The truth about my event with MacTirom

Alright so I'm getting a lot of complaints (and harassment) over an event that happened Saturday (because everyone is buying into a lot of BS). Let me set the record totally straight here.

Mac was distributing a texturepack made by another group, in the terms of use for that texture pack, it was stated not to distribute it elsewhere (similar to Traincraft).
Of course, like he's done with traincraft assets in the past, he did it anyway and didn't actually care till he got punished. (What great consideration for others....)

One of my admins hastily temp banned him for it before we could really try to reason with him.

I confronted him in private about it to try and take care of it peacefully before anything bad happened, and he said to me
"MacTirom - Last Saturday at 12:45 PM
ok i will do it better

So giving him another chance (this was like the 6th chance I've given to him on issues regarding ToS and copyright infringement), I unbanned him from discord.

#Traincraft 011, 012, and #TrainsInMotion changes

Okay so this is a big one.
Traincraft 011 released already, it was a hotfix for some things in 010, there were a number of rather large bugs. Not counting the version that got accidentally leaked.
So many new trains and rollingstock, I don't even remember them all, a big thanks to the community for all the contributions.
Not to mention a number of fixes. And when an Operator in creative mode removes a train or rollingstock, now it shows you who owned it, this is great for dealing with griefers. Or just spamming yourself in creative mode.

Controls were also reworked, so now they piggyback off vanilla forwards/backwards, and you can use jump as a brake. It's still dependent on the direction you are looking though, so heads up there.

012 already seems to be in the works. I think I'm giving up on giving up on this port, I apparently can't fully stop myself from working on it.
So far it seems it's gonna increase FPS by upwards of 20%, and there's some new skins being work…

#Traincraft Overhead lines, shoutcast, and much more for 010, this weekend!

Yes, you read that right, overhead lines and shoutcast support for TC, this weekend.
With 010 being the last planned release of the port before I fully dedicate myself to the rewrite, it only seems fit to go out with a bang.
Honestly this wasn't planned until it came up in a discussion with apoc today that we could check a block for RF output and use that.
With mods like Thermal Dynamics that use the RF (CoFH) API, we can do just that, which lets us use RF transport methods from other mods to power TC trains like an overhead line.

Then to add up the hype, the jukebox cart can now play ogg and mp3 streams from shoutcast and other sources that provide pls or m3u.
I just randomly thought of how to fix it while talking to some community members about bugs in radio mods.

Add to it we got a bunch of new trains and rollingstock, from the legendary GS4 Daylight, and the tiny 0-4-0 vertical boiler, to the crazy fast DSB ICE1 which hits top speeds of 280km/h, hope your chunkloader can keep …

big improvements to #Traincraft rewrite and #TrainsInMotion also, I have a #Patreon

Well first, I wanted to note, I do have a patreon now, since that was requested by a number of users. Check the banner on the menu to the left.

Also a word of warning, the URI of the mod changed, so it will be removed from any save files that had it previously when you load them.

Now on to the actual content.
First off is new pathfinding, here's a comparison video The first one on the left is the old method that vanilla and current TC use. The second one on the right is the new method for TC's rewrite and TiM.

Now this isn't limited to just switches either, I also added support for rail intersections.

This stuff will help out a lot for making new rails, which will be one of my next goals, next to crafting.

Lunar Tales also sent me the the texture (or at least what's actual…

Also I'm gonna start making games again.

Lunar got me the game maker bundle, so I will probably spend a few minutes from time to time reviving my old game maker projects.
I'll put the releases up on my patreon for all our donors.
But, I'll throw my blogger followers some releases from time to time as well. I guess I'll have to make a page for that too.

one bug left till next release, I think... #Traincraft rewrite and #TrainsInMotion

Okay, so lots of updates since my last post. I've been trying to fix things up, mostly the linking, that's been a menace. I'm still working on it with help from Zora no Densha, but this is the last known bug.

Again, I put off updating the blog for way too long so this is a lot of news.....

Long story short linking is remade to use the first and last hitboxes as positions and couplers, bonus hitboxes can now be positioned on all 3 axis, some things have a bit better performance, and a bunch of things got fixed.
TMT changes: now if you make a flat cube, it actually renders as 2 sides rather than all 6, and the depth fix now works with shapeboxes.

Actual long story:
- Fixed a rotation issue with the render.
- Added .tmp files to the gitignore.
- Backported and fixed up the inventory code from 1.12, it seems to have fixed the shift clicking bug with inventories.
- Added the start of a class to manage crafting items, still needs work but it's that much less I have to do for…

progress on #Traincraft 010 and #TrainsInMotion

Geeze, it's been almost 3 weeks since my last post?
Well I have been busy, so at least there's news. And a lot of it. So you might wanna take a seat, there's a lot to read.

First of all, after a lot of requests to do so, and even more delays, I'm finally opening a patreon for TiM and Eternal Media Bar, if y'all have ideas for rewards I'd love to hear it, everything is already in place and it should launch today or tomorrow.

I'm also working on a new website to work with git, this should make it a lot easier for people to find what they are looking for, more on this to come later.

So, here's the big news, Traincraft 010 finally has SMP Toolbox support for models (Shapes don't work, so use shapeboxes instead).
Every model that used the old custom model render has been reworked to run through the new render, this should fix a bunch of minor graphical bugs, and significantly improve performance. This will also make it easier for us to re-create these models…