Overdue news, Bugfixes, and new trains #TrainsInMotion #Traincraft

Well this has been the work of yesterday and a couple hours today.
There's gonna be two parts to this post.

part 1, the rewrite/TiM:
- The brigadelok is now made using SMP toolbox, and the mtb file for it is now included (yes, Lunar Tales and I have remade the train).
- EntityBogie should now properly commit seppuku when the parent entity no longer exists, and the unnecessary bounding box it had, has been removed (now maybe I'll quit running into nothing).
- Reworked how entities manage the collision code and movement, it should be more generic and reliable now.
- Changed the render height of models, now the bottom should actually be on the floor of the modeler.

I also fixed the collision error with being able to push rollingstock. The fix is just so unreasonably stupid that I'm already gonna call it a day. I'm tilted.
I tried to locally instance the variable so that I could debug its values. But locally instancing it actually fixed the issue.
THAT SHOULDN'T WORK LIKE THAT. And yet it did.
All I can say to that is...
Forge.
Mod.
Loader.

part 2, TC's port:
Okay so this update is probably LONG overdue, I say this stuff in the chats and sometimes on the forums but it never actually ends up here.
So here's some things to expect in release 006.
- Fixed a crash related to the Rail Gag, for whatever reason the buffer/RailGag was being cast a a rail when its actually just a block.
- Skeletons can no longer break trains. Apparently even though i disabled ability for projectiles to break trains and rollingstock, there was actually a loophole that allowed skeletons to still do it.
- Fixed a collision with the train's own rollingstock, so you know in 005 I reworked the hitboxes, this fixed the issue of rollingstock fusing into the train. But it also made some rollingstock fly off into space, from what I can tell this has been fixed.
- The detector rail should now properly detect trains and rollingstock.

We have recieved a glitch on inventory management of the builder, so I'm gonna look into that tomorrow and see if it can be fixed.

And the most looked forward to of them all, as many of you know we've had a lot of releases without really any new content, so we have been holding off on 006 until we had some. And we finally had some artists contribute some finished models!
The first of the lot is the A4 Mallard and its tender (which are still kind of unfinished)!
There are likely more to come as part of 006, and maybe even some reworks of existing models.

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