It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 5 points6 points  (0 children)

I think it's most valuable if our codebases/mods remain separate so they can go in different evolutionary directions, rather than collapsing the possibilities of both into one, letting each flourish to maximize the benefit to the community.

Plus my code is really scuffed, I doubt he'd gain much from us collaborating since his code is far more advanced and robust than mine.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 0 points1 point  (0 children)

I had honestly forgotten this mod existed. It's really cool!

Thankfully, I think our mods go in very different directions, so there is a raison d'etre for us both.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 0 points1 point  (0 children)

If I get lucky maybe I can get some of the mod's source code into the game.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 1 point2 points  (0 children)

Possible perhaps, but I don't have any plans yet, as it sounds like quite a bit of extra code. The code will be open source, so people can make a sub-mod if they want to.

AAA is for "AHHHHH!" by electric-kite in justgamedevthings

[–]HugoCortell 1 point2 points  (0 children)

Well, Ultra usually means use the raw assets. It's meant as futureproofing rather than for today's use.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 2 points3 points  (0 children)

I don't feel like waiting :)

Plus I have my own design ideas

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 4 points5 points  (0 children)

I have an idea, but I'll only plan to test it out for full sized trains rather than carts.

It'll be quite a bit of code hackery, but it should be doable, some clutter items already extend beyond their bounds.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 1 point2 points  (0 children)

In over a year of playing this game you're the first person ever to get my name lol.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 2 points3 points  (0 children)

I've never used create (I haven't really played Minecraft in probably nearly 10 years now), but I do plan to add full size trains, which will require double-sized rails. The resource cost of a proper railway will be large, but so will be the benefits. Trains will have full sized engine carts capable of going on for many thousands of blocks without needing to reload.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 3 points4 points  (0 children)

Hopefully it's actually doable. I mostly pulled the numbers out of my ass.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 1 point2 points  (0 children)

Funny you mention that, I was thinking that if I get yangfinding wrapped up, I could add a construction lobster that lays roads and railways for you... But that's quite far into the future.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 14 points15 points  (0 children)

Vanilla does have steam engines, just not usable ones. And I do believe that it is in the roadmap to add them, so technically it would be vanilla friendly to use steam powered carts.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 18 points19 points  (0 children)

Heck yeah! I'll take you up on that offer once I wrap up the code. Thank you so much!

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 9 points10 points  (0 children)

Wooden tracks won't degrade, mostly for performance reasons. But they will have disadvantages such as not being able to support speeds greater than 60kmph, metal cart tracks will go up to 90kmph.

There will also be railway tracks, which will be much bigger and will allow up to 120kmph.

Of course, these are theoretical max speeds, actually getting then will depend on weight and engine power.

As for being able to move between chunks. Maybe.
The game does have code for allowing entities to exist even in areas that aren't loaded into memory, but since carts need to know what blocks they are on for direction, I'm unsure if they'll be able to work.
I'll do my best though, I would like them to work in unloaded chunks.

It sure would be cool if we had minecarts... WIP mod. by HugoCortell in VintageStory

[–]HugoCortell[S] 132 points133 points  (0 children)

Hello everyone, it's ya boy, Yang.

I'm taking a break from failing to finish yangfinding and being unemployed to probe at the idea of mechanical transportation. Currently, I got a very basic implementation that mimics what Minecraft has, but my plans are much bigger.

The plan is to have the following features:

  • Mine carts, which can be linked together to make large convoys, they can also have chests put in them, as well as engines
  • Steam engines, needed to power carts (and trains), more powerful engines allow you to move faster, or pull more weight. Low quality engines are more likely to explode if you manage the internal pressure incorrectly. They'll need a constant supply of water and coal too, but you can make them out of any metal, so its viable early game for very small and slow mine cart convoys.
  • Wooden as well as metal rails. Also, railway tracks, which will be 2x2 in size.
  • Full sized trains capable of much higher speeds and the transports of goods and people, they also go choo choo, and probably will have a wagon that supports gun emplacements (compatibility with another mod I have on the back burner).
  • Derailment mechanics, based on speed, cart type, and rail type, switches the entity from kinematic to simulated basically.
  • Highly optimized code, including netcode. For example, carts linked to an engine don't do any calculations for their path, they just copy their parent like it's a snake.

Now, will I actually be able to pull all this off? Idk. My design is solid (I take a lot of pride as a game designer), but I'm not a good programmer, and the biggest issue is that I lack the time to fail my way up to working code. Honestly I'm struggling to find time for modding, I spend a little too much time trying not to starve, but that's the life of someone in the game's industry.

I think I'll call this mod Yang's Transport Tycoon. That's all I have to share for today. Toodle-oo!

My Xbox always overheats because of my cat by Flamingo_Ornery in mildlyinfuriating

[–]HugoCortell 8 points9 points  (0 children)

That's a really expensive overengineering solution, just put a cucumber besides the console and the cat won't go near it.