====== MTR 4 for Players & Builders ====== **Minecraft Transit Railway 4.0** is a major update to the Minecraft Transit Railway mod, succeeding MTR 3.2. In-place upgrade of existing MTR 3 world is available with minor quirks. This releases focuses on refining the player experience, fixing long-standing crashes and bugs, substantially improved frame-rate and adding long-requested features such as mixing carriage in a train. ===== Key Features & Improvements ===== ==== Per-Carriage Configuration/Consist ==== Unlike previous versions where each depot siding can only have 1 train type, MTR 4 allows you to freely fill up a siding with other type of cars. As an example, you can have an **SP1900 (Head), M-Train (Carriage) and K-Train (Rear Head)** to create a custom consist for your siding, and let that consist run on the track. This is useful for mixed vehicle configuration (Such as coupled LRV/trams with different phases), liveries and locomotives pulling other consists. {{:mtr:mtr4_consist.png?400|UI Configuration for MTR 4 Consist}} ==== Different train acceleration & deceleration ==== Train acceleration and deceleration are now separated, with separate slider to configure them. ==== Rail Preview ==== Before placing a track connected to a node, an instant preview of what the track will look like, along with statistics such as the length and radii of the track will be displayed when holding the rail item. {{:mtr:mtr4_trackpreview.png?600|Track Preview of MTR 4, before it is connected}} ==== Track Shape and Custom Model ==== Track shape and custom model can now be applied, this feature is incorporated from Nemo Transit Expansion mod. {{:mtr:mtr4_railcustomization.png?600|Custom Rail Shape & Model GUI}} Note that in MTR 4, Custom Track Model (Rail Style) allows the use of **multiple rail models**, which means different rail models can be composited together. To make a track invisible, simply remove all rail models. ==== Horizontal/Diagonal Elevator ==== Elevator can now go vertically and horizontally at the same time, horizontal track are now added in addition to the already-existing vertical track. {{:mtr:mtr4_elevator.png?600|Elevator going up diagonally}} ==== Revamped System Map ==== The rewritten system map now looks better, runs faster and runs more reliably. {{:mtr:mtr4_sysmap.png?600|Online System Map for MTR 4}} ==== Signal Light ==== Signal lights can now be placed diagonally (In 22.5 degree increments). They can now also be filtered to only show the aspects of certain colored signals. {{:mtr:mtr4_signallight.png?600|MTR Signal Light placed diagonally}} ==== Swaying Effects ==== Train carriage may now sway left and right when the train is running, improving the riding experience. The sway intensity is configurable in the mod settings. ==== OBJ Rendering ==== OBJ model has been incorporated from NTE and is now integrated into MTR 4. This means MTR can now support detailed train/track models that are exported in the .obj format. ==== Tunnel/Bridge Creator ==== The speed of bridge creator has been increased to a more reasonable speed. This brings the speed on-par with **MTR 3 + Nemo Transit Expansion** addon installed. ==== Distance Effect ==== Much of the [[https://minecraft.wiki/w/Distance_effects|Distance Effects]] has been mitigated in MTR 4. Railway facilities and trains will render correctly even in very high distances (i.e. Default world border), and [[mtr:dashboards|Dashboard]] will also function correctly with no precision loss when modifying an area. {{:mtr:mtr4_disteffect.png?600}} ==== FPS Lag ==== Rendering optimizations from the NTE Addon has been integrated to the **Minecraft-Mappings** project, which are also in-use by MTR 4.0. This should offer substantial frame-rate improvements during gameplay.(( [[https://www.youtube.com/watch?v=isNtUyUaNjY&t=104s|https://www.youtube.com/watch?v=isNtUyUaNjY&t=104s]] )) ==== Server Lag ==== The back-end has been rewritten to no longer run on the Minecraft thread, which means the game loop is able to run faster, resulting in more consistent TPS/Lower MSPT. This improvement is more visible in large-scale transit networks. ==== Mod Compatibility ==== Major mod compatibility issue reported in MTR 3 is resolved in MTR 4, notable issues including: * Crash when making a boat depot (MrCrayFish Framework) * Crash when opening the inventory in 1.20.1 (Botarium) * Getting kicked out of rocket (Ad Astra) * Invisible MTR Entity constantly seen when using JEI/The One Probe ===== Other Welcoming Improvements ===== ==== Redstone-powered APG/PSD ==== Automatic Platform Gates / Platform Screen Doors can now be powered by redstone. ==== Announcer Block Delay ==== Announcements in the announcer block can now be delayed for a duration of time after the train passes, before playing to the passengers. ==== Dashboard improvements ==== Dashboard is now notably smoother than in MTR 3, and also has an underground mode to view surroundings in the player's Y level. ==== Platform Slabs ==== A slab-variant of platform blocks has been added. ==== Mosaic Blocks ==== Mosaic Block has been added to MTR 4, which mimics the mosaic tiles seen in various MTR stations. ===== Behavioral changes ===== ==== Game Pausing ==== Due to the new MTR back-end change, currently MTR's train simulation will continue even after the Minecraft game have been paused. ==== Boarding a train ==== To board the train, you must now board from the door area when the door is opened instead of being within the train's bounding box. ==== Train Movement Changes ==== Train movements have been altered slightly in MTR 4 to take account for the bogie position. This may result in train clipping through very tight tunnels/structures built in MTR 3, and may need adjustments to accommodate for the changes. ===== Feature removal ===== Some features have been removed/not implemented yet from MTR 3, notably: * Resource packs which relies on "scripting" feature from **Nemo Transit Expansion** does not work at the moment. * The single-arrival Vertical PIDS does not work, and would still show arrivals across multiple rows. * Manual driving has been removed entirely as it is in need of a major overhaul rather than simply ported over. The **Driver key** is now hidden from the creative menu. ===== Migration from MTR 3 ===== Migration is automatically done when loading an MTR 3 world. After loading in the world, you need to run the command ''/mtr generate'' to refresh paths from all depot and make train operates again. Please note that there are some artifacts after upgrading, which is listed below: * **MTR 4 currently have compatibility issues with Sodium v0.4.9 & v0.4.10. Consider using other versions (Note that Minecraft 1.19.4 only offers v0.4.10, you would need to update to a newer Minecraft version in that case)** * **Lift/Elevator Display Panel** may be displayed incorrectly. This is a one-time migration issue, you would need to break and place it again. * As trains now more accurately simulate bogie position, **train may clip through tight tunnels/bridges built for MTR 3**. These structures may have to be rebuilt/modified to accommodate for the new train movement in MTR 4. * Trains now speed-up/reduce dwell time automatically if it's running late. You can turn this off per-siding to restore the behavior in MTR 3. (Where train runs the same speed regardless of schedule) * New version of various MTR addons may have made breaking changes, please check the respective addon page for details. ===== Addon Compatibility ===== Due to the major backend rewrite, most if not all addons depending on the MTR Mod need to be updated. A non-exhaustive list of addons can be found [[mtr_addon:start|here]], with MTR 3/4 tags appropriately applied to them. Highly popular addons such as [[mtr_addon:lu:start|The Tube]] and [[mtr_addon:jcm:start|Joban Client Mod]] should already be available for MTR 4, with the exception of [[mtr_addon:nte:start|Nemo's Transit Expansion]], where much of the feature is already incorporated to the MTR Mod.