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FTR Apprentice Notes

2014 Jan
By MinecraftSBC
Property of
MinecraftSBC
FearsTeamRailways
Batcave City Railway Projects Managing Department

Table of Contents

0.1 Plugin and System Information


0.2 PSD Types
1.Traincarts Mechanics (IMPORTANT)
1.Signs
1.1 Waiter Sign
1.2 Announcer Signs
1.3 Property Signs
1.4 Destroy Sign
1.5 Remote Control Sign
1.6 Trigger Sign
1.7 Switcher Sign
1.8 Station sign
2.Index
2.1 Property
2.2 Statements
3. SignLink Usage
3.1 SignLink Logic
3.2 SignLink Tutorial
4. Company Policies

Table of Contents (CONT)

0.1 Plugin and System Information


This page should be updated regularly.

Plugins:
Traincarts (Primum Line, Skylink and UGL)
MinecraftTrainSimulator (FTX All branches)
Signlink (Time arrival signs, Control room displays, scrolling texts)
System:
Skylink (Cyan)
MAN/AUTO/BUTN Placement @ AIR
Time Displays and Control room fitted
10 cars(15 blocks)
PSD Type A1-Throughout all stations
Waiter30 lines, Waiter40-46 BEF stations
Destination Names
Speed 60 KPH
ANN Fitted
PlayerCollision=ride
MobCollision=Kill
PlayerCollision=default in depot
UGL (Green)
MAN Placement & DEST SET @ CAS
Time EXPR ONLY, fitted at some stations
9 cars(13 blocks)
PSD Type A1-CAS, B1-CTR/LAK,B1A-MAL/MIE,P1S-ICS
Waiter26 lines, Waiter26 BEF some stations
Destination Names and AUTO TRK SW
Speed 70 KPH NORM, 90KPH EXPR
ANN Fitted at some stations
Primum (Red)
MAN/BUTN Placement @ SPA TRK
8 cars(11 blocks)
PSD Type A1-SPA/BAT/HOE, Type B1-AIR, Type P1S-ICS
waiter26 Lines, waiter50 BEF certain ST. w/ ADDIT TWK at some places
Speed 65 kph
ANN Fitted

FEX
MAN Placement @ TECCI

variable cars
MAN CTRL
MAN TCAS+TC
Speed MAX 110KPH

0.2 PSD Types


A1AND+OR, MAX 14 blocks long doors unless w/ 2 WAY REP, UG Power. MPO 2I Needed.
B1-

AND,TT REV, PWR from above, NO MAX length. Walls Needed. PL MAX 3 HIGH unless w/
EXT walls. MPO varies-mostly SIM ACTV
B1AB1+Anti-flicker SYS
P1S1I ONLY from TRKS, PIST DOORS. UGL PWR. NO MAX LENGTH. MPO 1I 1 way SIM ACTV

0.3 Traincarts Mechanics (IMPORTANT)


Signs:
Signs could be on a block and under a block for them to work.

Signs always starts with:


[train](Work only with PWR)(eg Skippers)
[!train](Work only w/o PWR)(eg Skippers/Switchers)
[+train](Always Works(w/ OR w/o PWR)
[cart](Work for a single minecart, PWR rule APP)
[!cart](Work for a single minecart, PWR rule APP)
[+cart](Work for a single minecart, PWR rule APP)
[train (trainname)] (For remote CTRL, PWR rule APP)

Sign works with the text facing the opposite direction the train is going.

In this case, train works left to right

1.Signs
1.1 Waiter Sign
[+train] NO EXCEPTION

Sign Format:
[+train]
waiter<number>
<time until train is released> (OPTN)
Signs should be placed parallel to the track in case of reverted/borrowed tracking.
Company Recommended Value:
<number>=double of extended train length at tracks, 3x / 4x BEF ST.(50 REC) (depend on
constructor)
<time until train is released>=leave time ONLY WHEN PSD w/ T Suffix, 0.5x-2x dwelling

1.2 Announcer Signs


[+train] NORM OP
[!train]
[train] in NORM EXPR DIFFNC, used w/ DET

Sign Format:

[+train]
Announce
<First Line>
<Second Line>
Signs could be placed both ways. Recommended One way for correct announcements in
borrowed/reverted OP
No Company Recommended value, check Announcing Notes for more INFO. Used with consent
of constructor, and MUST BE typed by licensed Signage constructor.

Please note that First Line and Second Line Collides


eg.
[+train]
Announce
Welcome onboard
Test Line
OUTPUT:
Welcome onboardTest Line
[+train]
Announce
Welcome onboa
rd Test Line
OUTPUT:
Welcome onboard Test Line

1.3 Property Signs


[train]
[!train]
[+train]

Use with consent of Constructor

Sign Format:
[+train]

property
<property>
<value>
No Company Recommended Value. Check Property List for list of Properties and values.
Use with the consent of Constructor and double check/debug after completing the sign. Test
properties before OP.
Each train MUST HAVE a different Name. In case of same names, property signs will
automatically add numbers accordingly after the name. Use # to specify no . places.
eg.
[+train]
property
rename
ICSUT
OUTPUT:
ICSUT
ICSUT1
ICSUT2

[+train]
property
rename
T#ForICSU
OUTPUT:
TForICSU
T1ForICSU
T2ForICSU

1.4 Destroy Sign


[train]
[!train]
[+train]

Depends on Constructor

Sign Format:
[+train]
destroy

1.5 Remote Control Sign


[train <trainname>] NO EXCEPTION
Remote Control Supported Actions:
launch
destroy
property

1.6 Trigger Sign


[+train] NORM OP
[!train]
[train] EXPR NORM OP
Sign Format:
[train]
trigger
<name>
<time>
Company Recommended Value:
<name>=Station Code, return +1 at back, use 2 for return if 2L PID, +Line ALPB if Multi Line St.
<time>=Leave blank for automatic counting

1.7 Switcher Sign


[train]
[!train] Depends on Constructor
[+train]
Sign Format:
[+train]
switcher
<line1>
<line2>
No Company Recommended Value. See Switcher Index for more information
Sign should be placed directly below the curved tracks for 2 syntax
Sign should be attached by extra blocks on the curved rail block. Direction rule APP

1.8 Station sign


[+train](For Normal Stations)
[!train]
[train] (For Station with Skippers, MAN or AUTO)
Sign Format:
[+train]
station<number of blocks for trains to launch, default 100/1st turning>
<time>
<left/right/continue/reverse>(OPTN)
Signs should be placed under blocks or on blocks parallel to the track.
Train goes to the side which redstone signal is AVAIL and could be overide with OPTN line.
Company Recommended value:
<number of blocks for trains to launch>=leave default
<time>=10
<continue/reverse>

2.Index
2.1 Property
Property

Value

Meaning

example
name

Intercity#A

Sets a new name on the train. The #-sign is replaced with a


number 1 to infinity.

setname
rename
dname

Trainname

Sets the display name used with trigger signs


(%triggernameN%)

setdname
displayname
setdisplaynam
e
exitoffset

2/0/0

Change player exit offset, yaw, pitch and rotation.

exityaw

30

exitpitch

exitrotation

90

speedlimit

0.6

The maximum allowed speed the train can go

playercollision

default

Set a collision mode for the train against players, mobs, trains

mobcollision

cancel

traincollision

kill

maxspeed

or other types of entities.

misccollision killnodrops
push
enter
link
slowdown

false

Set if the train slows down

linking

deny

Set if the train can link with other trains

collision

allow

Set if the train can collide with other entities

keepcloaded

true

Set if the train keeps nearby chunks loaded

stat1def

Load one of the default train properties found in

loadchunks
keeploaded
default
setdefault

DefaultTrainProperties.yml into this train

2.2 Statements
Statement

Meaning

passenger

The train has a passenger

items

The train contains a chest and has items

empty

The train has no passenger and no items

fuel

The train contains a furnace which has fuel

velocity
speed

The train velocity (movement speed) can be evaluated, or gets if the


train is moving

powered

The train contains a powered minecart

storage

The train contains a storage minecart

minecart

The train contains a regular minecart

redstone

The sign is powered by redstone

maxspeed

Evaluate the maximum speed set

mobenter

Checks the mob enter property

playerenter

Checks the player enter property

playerexit

Checks the player exit property

destination

Checks if a destination is set on the train

random

Has a 50% chance of turning on

n@<names>
name@<names>

The train name equals one of the names specified

i@<items>

The train contains one of the items specified

o@<owner>

The train contains this owner

d@<destination>

One cart in the train has this destination set

p@<player>

The train is occupied by this player

m@<mobnames>

The train is occupied by one of these mobs

pi@<items>

One of the players has one of the items in his inventory

ph@<items>

One of the players has one of the items in his hand

rs@<directions>

The sign is powered from one of the directions specified

rand@30%

Has a 30% chance of turning on (instead of the default 50%)

anything
t@<tags>

For anything else the plugin checks if the train has it set as a tag

3. SignLink Usage
3.1 SignLink Logic
Declaring Variables always starts with %, make a sandwich for single sign operations.
Syntax:
%<Variable>(%) (OPTN)
Variable can be changed using the following steps:
/variable edit <variable>(Select)
/variable set <Value(ASCII Char)(Edit)
/variable setticker <left/right/number>(Move)
Company Recommended Value:
<left/right/number>=left
<left/right/number>2 / 3
ALWAYS DECLARE A VARIABLE BEFORE CHANGING THEM
(IT COULD PREVENT A VARIABLE FROM OCCUPYING A BLANK SPACE)
Official Variables:
<Entry>-FTR Entry
<Platform>-FTR Platform
<Exit>-FTR Exit

<ICSUM>-EXPR/NORM Reminder

3.2 SignLink Tutorial


4 Fundamental Steps-Declare, Select, Edit, Move
Declare-Declare a variable on sign using %
eg.%test% (Single Sign)
eg.%test (Multiple Signs)
Select-Select variable for editing
/variable edit <variable>
eg. /variable edit test
Edit-Edit Variable Values
/variable set <Value(ASCII Char)>
eg. /variable set This is a test
Move- Make them move on signs(i.e. Scrolling signs)
/variable setticker <left/right/number>
eg. /variable setticker left (Direction)
eg. /variable setticker 2 (Speed)

4. Company Policies
List Of Company Policies:
WAR1-Waiter signs MUST be always activated by [+train]
WLL1-Waiter signs MUST NOT be smaller than train extended length
VOS1-Variables MUST be on signs before further editing
VBR1-Blank/Wrongly declared variables MUST be reported to FTR/RPMD for removal
Be warned- Breaking of any of the policies will result in punishments.

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