Railcraft

Railcraft

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Warp tracks

128-bit-guy opened this issue ยท 15 comments

commented

Is your feature request related to a problem? Please describe.
At the moment, Railcraft's means of transport are slower than end game armor and portals from other mods. This got me thinking of warp tracks, similar to warp itemducts from Thermal dynamics for 1.7.10.

Describe the solution you'd like
There will be a warp track type. When powered, minecarts and trains will pass immediately from start to end of track. They will respect all turns and switches, activate detectors and detector tracks, unload and load entities on disembarking / embarking tracks, work with loaders / unloaders and track behaviours.

Describe alternatives you've considered
I don't know any alternatives in Railcraft. There are no alternatives in other mods either, because portals don't work with trains, detectors, loaders and unloaders.

Additional context
Thermal dynamics (these itemducts only exist in versions for 1.7.10):
https://www.curseforge.com/minecraft/mc-mods/thermal-dynamics/files

commented

I saw this and thought to myself yes! And then I read it and thought hell no. I personally don't believe this fits the idea that is railcraft. Also you have high speed tracks.

That being said, I would like a variant of this idea but that is something for another issue submission.

commented

@liach I was thinking that. I was imagining a track that when you place ot it matches to another track in the nether, similar to how a nether portal works.

This would teleport carts or trains and a good work around to the fact that nether portals and trains are a bit buggy.

commented

No, I was thinking of track type, not kit. When minecart will appear at start, it will instantly be teleported to end of warp track line, similar to warp item ducts from thermal dynamics

commented

Do you want this to be cross dimensional?

Currently, Railcraft has sort of a "warp" track kit called "launcher track kit". It can make single minecarts travel in air for a distance.

commented

The start is where cart enters warping tracks. The end is where cart would go if track was not warping with current switch states. For each cart each track kit and detector on path should be activated in one tick. This way does not allows to use any complex redstone based routing, but it allows to route tracks using tickets and routing books. (sorry for my bad english)

commented

how do we know if there is a start and an end? how should signals switches and track kit functionalities be handled? the skipping here simply does not work

commented

What is the point of playing with a mod about rails if you end up teleporting minecarts around?

@128-bit-guy if you don't want RC to become pointless with OP stuff from other mods you should probably disable easy creative fly and all the other teleporting features, they are rather boring anyways if you ask me and exists for people who would never use RC in the first place.

commented

This does have a point. It can allow you to test your signal and logic setups conveniently, though I agree that this track, if it exists, should have its crafting recipes disabled or limited to creative by default.

commented

Ah okay, well that is another story, the initial issue sounded very much like it would be an item available in survival and that's what I mostly disagree with.
Not against handy creative tools tho.

commented

What about a survival track that just teleports you cross dimension to the same cords? You could have one for the end and the nether.... Please? :)

commented

Another issue is about your idea of having it powered in order to warp. This would not work because power status is reserved for track kits to perform their functionalities.

commented

Powering code may be exactly same as in electrical tracks

commented

Ah, you meant the energy instead of redstone. I thought you meant that the track is redstone activated

commented

@CovertJaguar That would be amazing and I look forward to it. Keep up the good work!

commented

Traversing the rails at warp speeds sounds like an implementation nightmare. And I also agree the gameplay aspect is counter productive.

I have a design drawn up for a more interesting system called Rifts. World gen bound gateways that you can power and redirect to a Rift in another dimension. The idea being that you still need to travel some distance to use a Rift. By chaining together multiple Rifts you can create an interesting rail network that spans an entire world, but still feels like a railway.