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	<updated>2026-05-12T06:21:13Z</updated>
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	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Trains&amp;diff=187</id>
		<title>Trains</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Trains&amp;diff=187"/>
		<updated>2025-06-16T16:54:07Z</updated>

		<summary type="html">&lt;p&gt;Cory: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Trains&#039;&#039;&#039; are a in-development system for long-distance logistics.&lt;br /&gt;
&lt;br /&gt;
GregTech struggles with long-distance logistics. Ender chests are basic and uninteresting, and existing train mods scale poorly and are not performant. Thus the train system is planned as a performant, immersive alternative to &amp;quot;instant teleportation&amp;quot; logistics tools. &lt;br /&gt;
&lt;br /&gt;
Instead of using entities and keeping the entire track system rendered, Warfactory trains heuristically follow their preconstructed path without rendering in-between segments to save on memory, in a manner similar to the [https://www.curseforge.com/minecraft/mc-mods/via-romana Via Romana] mod.&lt;br /&gt;
&lt;br /&gt;
== Concept Writeup ==&lt;br /&gt;
&lt;br /&gt;
=== Stations ===&lt;br /&gt;
Medium-sized multiblocks requiring a locomotive item, fuel, and one input/output bus each. The controller binds the station to the player who placed it and supports up to 5 operational layers.&lt;br /&gt;
&lt;br /&gt;
=== Map Interface ===&lt;br /&gt;
A 2D map shows all stations with scaled distances (not block-to-pixel accurate). All train routes and schedules are managed through a single GUI screen.&lt;br /&gt;
&lt;br /&gt;
=== Train Runs ===&lt;br /&gt;
Players configure train runs to offload specific cargo amounts at each station. Travel time is based on real calculations involving distance, dimension, and cargo count.&lt;br /&gt;
&lt;br /&gt;
At the core of this are the &#039;&#039;&#039;Virtual Tracks&#039;&#039;&#039;: You must connect stations by &amp;quot;building&amp;quot; rail lines virtually. Cost and travel time are computed based on in world distance and other factors.&lt;br /&gt;
&lt;br /&gt;
=== Execution ===&lt;br /&gt;
Ideally, a worker thread handles all logistics and route simulation. The main world thread only receives item offload instructions with target ticks, minimizing lag.&lt;br /&gt;
&lt;br /&gt;
=== Access Control ===&lt;br /&gt;
Railway owners can whitelist other players for shared access. Security/Espionage are planned for future versions. This allows for features like cargo siphoning, train robberies and disrupting enemy logistics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Think Factorio-style trains, but simplified and entirely GUI-driven. Virtualization allows for complex logistics without Minecraft’s performance bottlenecks.&lt;/div&gt;</summary>
		<author><name>Cory</name></author>
	</entry>
	<entry>
		<id>http://wiki.warfactory.co/index.php?title=Trains&amp;diff=186</id>
		<title>Trains</title>
		<link rel="alternate" type="text/html" href="http://wiki.warfactory.co/index.php?title=Trains&amp;diff=186"/>
		<updated>2025-06-16T16:44:39Z</updated>

		<summary type="html">&lt;p&gt;Cory: Created page with &amp;quot;GregTech struggles with long-distance logistics. Ender chests are basic and uninteresting, and trains are unscalable and laggy on large servers. To address this, I want to implement a virtual railway system via my coremod. Core Concepts: Stations: Medium-sized multiblocks requiring a locomotive item, fuel, and one input/output bus each. The controller binds the station to the player who placed it and supports up to 5 operational layers. Map Interface: A 2D map shows all...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GregTech struggles with long-distance logistics. Ender chests are basic and uninteresting, and trains are unscalable and laggy on large servers. To address this, I want to implement a virtual railway system via my coremod.&lt;br /&gt;
Core Concepts:&lt;br /&gt;
Stations: Medium-sized multiblocks requiring a locomotive item, fuel, and one input/output bus each. The controller binds the station to the player who placed it and supports up to 5 operational layers.&lt;br /&gt;
Map Interface: A 2D map shows all stations with scaled distances (not block-to-pixel accurate). All train routes and schedules are managed through a single GUI screen.&lt;br /&gt;
Train Runs: Players configure train runs to offload specific cargo amounts at each station. Travel time is based on real calculations involving distance, dimension, and cargo count.&lt;br /&gt;
Virtual Tracks: You must connect stations by &amp;quot;building&amp;quot; rail lines virtually. Cost and travel time are computed based on in world distance and other factors.&lt;br /&gt;
Execution: Ideally, a worker thread handles all logistics and route simulation. The main world thread only receives item offload instructions with target ticks, minimizing lag.&lt;br /&gt;
Access Control: Railway owners can whitelist other players for shared access.&lt;br /&gt;
Security/Espionage (planned):  Potential for features like cargo siphoning.&lt;br /&gt;
Think Factorio-style trains, but simplified and entirely GUI-driven. Virtualization allows for complex logistics without Minecraft’s performance bottlenecks.&lt;/div&gt;</summary>
		<author><name>Cory</name></author>
	</entry>
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