Medieval Engineers

Medieval Engineers

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Standard Gauge Rail Guides
   
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Type: Mod
Mod category: block, script, other
Version: 0.7
File Size
Posted
Updated
84.702 MB
25 Aug, 2019 @ 4:17pm
19 Jun, 2022 @ 4:42pm
13 Change Notes ( view )

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Standard Gauge Rail Guides

Description
Update 2019-09-29:
- Total overhaul of the mod due to implementation of Onca77's script in to the Rails Core. New naming, models, grouping and icons and also two new kinds of Rail Guides, one of which allows for constructing fully functional 2-bogie rail cars. Legacy support is ensured, all blueprints using this mod will still work as intended.

Update 2019-09-15:
Added all the missing sizes of the Rail Mod bogies and integrated them into one group. Changed the model of the 1x1 invisible bogies to a timber (due to collision problems with the weight model) and set up proper crafting recipe and group.

Update 2019-08-28:
Increased the detach distance (the height above track at which the bogie stops interacting) to 6 blocks to match the original Rail Mod bogies.

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A cleaned up and tweaked version of this mod by Oobfiche:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1714657970

It is fully interchangeable due to using the same subtypes, just swap them in your world settings.

There is also a narrow gauge version by Johnbeere:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1845530854

In case of any questions or if you're just interested in the engineering side of ME, please join our discord server:
https://discord.gg/VUMmkQe

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What does this mod do?

It adds four groups of blocks in 1x1, 2x1, 1x2 and 2x2 sizes that act as bogies from Equinox's Rails mod. They are intended for building custom vehicles that stay on track without the use of Equinox's bogies.

What is the difference between them?

These come in four different varieties:
1. Rigid - works just like the normal rail bogie, but doesn't come with its own wheels - doesn't float.
2. Free - this one has its rotation force disbled, so it can spin around freely, while staying on track
3. Floating Rigid - Just as 1., but floats exactly two blocks above the normal bogie
4. Floating Free - Just as 2., but floats exactly two blocks above the normal bogie

How to use them?

- Orientation is marked by a groove on top of each bogie. It should point along the rails
- Never place more than one bogie on a single grid as bad and explody things may happen. The only exception is if they are placed in the same orientation exactly above each other.
- If your bogies are too weak for their purpose, adding weight to the grid on which they are placed does increase their force.
- If you want to use more than one bogie for good stabilization, the best way is to mount each one on a different sub grid e.g. by using catch blocks.
2 Comments
Xaerthus  [author] 11 Dec, 2019 @ 6:43am 
@Phooenix
Thanks for letting me know about that dependency. Of course it shouldn't be like that. Somehow when i made the dependencies for that loco the workshop decided to link them backwards too, i have missed this one when fixing it.

Now, this mod basically does exactly the same thing as the normal Rail Mod bogies, it just makes them have another model and float on different heights. Blueprints also do not add their dependencies automatically, you just cannot paste them if you're missing mods.

That being said, with how unstable any mechanical things are in multiplayer currently, it is a bad idea in general to use trains in MP as it is pretty normal for them to fall apart and desyncronise constantly.

If the problem is still occuring now that i removed the dependency, please feel welcome to join the linked discord so it'll be easier to try to solve the issue.
Phooenix 10 Dec, 2019 @ 8:37am 
Somehow I think your mod is making my server go haywire and it added the mods required for the locomotive blueprint (why is there even a blueprint dependency in a mod?) and now i can't get rid of this mod or the locomotive blueprint somehow, even if they are deleted from the mod list they still show up, and clients can't connect, I have spent a total of like 6 hours troubleshooting and this is the most logical i can come up with. Why I think it is this mod and/or the blueprint because those have dependencies for all mods that the server added by itself after a restart, and your latest update also falls perfectly into the timeline.