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Trains

From Warfactory Wiki
Revision as of 16:44, 16 June 2025 by Cory (talk | contribs) (Created page with "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...")
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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 stations with scaled distances (not block-to-pixel accurate). All train routes and schedules are managed through a single GUI screen. 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. Virtual Tracks: You must connect stations by "building" rail lines virtually. Cost and travel time are computed based on in world distance and other factors. 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. Access Control: Railway owners can whitelist other players for shared access. Security/Espionage (planned): Potential for features like cargo siphoning. Think Factorio-style trains, but simplified and entirely GUI-driven. Virtualization allows for complex logistics without Minecraft’s performance bottlenecks.