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mtr:4.0.x:players_builders [2024/11/24 16:38] – removed - external edit (Unknown date) 127.0.0.1mtr:4.0.x:players_builders [2025/03/30 19:23] (current) – More finalization lx862
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 +====== 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 does not work with Sodium on 1.19.4, consider upgrading to a newer Minecraft version if you would like to upgrade.**
 +  * **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.
 +  * Rail model configured with the Nemo Transit Expansion (NTE) would be flipped to the opposite side. You will need to re-flip it again for asymmetric rail model. 
 +  * 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.
 +