
Mods / Rust and Railroads Reborn! (Alpha)
Author: QPTech
Side: Both
Created: Jun 29th 2022 at 11:04 PM
Last modified: 1 day ago
Downloads: 14047
Follow Unfollow 450
Latest file for
v1.20.7:
rustandrailroads2.0.11.zip
1-click install
Status:
With 2.0.11 track clearance is no longer enforced. (And no longer cleared automatically in creative)
(no you're not crazy there was briefly a 2.0.10 but it broke track placement)
With 2.0.6 i'm calling this an alpha! So if you put it in your world or server it should be ok with caveats:
- all the train things should be craftable in survival (not airships yet)
- this is still an alpha, back up everything always!
- recipes, functionality will change over time, possibly dramatically (placed tracks or trains may stop working, but more likely they will change how they function)
2.0.8 adds missing recipes and makes the coal cost of trains much cheaper
2.0.9 increases length of cart tracks, and in survival trains will drop fuel pellets if loaded. Also clearance trimmed down to 3h x 1w.
Known Issues:
- backing up a linked train is a mess I know (you can straighten back out by going forward lol)
- wheels not turning on linked train cars
- Minecart Icon messed up
Plans:
- a slower more restricted iron tier train & track gauge (Done in 2.0.7! - See the new Minecart)
- a larger, more expensive full size train & track gauge
- fueling stations
- bulk cargo cars
Hopefully this video will cover everything:
Main Features Currently In Mod
- easily placeable tracks complete with switching, vertical tracks etc
- basic train with two seats and one cargo slot
- Minecart with one seat/cargo slot
- basic airship frame with 4 seats and six cargo slots
- coal/coke powered vehicles
- (2.02) Signal block - left click to link to a track node, then place and it should display the status
- trains entering/exiting tracks should lock/unlock the nodes
- (2.02) Clearance Requirements - shows a box with red highlighting for obstacles that must be cleared - but in creative it will dig the tunnel for you!
- (2.05) Train linking
- train linking, with wrench in link mode
- ctrl+right click on the new car (should be roughly at back)
- right click on the last car in the train
- should snap to the train
- currently a little shakey and backing up the train isn't setup right yet
The Blueprint
- customize your vehicle's shape with chiseled blocks!
- just name a block "seat" to assign it as one of the seats
- trains can have rotating chiseled wheels
Engineer's Wrench
- left click on nodes to turn on/off (2.0.4)
- tool modes (Press F) (2.0.4)
- link mode - right click on node, and then on signals to bind them
- can also link train cars into trains (2.0.5)
- ctrl+right click on the new car (should be roughly at back)
- right click on the last car in the train
- should snap to the train
- currently a little shakey and backing up the train isn't setup right yet
- config mode - right click on a train or a track node to bring up a config menu
- trains and nodes can now be named (2.0.4)
- RESET button on nodes to unlock all signals in the network (will probably need to do this when you first go to 2.0.4)
So far you can place tracks, place one train type and one airship type and place chiseled shells on them. Fueled with coal or charcoal.
More to come!
how do i build up the chisle part of a train? every time i try i just pick it up
Kodemunkey right now you can shift right click it - but I might change that to a config dialog option to prevent accidentally picking it up
I'm trying this on a creative world and i can't remove a train if i put it on the ground?
I don't intend on adding peat as a fuel source.
Nice work 💜
i second letting peat be used to fuel since it's common enough to find it, but to have a way to mix it with firewood to make a special fuel for trains to run on.
Question, is there possibility to remove the automatic clearance thing when putting down rails, I don't want to remove certain underground passage ways for my mine, please and thank you.
Hello, I was wondering if it would be possible to add an option to run the train on firewood and peat? because those are more common than coal is and it'd mean the train has more utility
DrakeBD i don't know when/if curved tracks will be added so I guess it'll be awhile before you add it to your server.
I keep checking back for curved tracks soon as there a thing will be added to my server
I'm really looking forward to this. I check back here every once in a while.
Could we now craft it in survival?
While I have not test played it, but I have been keeping up with your video progress, I know I am really excited for this mod!
My sister and I both want to use it in our coop game, because it looks and feels like something vintage story would actually have in it.
So, please keep up the amazing work and looking forward to getting a chance to add to our current game (if not a new world) once you get closer to full release!
Выглядит многообещающе.
I'm really in love with this mod just watching the videos, amazing amazing!
@DarkThoughts is still better than a mine cart .. :) with your ability to design what's on top of the wheels.. and for that matter the design of the wheels
Loving the mod so far! I wanted to suggest when you get around to doing different guage rails, having a minecart guage that fits in a 1 block size. I've dreamed of getting good minecarts going for large underground mining complexes that tend to happen in some of my mines and that level of roleplay would be quite a nice additon!
I would imagine the minecarts would only ever end up being around 1 block in width and height, and maybe 2 in length at most.
Also for mining, if there'd be a possibility of adding some form of elevator for rails as well? I imagine it can use the same system current rails do, but just change the limitations of the elevator "rail" to be no less than maybe 60 degrees (so you can have slightly side hanging elevators too)
BlueSteelAU
Uh, but the track & train size are still "piddly" and not that of actual trains. The most common track gauge globally is 1.22 meters.
LETSGOOOOOOOOOOO
wojtek16 i will definitely have better base trains, just not sure what ones or how they will work yet :)
Do you think you might add a way to potentially add different types of chiseled schematics maybe as a config? I love chiseling, but I feel like it would be nice to have a few default train types maybe if people would want to add them similar to how Better Ruins maybe implements them? Just a suggestion :)
Can't wait for the final release, you are doing very amazing work, subbed to you on yt the first time I came across your video hehe
can't wait for the final
Vintage Story will be cemented as my favorite game of all time with a 1.0 version of this mod. Love what you're doing!! Keep it up!
RowanSkie yes I mean the Sequel to Myst. I found Screenshots:
By Riven, do you mean Riven: Sequel to Myst? I think Myst 3 has rail examples too. Syd
Suggestion for inspiration, since your rails are basically flying. Take a look on the traveling system of the game riven.
Bravo à vous :D
This is so cool
Bravo!!!! no piddly mine carts, I how you can make carriages too to carry stuff or passengers with you on the train. also how about steamships? and motorbikes cars. I'm loving it.. keep up the great work
TopKek67 I'm pretty sure it will not.
Will the the train and airship type have physics like in the Create mod for mc where you can walk on the stuctures?
HOLY SHIT! This is massive! Now I can actually set up a speedy trade network between all the merchants I've found!
It returns! Will be watching where you take this with great interest.
Omg this mod is so exciting!! :D
looking forward to seeing how this turns out with the 1.20 version
Thrilled
Great addon to the game 😍
any plans for wider gauge rails?
Gapplepie1985 eventually it will
Hi! Does this allow for minecarts that can carry items?
It would be asweome to see this mod updated for 1.20!
Shinji170981 i definetly want to revisit this mod when 1.20 comes out as it will have all new mounting systems, and also might be interesting to see if mini dimensions could be used.
QPTech any plans to update this or not worth/popular enough with the VH crowd?
Personally I would love it, even though it's close to MC.
Hello Ptah
Any chances for sources repo access?
Sorry people i don't even know where to start fixing this anymore.
rayray
Unfortunately it does not work on a multiplayer server then it says verison not available.
QuentinP
Please update to 1.18.15...
Real downer that this seems to have been put off. Was really looking forward to being able to set up a rail system.
just unpack mod in mod info . jon file under auther replace with this---- "version": "3.11.1",
"gameversions": [ "1.18.0" ],
"dependencies": {
"game": ""
}
}
then repack drag drop new pak file in mods folder
tested worked dont know if i can upload
I add my respectful request that this be updated....thank you for your consideration.
Could you update it Pretty please 😋 QuentinP
QP, for the love of Odin, update this amazingness when you can! ❤️
any update planed?
1.18 when?
Might need an update, trying to place a minecart caused an exception.
Seems to be functionally fine in 1.18.3 - save for the previously mentioned creative inventory issue and some rendering issues on the rail blocks in the handbook.
Seems to work with 1.18 more or less, but "Signal switch", "Switched rail", "Rail hopper" and "Cart stopper" are not available in the creative inventory. Pretty much everything except the cart and the normal rails.
Is there going to be an update for 1.18.0 or 1.18.1 soon? This looks really cool!
Ziru It should be working fine in the latest version
Currently, when the cart rolls over a rail hopper it drops everything. The rail hopper only drops one item into a chest below it and stores the rest. This clogs up the hopper. Also, when a cart drives under a chest, regardless of block height, it will grab everything like there was a hopper.
Is this working for 1.17.9?
if not, can you update this mod?
You've got the wheels installed onto the car the wrong way. The wheel flange is supposed to be on the inside of the tracks hahahahahaahahah
kboyer36 seems like a good distance at least testing on a flat world, but I don't know exactly how far or if it depends on server or render settings etc.
Any idea what the range is on the carts? For example, the main thing I want to use these for is sending quarried stone back to my base. My idea is to have multiple carts stashed next to the mine and then send them back to my base as I fill them up. I am not sure how many chunks stay loaded in around a player so do you know how far they will travel before they hit an unloaded chunk?
This mod should be incorporated in More Dungeons mod. Imagine these tunnels being lined with minecarts.
mods.vintagestory.at/moredungeons
Matty I think you need a chute first.
Is it possible to get the rail hopper to drop into a chest? I have a hopper set up and the cart drops it off on its way past but then it just sits in the hopper.
Hello, I see they are engaged in rail transport. I could give you a 3D model of the trolley. Want to?
Tajin i about lost my mind trying to fix this yesterday, ended up reverting all my attempts. One day i'll get if fixed. (It seems easy in my brain, but just haven't gotten it working yet)
Maybe you could make the 180° turns instant? Looks really weird to see the cart spinning in place :D
Anyway, this is amazing.
WickedSchnitzel Will definitely be rideable eventually, maybe even move other entities (animals etc). A filled version will probably also happen, hopefully rendering whatever is in there.
Suggestions: Make it rideable. Add a 'filled version' oft the minecart.
actuallyasriel :D
QP, you're amazing. I can't wait for this, it's a gamechanger