Starbound
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Starbound Train System - Trains on Tram Network
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2023년 7월 19일 오후 4시 46분
2023년 11월 12일 오후 3시 19분
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Starbound Train System - Trains on Tram Network

설명
This mod add a train system to be used with Startbound's rail tram system.
It provides a framework that includes train crafting, personalization of trains, creation of lines and scheduling of trains.

There are two operating modes, free and scheduled.

For full usage guide refer to the project's GitHub page as Steam Workshop limits the amount of text you can use for a mod's description: https://github.com/CondensedChaos/Starbound-Rail-Train#readme

DRM-free download: https://github.com/CondensedChaos/Starbound-Rail-Train/releases

A Many Tabs Patch is also available Here

To create your own Train car to be used with this mod download the Modding Template Here[github.com]
And read the modding guide Here[github.com]

Free Mode
In free mode the trains are crafted using the "Trainset Configurator" (crafted at Rail Crafting Table) and just placed on the rails.
Once the train is placed it will continue to go over the rails and stops at stations, you can either make a circular rail line around the planet or use rail bumbers to revert its direction so it goes back and forth.
To create stops you need to use the custom rail markers (called "Rail station marker", craftable at the Rail Crafting Table) supplied with the mod (do not use conventional vanilla tram stops).
Since the game loads the world in "chunks" that are approximately 20x20 blocks, you will need special items to place on the rail every 19 tiles that will keep that tract of world loaded (similar to Minecraft "Chunks Loaders")
There are two variants of chunk loaders, they're only different in appearance but they serve the same functions: "catenaries" and "rail chunk loaders"

Free mode usage: https://github.com/CondensedChaos/Starbound-Rail-Train#free-mode-1

Scheduled Mode
In scheduled mode special items that controls the rail stops are used in conjuction with Rail station markers, those are the "Station controllers" craftable at the Rail crafting table.
Those are used to define a train line and wired to a rail station marker. Each station has to have its Station Controlled.

Stations should be placed east to west.
After all the stations controllers are placed and wired to its rail station marker a train line has to be defined using the station controller user interface (just interact with the first station) a line has to be created and all the other stations of the line added.

A test run has to be made to measure the travel time for each section of the line.
With the data from the test run you should then use the provided web app (more of this later) to plan the trains schedule.

Then go back to the station controller to create the schedule using the data from the web app, you can choose how many trains to have for each direction, choose their speed for each tract and stop times for each station, and when the trains should start.

Then you'll have to craft a train at the Trainset Configurator for each train you schedule, and import the items in the Train Configurator (more in depth usage for Scheduled mode here)
Catenaries and/or Chunk Loaders has to be used too in scheduled mode.

Scheduled Mode usage: https://github.com/CondensedChaos/Starbound-Rail-Train#scheduled-mode-1

Reccomended Mods
Many Tabs:
This mod allows nearly all Crafting Tables to have more tabs to avoid cluttering if you use many mods.
Part 1 and Part 2
Be sure to subscribe to both mods (it's a 2-part mod)
Many Tabs Handcrafting Expansion:
It expands Many Tabs to support even more crafting tables
Part 1 and Part 2
Be sure to subscribe to both mods
Many Tabs Rail Crafting Table
It expands Many Tabs to better support Rail Crafting Table
Train System Many Tabs Patch

Enhanced Rails
It will allow you to use an additional rail network (slick rail) that will allows for faster trains

Instant Crafting:
Disables the timer on client-side crafting tables so that everything you craft finish instantaneously.
Instant Crafting
Instant Crafting Fixes (additional supports for other mods)
Instant Crafting More Fixes (additional support for even more mods)

Skizot's Dozers
Adds bulldozers vehicles to make tunnels, fun to use!

Rail demo
There's also an instance world that includes a ready-made demo train network of two lines that can be used to understand better how the mod works.
Get it here[github.com]

to install it you have to open the downloaded zip file and unzip the content of the folder named as "1 - EXTRACT CONTENT OF THIS FOLDER INSIDE starbound -> mods" in <Starbound folder>\mods

and the content of folder named as "2 - EXTRACT CONTENT OF THIS FOLDER INSIDE starbound->storage->universe" in <Starbound folder>\universe\storage

To access the demo just craft a "rail demo world teleporter" from the empty-hand (press C in-game) crafting:


Full Rail-demo documentation: https://github.com/CondensedChaos/Starbound-Rail-Train/tree/main#rail-demo

Known Issues
Since the mod relies extensively on the function world.time()[starbounder.org], the /timewarp command[starbounder.org] must not be used in planets where there are trains running.
A workaround could be to implement another command that should be used instead that will warp the time and notify all running trains on the planets that time has shifted but I haven't started to tackle this problem and I am still not sure if it's a feasible solution yet.

To-do
  • More colors for the trains
  • More traincars types
  • Password protection of Station Controllers for multiplayer servers.
  • Live view of trains running in each line in Station Controller's GUI
  • Live view of testruns in Station Controller's GUI
  • Error handling for line naming/renaming and stations naming/renaming
  • Deleting a station from a line is not implemented yet
  • Renaming of lines button not implemented yet (it's present but does nothing)
  • Delete line button
  • Adding a dialog to change stop length and speed for all (or some) scheduled trains all at once
  • Train spawn error handling
  • The eventuality that trains are deleted after some time has to be taken into account and periodical checks to insure that all trains still exist in the world

Credits
A huge thanks to Jay, the creator of Enhanced Rails, mod that inspired me on creating a dedicated mod for train networks.
인기 토론 모두 보기(3)
15
2023년 10월 6일 오후 9시 04분
고정됨: Help request
Meteora
0
2023년 7월 20일 오후 12시 27분
고정됨: Bug Reporting
Meteora
댓글 21
Meteora  [작성자] 2024년 7월 18일 오후 7시 43분 
@林一二 Hello, I have never tested this mod with xStarrbound, I have heard they were reverse engineering a Starbound fork but I have not followed its progress, it would need a proper testing to be sure it will work properly but I ain't got the time for such extensive test, I tested this mod with Starbound 1.4.4 and it took some months to iron out all the bugs, feel free to test it out and fork the project if you got the time, this project is open source, refer to the project's github page: https://github.com/CondensedChaos/Starbound-Rail-Train

Eventually I could try it out myself one day because I feel an open source revival projects of Starbound could keep extend this game's life but I at the moment I am on the edge of burnout because I got too much on my plate.
林一二 2024년 7월 17일 오전 8시 31분 
Hi is this compatable with xStarbound (latest Lua?) I see you mention word.time, see https://github.com/xStarbound/xStarbound/issues/12#issuecomment-2222962527
GeekyRaptorStudios 2024년 2월 25일 오전 2시 45분 
yes this makes me very happy and thanks for the awesome mod, I appreciate it! :D
Meteora  [작성자] 2024년 1월 15일 오후 2시 55분 
@GeekyRaptorStudios I'm working on an update that will add a couple of more modern looking trains, it will be released shortly, I'm nearly done I'm in the middle of testing and tweaking, I hope you'll like it.
GeekyRaptorStudios 2024년 1월 14일 오전 8시 21분 
could we have subway trains too? This would be perfect for a subway build with a white smooth shaped train.
Meteora  [작성자] 2023년 11월 12일 오후 3시 20분 
Update 13/Nov/2023: Added green color to train car colors
Meteora  [작성자] 2023년 10월 6일 오후 8시 25분 
Meteora  [작성자] 2023년 10월 6일 오후 8시 24분 
@Nephirus90 Sorry for the delay in answering had some issues with my computer.
High speed vehicles causing lags spikes is due to the fact that Chucklefish never optimized this game to use hardware acceleration and the use multi threading properly and there could be huge performance issues with mid-end and low-end systems.
Nephirus90 2023년 9월 29일 오전 3시 54분 
For anyone with problems with vehicles -lag spikes and partial freeze on high speeds- even without this mod:
Have you tested if this suffer from the same problems or somehow not?
Dr_Shadox 2023년 9월 5일 오전 1시 36분 
Look promising