track block once, you often cannot rotate that block again... break and place again
planning to fix these
btw I know that these cant should depend on some kind of trains, like their weights
so supporting automatic cant will be hard regarding these customizations
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.
Are you also planning to fix this weird sitting "behaviour" when on a curve? Or is this SnR issue?
1.20.1
It even happens when fixTrackBezierAssymetry is on (unless it's completely irrelevant in the current context).
yeah but I thought using degree would be more confusing in long term; systematically it splits into 2^n rotations, so in degree they will be some confusing numbers like 3, 5, 7, 10, 13, 15, ...
of course you restarted the game after enabling that option, then................. ummmmmm
It's been days since I turned it on. (So unintentionaly, the game has restarted enough times.)
maybe only occur for 1.20.1 so I should test
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.
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.
...holy
for curves I've done mostly nothing
it'd be caused by BezierConnection (of Create) itself mostly but IDK why
wah so I'm trying to implement Gravel Layer Block at least
IDK about this thing as implementing graphics looks hard for me
The small numbers are visually harmless though. (I mean, the track looks normal/fine)
It's just (the weird behaviour occurs) when passed by with a train/contraption.
aah
so train itself tilts without any configuration?
quite related but not exactly same issue on GitHub: https://github.com/lhwdev/railx/issues/2
this placement is illegal for flexiTrack-flexiTrack connection
so I suspect connecting create track - flexiTrak connection (which should also work)
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.
I'll try and record a small bit (if Discord storage allows me) to give you an idea of what's going on.
..but later.
or please give me this screenshot including Axis: K?? -> K??, Delta=[?,?,?] etc
I did same thing for some parts of my railway but yeah
purely time consuming
In some day this might work
And how to tilt the rails?
previously tried tilting ValueBox (the box that is shown when holding wrench) but couldn't succeed
so 'short right click' flexiTrak block while holding wrench
😁
wow
I really want to properly tilted real-world scale railway but
they would be really frustrating to do that for current version
like this but tilted
I do


I'm doing something similar to the Trans-Siberian Railway.
yes 😁
This world already weighs 31gb and is just getting started
holy lol
what kind of resource pack or mod is this for modified rails?
For these
can you give a link to such rails?
Here is a set of textures for you to explore for yourself.
It also replaces some wheels.
I asked a friend to paint a gravel layer in Blockbench; he's pretty good at it and is the creator of this texture pack.
oh but I thought Minecraft automatically generate 3d texture
it might be some resource error or something
?
i dont think it does
good question
Try to draw something like this @cedar nymph
might gonna into that if I had enough time?
i feel like its too wide
3 blocks wide at the top and 45° angle going down might be better
No, this option is more realistic and closer to reality.
in reality the ballast only extends slightly over the ends of the sleepers
Which option is better?
use bytes instead of slopes
tbh i feel like the middle should be 4 blocks wide and then have bytes going down in a 45° angle
45 is too much, I think.
better than half that
i would make it a 3 layer drop instead of a 2 layer one
then it will become too wide
First ss shows highest tilt the track reaches (I start to doubt if it eventualy plays any role). On the second video (f5 view), I accidentaly moved the mouse a bit, but I hope that the overall point is gotten.
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)
.......wow
I mean.. what if you don't want gravel banks?
I, still thinking gravel layer is best option
If this happens then that would be amazing -> https://github.com/lhwdev/railx/issues/7
aaaaa I had same issue
yeah placing block beneath curves
definitely good option to add; you are using MC 1.21.1?
adding keybind would be great? (default to 'unbind' and you can customize)
I use 1.20.1 but it would be worth adding to both
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
for now IDK why custom keybinds does not show up inside options so I should figure out that
so many new options
i wonder if its worth making an extra menu similar to that of pantographs and wires
🤔 definitely need to get into UX thingy
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.
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.
yeah I'm looking forward to simulated: trains or something
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.
This is just pure imagination, but I also thought of train-induced wind that has same effect as encased fan
train-washed irons or...
yeah in reality they would be very dangerous
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.
guys why the train is not tilting,im using 1.21.1, 0.2build 5
is that because i added snr?
i also found snr rails cant place flexible(sad
are you on 1.21.1?
so is this version only have rail tilt not train tilt(?
yes
I don't know about that
but I've heard that Create Realism has train tilt feature, maybe?
It's another mod. "Create Realism" (by stacode)
thank u
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?
Bro, your mod is causing some major visual bugs.
Excellent! Now we need to scatter the gravel on both sides.
Something like this
yeah, definitely the next step is this
should gravel layer fall like normal gravel block?
Do you mean add physics?
yeah, like sand or gravel
WHAT to do with this??
I really cannot what is causing that issue, but another folk reported the same
are you on 1.21 or 1.20?
Hmmm... I don't even know, probably not.
1.20.1
hmmmmmmmmmm... at least haven't see this issue on 1.20
This looks like a texture glitch.
railx does not have any builtin texture so
far, so....
This happens when placing rails with some chance
Hmmmmmmmmmmmmmmmmmm....
I should test on 1.20 or
just discard 1.20
It's up to you
oh yea that also happens to me sometimes on 1.21.1
why I haven't seen this issue
so assuming mod conflict, can I get your mod list? simple screenshot would suffice
guys why snr rails cant be placed any direction except 45/90 in 1.21.1
because the inofficial port is not supported
no its not needed dont do it

I should really consider supporting unofficial SnR port on 1.21.1
IDK how many people are using that but
aah
would you try disabling middleTrack feature in railx config?
server > middleTrack > enabled = false

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
OOO
If you see curves from distance some curves won't be rendered without middleTrack
...aaaand the only feature involved in some intricated rendering is middleTrack
maybe middleTrack would be the cause of this issue?
i mean i cant just stop using long turns
What if you need to build large-radius rails, but the mod doesn't allow it?
i guess using some smart math you could split up turns into multiple sections
I originally planned adding feature that automatically splitt long curves into small one
but im too stupid for that smart math
What if the terrain doesn't allow it?
one possible way so far:
- find point on curve, where center of curve fits mostly into one block
- whild holding track, see precise overlay to figure out exact direction ('125°' etc)
- just place track block with same direction. use wrench to precisely rotate.
but this is very uncomfortable
since you can turn the flexi tracks in all 3 directions that is not an issue
yea but thats just eyeballing it
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
F3 + A should do the job. (As it does in my cases.)
but realized my coding ability is not good, at least to implement this
I turn shaders on and off, it helps me. ))
This glitch has a chance to occur anytime you place tracks, regardless of shaders. Try and press F3 + A next time you encounter it.
➿
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.
length? how long it should be?
What I mean is that it is not possible to construct long radii and straight lines at a non-standard angle.
i'm still not understanding, isn't it possible?
one second
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
no
will test it on my laptop
looks like a standard out of render distance thing
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
Bro....
whats the 1 chunk
This is the range of shadows
I set the rendering to 60 chunks, but it still doesn't work.
holy
Does this automatically get done when rolling track??
PLEASE DO NOT DISCARD 1.20
I beg of ypu
yeah but WIP, not released yet
yah even if they might be ore unstable, not considering discarding them so far
as there is simply no 1.21.1 support for 1.20.1 for many mods
I found a solution to the problem
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
How to make equal intervals?
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
Just so you understand the scale of the problem. 
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)
narrow gauge dual gauge track so good
I... just do math regarding the exact position of flexiTrak block
always used (5,0), (5, 1) or (4,2) worked
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
Emmmm? How is this in general?
Reloading shaders/F3+T/Rejoining world fixes the rendering issue
Try simulation distance. Render is just for seeing things. Simulation is for actually loading stuff.
tbh that guy is using blockbench to make trains instead of copycats so a lot more possibilites become open
yah it seems so but that is also skill
I love how this reflects the expansion of detail fidelity offered by mod devs over time just as much as it reflects the development of your building skills.
it’s partly that, but also partly me actually using said mods/parts.. eg for the first one, i didn’t have copycats+
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.
both good points
the old SnR smokestacks didn’t last long when i came around 
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
I’ve toyed around in modelling softwares before, vacuum feels like a bit of an understatement. Safe to say I’m not very good at it, makes it much easier to appreciate the work you all do.
its just time. time and understanding
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.
Increments in general are something vanilla ish Minecraft is missing for this scale, I think it’s why create copycat+ gives such an immediate improvement even when it’s not used to its full potential.
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
clock
I’ve seen a lot of your trains, I really like them. Your control of form despite that constraint is awesome. I remember somewhere you talked about not liking slopes in part because they limited imagination, that really sold me on your design philosophy.
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.
i honestly don’t play the game more than a couple of hours every couple of months
That’s also fair, but evidently you use that time creatively, I don’t and that’s the real difference.
building one engine and taking screenshots, or testing out a resource pack/mod change
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.
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
That’s the part I remember clearly, I resonate with that position pretty strongly.
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)
Damn, I didn’t even notice.
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
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.
Ty
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?
- constant line slope (y=x)
- some curvy (y=-x^2 like)
- etc
flooding the world with a gravel tsunami
good lord why is it so WIDE
yeah trying most extreme one
generally it'd be straight line, with extra offset, slope?
constant line
also near 45° it should use bytes instead of layers if thats possible
i think it should be possible to set any angle
yeah, already possible but haven't thought of any bytes
at any angle between 22.5° and 67.5° bytes are more realistic than layers
gosh very wide
By the way, bro. For more realism, try changing the gravel layer from 1 block plate to 4. And make sure each layer segment can grow independently.
you cant make each segment grow independently
too many blockstates
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.
hmmmm brass byte panel???
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
so this: 8x8x8x8=4096 blocks
so highly lilely I incline not to support 8-layer bytes
atl 4 bytes possible (128256 states)
how is this being done? what mod is this?
this is exactly what I was looking for before
its like just under development
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
so layer thing is still under development (not available so far)
might release in a few days but
this mod itself is also under development, available at https://github.com/lhwdev/railx/releases
but it can break your world, be sure to backup
how do I turn those files into a jar lol
click Assets > jar file
btw select proper thingy according to your mc version
thank you!
Funny I enjoy planning yards more than actually building trains
what about 4 layer bytes?
yeah it seems quite feasible
oh 4x4x4x4=256
i'm so dumb
btw 256.... might be feasible? IDK
256 states seem possible
considering Chisel and Bits is somewhat stable once rendered
and that deals with 16 * 16 * 16 block states
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
capping it at slab height could do it
🤔
btw 256 might be.. feasible
will try that
btw it's 5x5x5x5, not 4x4x4x4 as it should support 0 layers
=625 holy
625 does not sound possible at all
at least will try out... just triple(0-1-2 height) layers
interesting
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.
yah I already do something similar to tat
but 625 jsons...
yeah nothing wrong with that IDK about impact
Are you talking about the size of the jar file?
just things like performance / memory
hmmmmmmmm
I see, I don't really know how Minecraft handles block states, if they are all in memory or read from disk.
'state's itself are like big enum; they are in memory
I don't know what to do with this.
it's usually rendering problem where primary track block is too far that it is not rendered
what is exact situation?
In this
wow
I already wrote about this
In this case F3 + T does not help
so, what track graph looks like, on F3?
(but it might show nothing as you might be too from both end of curve)
If I try to explain it, the rails are kind of invisible, but the texture has gone somewhere to the right.
aah
so block outline (that black square thingy) is right position, and rendered track is wrong?
And an interesting fact: it is precisely these tracks that have problems with sleepers.
Yess
have you tried enabling Fix Track Bezier Assymetry option? (should rejoin world after enabling)
I turned it on, but it didn't help.
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
Yes it doesn't work
by the way would you try disabling middleTrack, by setting server > middleTrack > enabled to off
why such a thing like this does not happen in my world
i've worked on my world quite long
Well, I'm using your mod to the fullest, consider me a beta tester.
it might be just something like I haven't updated 1.20.1 to latest
Maybe try updating and I'll reinstall the mod.
the difference between 1.20.1 and 1.21.1 is huge, and Git is dumb everytime so need to take some time
I'm not in a hurry

Let's go fix the bugs
btw I can see why I haven't got this issue: I always tried to divide curves into length <= 150 or 200
This area is not that big.
aha
meant this thing
This is an idea of how you can implement turns and their convenient configuration.
and the create:simurail is also developing,cant wait to try physical trains on railx tracks
I would love a mod like this (once it is much more developed) but I use 1.20.1
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
No thank you.
I mean.. one day perhaps, but not anytime soon. Maybe when Aeronautics is far more fleshed out content wise.
Tbh, I'll probably just skip to a long time after when create 8 comes out
compared to create's train system, a roller coaster mod is niche
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.
yes the simurail fits railx
you can but only on 1.20.1
the inofficial port is not supported
I see
Would it be difficult to implement the functionality for the other tracks? At least the normal gauge ones since they work exactly the same as regular tracks
i doubt it since their function is already implemented in 1.20.1
probably just time consuming
What's simurail
aeronautics + trains
basically lets you put physics contraptions on tracks and use rotational power to drive
@cedar nymph have a lot of people been testing the 1.21.1 version of railx?
have you found any super big issues with just the free-angle track portion of the mod for 1.21.1?
maybe not? but some others reported some render glich
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
@cedar nymph So, did you manage to fix the texture shift?
In general, I have deduced a pattern that when connecting rails (railx) with standard rails at 45 degrees, a bug occurs with a texture shift and different distances between the sleepers.
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.
isnt this what is meant to be fixed by track bezier assymmetry?
Well, as you can see, it doesn't work.
🤨 😵 
that is a big rail gap
just put in a bracket using aw and pretend the gap meant to be there
Most rails do have massive gaps between each section so it’s kinda realistic
especially when its cold
or you are máv and the brackets are just straight up missing
Oh noes
Yes, a realistic gap. 
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.
I saw
Replace the standard 45 with RailX's 45.
..so the rails connect.
Did you start the new (45 degree straight) track from the point where the turn starts/ends ?
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
I haven't thought of this pattern, will look into this
note that I didn't touch lots of curve rendering; often renders sparse/dense sleepers IDK the cause
im just seeing this now, how wip is this and how do u place it down exactly the way u want?
do you think that issue will ever be fixed?
"realistic" * shows massive 25cm gaps between rails *
finally reproduced that
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
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
*generally length of axis = 1, but for diagnoal track, axis is like (1,0,1) so their length differs
I think I fixed that
Can you send me a link to download the mod with fixes?
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
Can I have a link?
so it's working in progress
Oke!
discarding 1.20.1 is becoming increasingly feasible
enable fixTrackBezierSegment config to apply the fix
would you try out this?
I'll try it now!
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
uuhhhhh why is this happening?
Bug
ah
maybe u can try break the curving rail and reconnect 2 rail joints
👆
Doesn't F3 + A do anything?
i highly doubt it
reminds me of create unlimited
though i dont think This was even possible as it was just remove the red boundrys
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
Nothing
BB model?
I NEED IT!
(。・ω・。)ノ♡ Why not add a new mode like the direct node in ANTE or RTM? It's more convenient than setting a particular angle to make a straight rail.QwQ 💦 💦 💦 (https://github.com/aphrodite281/mtr-ante)
If this keep happens after disabling middleTrack, it might be simply flywheel issue. Would you also trying disabling flywheel?
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
@cedar nymph Removing Flywheel works, but then my framerate is about 5
makes sense since it just removes a bunch of rendering optimizations
any ideas to have rails on shaders that dont get charred?
no
with all possible render optimizations and shaders i still only get 2 fps
gah
my laptop is just about good enough that i can take screenshots with shaders
@cedar nymph available on neo?
yeah, for 1.21.1
revisiting this
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())
I should get copilot code review or something
at least I released one that tries to fix this
Which shader are you using?
Have you tried using this? https://www.curseforge.com/minecraft/mc-mods/iris-flywheel-compat
Not sure if it will help but worth a try
Didn't help @cedar nymph
А
would you try latest version + enabling fixTrackBezierSegment?
Yes, the rails no longer flip over.
wow so fast
and did that also fix this problem?
I'm already on the latest version, but the texture is still shifted.
meaning already enabled fixTrackBezierSegment then rejoin the world?
I re-entered the world, and the texture returned to normal. EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!
FINALLY
holy Create
I can't believe I already found two bugs and fixed inside what's called 'BezierConnection' of Create
fixTrackBezierAssymetry fixTrackBezierSegments



I'll go on looking for bugs, if I find any, get ready.
then working on this
initially thought of requesting to their PaW server
but fixing by myself would be faster
By the way, what's going on with the embankment? Is there any progress?
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

will get into that soon(TM)
that's what broke it
either flywheel enabled (good frames but broken textures) or flywheel disabled (fixed textures but like 10fps)
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
no this is what i was using
alr using this mod
Ok
Well anyway, there are optimization mods for rendering etc that could help
And serverside optimizations
any suggestions?
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
i think i have all of those
idk rendering issue only shows up when flywheel + shaders are mixed
but i kinda wanna have shaders and flywheel so i can film stuff
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
defo not a hardware issue
32GB RAM computer built for rendering blender models
I mean.. the game can be quite demanding
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
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
btw, railx track 'curves' itself does not mostly have any special logic
...but have one thing suspicious
Non-collide able track parts
aah
yeh sorry @cedar nymph this is what I meant
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
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)
I'd check their code again
For forge 1.20.1 as well?
yes
every feature (except for SnR compat) is backported
as omitting feature is more irritating than just backporting
when merge everytime from 1.21.1 to 1.20.1, they conflict every file modified
would you tell me flywheel version? (see mods > flywheel > version)
what'd be preferred way to enable/disable 'no curve hitbox' mode?
keybind / item holding / ...
yes indeed
I was thinking a config file to enable or disable makes the most sense
@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.
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
Can't you just place both track down then click on track a then b to connect?
@cedar nymph If you do end up doing it via an item I would say maybe while holding an iron nugget or smth easy to get but I would do it in a config file or enabling it while using a config screens mod like forge config screens or yet another config lib etc
Such a visual guide already exists tho?
The green overlay on the ground gets more saturated on straight lines
Oh, I figured it out, sorry.
Place two tracks in different spots at the same angle then connect the tracks together by clicking on one track then the other
That's how I do it
Although if you build long straight lines, they still end up slightly curved.
..and maximize R shown on overlay. for long enough ones, something like R=20000 or R=Infinity is sufficient
color overlay is proportional to R so...
thats just because they have to be in full block spaces
if long enough, that's not distinguishble with eyes
originally planned to allow offseting tracks by 0.n blocks but thought unnecessary and hard to implement
yeah lots of code assumes Vec3.atBottomCenterOf(BlockPos) as node location
If I understand correctly. then I don't think it'd be worth the effort to do that tbh. I'd imagine it'd make it incredibly difficult to do for minimal gains
yah i also thought so
but there are a few cases where it is needed: placing extremely long curves then splitting into multiple tracks
it would be very hard to reproduce original curve
but that was (half-)mitigated by middleTrack (which renders and creates hitbox for curves whose primary track end is out of chunk)
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)
@cedar nymph Last question I promise. lol
Does railx do the same with monorail for placement?
yah in 1.20.1
1.21.1: SnR port is unofficial so not yet supported; will support in one day(TM)
I mean.. I'll be skipping from 1.20.1 to whatever create 8 ends up being on someday
so... flexiTrak not supported for SnR on 1.21.1
Not enough new stuff on create 7 to make jumping to 1.21.1 worth it to me
Create: Train Track Rail Grinding might need to add specific compat to work with railx I'm guessing
wow. btw curve from/to flexiTrak is just as same as curve from Create (slightly different but...)
- enabling/disabling by config, 2) maybe keybind but yeah I know that, thinking 🤔

