Railcraft

Railcraft

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[Suggestion] Control the locomotive track with a signal controller

wooky opened this issue ยท 3 comments

commented

One thing I never understood about the locomotive track is how to start up the locomotive automatically after being stopped by the track. I propose for it to act as a signal receiver, and act according to the aspect it's receiving, along with being controlled by a redstone signal.

When unpaired, it should act normally, where you can change its behavior with a crowbar and activate it with a redstone signal.

But when it is paired, crowbar and redstone signals are ignored. Instead, when it receives a red aspect, it stops the locomotive, on yellow it makes it idle, and on green it makes it run. On any other aspect, it's turned off and acts as a regular track.

commented

Generally Locomotives travel too fast to actually stop on the Locomotive Track. They typically stop on the track after. If this track is a Locking Track in Boarding Train mode, it can just boost the Locomotive onto a following Locomotive Track set to turn the Locomotive on.

Your suggestion would also require turning the Locomotive Track into some kind of Locking Track variant.

commented

Maybe a combined track? The Locomotive Locking Track?
Anyways, I don't really like the idea, this would make the locomotive track far too special. Just do what CovertJaguar suggested, use a limiter track to make the locomotive pass the track at full speed and then use a locking track and another locomotive track. This will work just fine.
A signal-controlled would remove the need for exactly this kind of complex thinking, which pretty much is the main point of this mod, in my opinion.

commented

Alright, fair enough! Yeah, it makes sense not to make the mod too easy, and I suppose that your alternative solution is much easier to implement anyways.

I'll go ahead and close this.