Ultimate Guide to Trains | Create .5

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2022-07-17に共有
In this video I go through all the new train building features in the Create .5 update to build a fully functional train in Minecraft!

Please leave any questions in the comment section, and I will respond to as many as possible!
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Train Schematic: mega.nz/file/VJt1QY4B#Q6r8mkZ9NOfu58Fm8Psocxdz_dNH…
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Create mod: www.curseforge.com/minecraft/...
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Twitter: twitter.com/Polartt_
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Chapters:
Crafting 0:00
Placing Track 3:40
Building Trains 15:36
Placing Train Schematic 22:37
Controlling Train Speed 24:35
Signals 26:37
Map 29:42
Advanced Signals 31:56
Scedules 35:38

コメント (21)
  • Just good lord, the Trains are so in depth that they could be a mod all to themselves. Create has so much content.
  • If you have long sections without intersections, put train signals every (however long your longest regular train). This will allow trains to stack between intersections, and prevent clogging upstream - a factorio player
  • The failproof method of placing signals is: allways place a repeater/chain signal (the brass one) BEFORE a junction and a regular one after the junction. Several hundred hours of Factorio will teach you that 😄 Anyway this guide was awesome, makes me wanna waste another few days of my life with Minecraft again...
  • @666nac
    The most insane thing about Create for me is just how well and how polished everything is. Best animations in the modding scene, best visuals, etc.
  • 4:32 trains can't traverse slopes like this. You need to do a bendy connection between a 100% incline and normal track for it to connect.
  • @celivalg
    So with some factorio experience, a very important thing you need is more 'blocks' on the track, or 'sections' ('blocks' is what they are often called, both in factorio and irl, I think because 'sections' could confuse people about what was meant, a track section or a track 'section'). The reason why you need more of those blocks is that if you have huge blocks for long stretches of tracks, a train waiting to enter a busy station will lock up the whole track section. And now imagine another train wanting to enter an intersection, but it can't because the intersection block's exit is busy, so it will wait before the insection. If you have a lot of traffic, you get get deadlocks very fast. another note that I saw in another comment and that I agree with, treat intersections as their own blocks, always surround them with signals, do not leave an exit unsignaled. train signals is the kind of thing that is easy to mess up if you don't pay attention, and very very hard to debug when something goes wrong. And when something does go wrong, it's usually not a crash, but a deadlock that will have your entire factory on lockdown. It's not too bad in minecraft I think, (haven't experienced it yet, haven't had much time to play around with the update yet) but in factorio, it can mean an hour of working at lower efficiency because something critical didn't get it's supply, sometimes meaning you have to bootstrap your factory by hand.
  • fun fact: fueled trains actually move at a max speed of 1000 blocks a minute. if we take each block to be a meter cubed, that's 60 km/h
  • 27:12 if you want the technical term, in railway signalling one of those "sections" is called a "block" or a "signal block".
  • I recommend to use the dynamic routing of trains. If multiple stations are named the same the train will route to the closest one, not going to busy stations and stations that can't be reached because a signal was turned red by redstone. This allows you to request a certain train on multiple locations on demand. This can be used, for example, if you have a lava supply train that loads up in the nether and multiple locations that use lava and you want a single train to supply all locations on demand. Create a schedule from producer to user and name the user stations the same. Turn the signal at the user-station red to stop a train from routing there. It will instead try to reach another user-station. Be careful though, if no station is reachable it will try to route to the closest and stop in front of the final red signal, make sure that doesn't block any traffic. You can try to create a user station very close to the producer station to make the train wait in front of a switchpoint with a user station behind a red signal that is never reachable. The train will route there if no normal user station is available and wait. If a normal user becomes available the train will update its route from the unreachable user to the reachable one and go there, while waiting at its "parking position" in front of the unreachable user station.
  • Oh, another thing: the way you used the word platform was quite freeform. Usually a platform means one of platforms at a rail station, so like London central platform 1 and London central platform 2 would be right next to eachother. You can actually name your stations "name 1", "name 2", "name 3" etc. and put "name *" in the schedule, so that the train will look for all stations that have "name", space and then whatever single character, like a number, and then choose the closest one. This way you can make a train that will stop at any platform of a specified station. Using a display link that pulls data from station "name *" will actually pull the incoming trains for all stations just like the schedule does, and it will show which train is going to which platform. The trains going to "name *" seem to change their target platform quite easily, so this display thing works best if you actually do schedule trains to specific platforms of a station.
  • Something about seeing trains working in unison in a train network just makes me smile from ear to ear.
  • I just watched an hour long video on minecraft trains and didnt even realize it. whoa. good job!
  • Personnally I've made a sort of docking station. The train arrives, the operator presses some buttons, à section of ground Splits open, conveyors get out, and the train is connected to the factory.
  • You are my go to youtube channel for explaining anything create. Im excited to see what you do moving forward, minecraft related or otherwise!
  • 37:25 I found through experimentation that the conditions are evaluated in sequence i.e. if you have a Station Powered condition then underneath it a wait 5 seconds condition, if you power the station then unpower it within 5 seconds the train will still leave. You might want to just use a station powered condition for more complex logic and set up logic gates with redstone+redstone links. For example, if you want an AND gate setup for 2 redstone links, you would probably be better using them in an AND gate by the station, rather than using the schedule, as if link 1 is powered then unpowered, and then link 2 is powered, then the train may go when you do not want it to. An example when using the schedule may be good is with a players seated condition if there is a chance that the condition is already met. Have a fairly short delay (you decide based on your situation) then the players seated condition so that players don't have to experience the buggy mess that is getting up on a moving train. You could also put a second delay after the players seated condition to allow for more players to board. Bear in mind that not all (afaik) of these conditions can be read out to redstone, so using the schedule conditions may be your only choice.
  • Moving around is slightly smoother in survival mod (I dont exactly know why? I belive it has to do with flight) however, on occasion the walls of the car will hit you as if you were standing on the tracks and struck by the train.. so its not ideal, but its a bit smoother to walk around in survival
  • Polartt, this is an amazing tutorial! The clear explanation and demonstration of all of the trains is phenomenal! Even if Rockit14 made a video minutes after the update was released, the time and work you put into this surpasses his video 10 fold. Keep up the amazing videos!
  • you need 3 presses for a max-speed rail factory. Use brass tunnels to round-robin the track parts out, and funnel them back to a common belt afterwards with a filtered brass tunnel in the middle. This ensures that there's essentially no backup in rail assembly, you're only limited by how fast you can make everything go.
  • @ZiplawDev
    the train signals are basically the same as factorio, so I recommend Nilaus' masterclass on train signals in factorio to learn how to use em
  • Watching this was surprisingly calming. Id really like to see an elaborate creative world with complex train systems like these