These changes took a while.... News on new rails though #TrainsInMotion #Traincraft (1.7.10 rewrite)

Well, it's been what, 11 days? roughly?
Finally got the new update out, a couple of us are testing it out and documenting it before I release the next alpha, but here's the changelog.

Basically my goal was to rework all the fluid, fuel, and inventory code, it needed to be more efficient, organized, reliable, and actually support 3rd party mods like railcraft, buildcraft, etc.
Honestly the NBT gave me more trouble than anything, and the answer wasn't even complicated!

Let me be clear the next alpha is 2.5, not 3. I still wanna get tanker cars and have the fuel calculations working properly, and clean some stuff up (like UI's) before alpha 3.

New rails
Lets be honest, this is actually why you clicked to read.
So Apoc and I have been working on a new way to do rails.
The start of this will be a graphic overhaul to vanilla rails, new models, and new textures to go with them, the plan is similar to that of a texturepack with models that you see for 1.8+, but more advanced, allowing for diagonal rails, without actually adding any new rails.
Since this is just a very advanced way of rendering vanilla rails, it's client only, so if you like your plan texturepack, you can keep your plan texturepack by disabling the new rail graphics. Alternatively, you can even make texturepacks for the new graphic, if you wanna keep the diagonal rails.

I know what you're thinking, facelift to vanilla, awesome, but vanilla still doesn't work well, mostly for curves.
While that is true, later on for TC, we will be adding new curves that re-use the already existing graphics, so it will support vanilla texturepacks and ones for the mod, and attempt to tie into the rail system so it doesn't have to be overly different and should still be able to still support other mods.
TiM on the other hand will receive a spline based system, similar to railroad tycoon 3, and sid mires railroads, but under the hood, designed similar to the TC system I just explained.


and the usual changelog:
- Rebuilt the entire inventory system for entities, should improve reliability, and add support for 3rd party mods like railcraft (liquid and item loaders for example).
- Inventory NBT data should be significantly smaller, and far more reliable.
- Removed some NBT data that didn't need to be saved.
- Reworked sound management, sound effects should take less RAM, and be easier to setup.
- Removed debugging code from the bogie.
- Removed the transport's now useless add velocity function.
- Improved syncing of the datawatchers.
- Improved position percision for hitbox positions, should also make movement calculations more efficient.
- Fixed a glitch with animation angles due to the change in render direction.
- Moved Tile Entity storage into the actual class for tile entities.
- Updated the config file, and added an option for a horn key.
- Horns should now actually work, assuming there's an actual sound file for it.
- Slight rework to the fuel manager, mostly enough to get it working with the new systems, it still needs work.
- Slight improvements to the hitboxes, no significant changes really.
- Removed the old inventory handler.
- Created a new slot manager specifically for rail transports, still need to rework the old one which will now be for just tile entities.

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